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Good Weather

Level 5 priest spell · Alteration

Sphere
Elemental Air, Water
Range
Touch
Components
V, S, M
Casting time
8
Duration
1 hr./level
Area of effect
10 ft./level radius around creature touched
Saving throw
Neg.

With this spell, a priest can create an area of moderate weather. The area affected is a sphere centered on and mobile with the subject. It has a radius equal to 10 feet per level of the caster – the sphere does not extend beneath the ground. The temperature and/level of wind are moderated toward a more comfortable level for the subject. Temperature is adjusted by as much as 20º and wind speed by as much as 10 miles per hour. Note that “comfort” is subjective, varying from race to race. For instance, what a thri-kreen finds tolerable is sweltering for a halfling.

Race Preferred
Human 80 0
Dwarf 85 0
Elf 100 20
Half-elf 90 20
Half-giant 70 30
Halfling 70 0
Mul 85 0
Thri-kreen 120 20

For example, if the spell was cast on a human while the temperature outside the radius is 100º and the wind speed is 5 miles per hour, the good weather spell would adjust the temperature to 80º and the wind speed to 0 within the area of effect. If the spell was cast on a thri-kreen, the temperature would be raised to 120º and the wind speed to 15 miles per hour.

Every creature within the sphere that is made more comfortable by the spell receives a +2 bonus to all morale rolls. They can extend their marching time by up to half the spell's duration in hours every day (provided the spell's duration covers the entire length of the march).

The material component is a piece of cloth from a casual garment.

The reverse of this spell, bad weather, has exactly the opposite effect, moving the outside temperature and wind speed away from the comfortable range. In the above example, the human's sphere has a 120º temperature and a 15-mph wind speed. Wind speeds above 20 miles per hour cut visibility by half. Creatures made less comfortable receive a -2 penalty to all morale checks and have their marching speed cut to half for the duration of the spell. A successful saving throw vs. spell negates this effect.

The material component is a bleached bone.

Notes: Uncommon for priests from the Dark Sun setting.

Sources

This spell on the AD&D 2nd Edition Wiki