Control WeatherRitual 8
Cast 1 day
Secondary Casters 1
Primary Check Nature (master)
Secondary Checks Survival
Area 2-mile-radius circle centered on you
Duration 4d12 hours
You alter the weather, making it calm and normal for the season or choosing up to two effects based on the season.
You can't specifically control the manifestations, such as the exact path of a tornado or the targets of lightning strikes.
- Autumn cold weather, fog, mild heat, sleet
- Spring drizzle, heat, hurricane, sleet, thunderstorm, tornado
- Summer drizzle, downpour, extreme heat, hail, heat
- Winter blizzard, mild cold, extreme cold, thaw
Critical Success You change the weather as desired and can affect a larger area (up to a 5-mile-radius circle), or a longer duration (any number of additional d12 hours, up to 16d12).
Success You change the weather as desired.
Failure You fail to change the weather as desired.
Critical Failure The weather changes in an unanticipated way, determined by the GM but generally as contradictory to your true desires as possible (for instance, a terrible storm emerges when you would prefer good weather).
Heightened (9th) You can create unseasonable weather and contradictory weather effects, such as extreme cold and a hurricane. You can make the weather calm and normal weather for a different season or choose weather effects from any season's list.
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
EvocationEffects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.