You command the weather to do your bidding.
When you first gain the Weather sphere, you gain the mantle and shroud sphere abilities. In addition, you gain one (mantle) or (shroud) talent of your choice.
Mantle
Casting Time: 10 minutes
Range: Touch
Duration: Concentration, up to 1 hour
Target: 1 creature
Cost: 0 sp
You wrap your magic around the target, granting them benefits depending on the surrounding weather. While an individual creature can never have more than one mantle on them at a time, the creature gains the benefits of all (mantle) talents that you have that are applicable to the weather in the area.
Augment 1 sp: The casting time is reduced to 1 action.
Augment 1 sp: You bestow the effects of one of your (mantle) talents regardless of what the weather is in the area. This augment may be applied multiple times, granting the effects of an additional (mantle) talent each time. You can change a bestowed (mantle) talent once each round as a bonus action.
Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.
Shroud
Casting Time: 1 action
Range: 30 feet
Duration: Concentration, up to 1 minute
Target: 1 creature or object
Cost: 0 sp
You alter the weather immediately surrounding the target, applying the effects of one (shroud) talent you know. An individual creature can only be under the effect of one of your shrouds at a time; targeting a creature with a second shroud dispels the first. While a shroud might produce rain, winds, or more, its effects are not lasting on the environment; any rain evaporates immediately, ice disappears when it leaves the target, etc.
Augment 2 sp: The effect persists for the remaining duration without concentration. The effect immediately ends on a shrouded target once they have made 3 successful saving throws against the effect. This augment may be applied after the effect is cast on your turn without an action.
Weather Basic Talents
Talents marked (mantle) grant new effects to your mantle. Talents marked (shroud) give you new shrouds you can bestow. Other talents may be marked with a specific weather category, such as (aridity), (cold), (heat), etc. These talents work best in or modify weather of that type.
Use the Weather Conditions table below as a guideline when determining what the current weather is. More detail and information on the specific mechanics of each weather category and its severities, including the DCs for some effects, can be found in the Appendix at the bottom of this page.
Table: Weather Conditions
Severity | Aridity | Cold | Heat | Precipitation | Storm | Wind |
---|---|---|---|---|---|---|
0 | None | Temperate | Temperate | None | None | Dead calm |
1 | Dry | Cold | Hot | Light fog | Thunderclouds | Moderate wind |
2 | Parched | Extreme cold | Extreme heat | Heavy fog | Storm | Strong wind |
3 | Drought | Arctic cold | Unbearable heat | Rain, hail, snow | Powerful Storm | Gale wind |
4 | Desiccating | Supernaturally cold | Supernaturally hot | Torrential rain, driven hail, blizzard | Haboob (A), Typhoon (P) | Tornado winds |
Mantle Talents
Backlash (mantle)
Choose one of the options below. While in an area with a weather category of severity 1 or higher, if creatures with your mantle are hit by a melee attack, the attacker takes 1d4 damage, provided that they meet the other prerequisites. The type of damage is determined by the weather category. The amount of damage increases at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
- Biting Wind (wind). Requires Wind severity 1 or higher. Attackers take piercing damage.
- Blazing Skin (heat). Requires Heat severity 1 or higher. Attackers take fire damage.
- Freezing Skin (cold). Requires Cold severity 1 or higher. Attackers take cold damage.
- Lightning Rod (storm). Requires Storm severity 1 or higher. Attackers take lightning damage.
- Splashback (precipitation). Requires Precipitation severity 1 or higher. Attackers take bludgeoning damage and are doused in water.
- Withering Hide (aridity). Requires Aridity severity 1 or higher. Attackers take necrotic damage from desiccation.
Augment 1 sp: Increase the number of damage dice by 1 (2d4 at 1st, 2d6 at 5th, etc.).
Dynamic (mantle)
Creatures with your mantle gain one of the following abilities:
- Borne Aloft (wind). While in an area of Wind of severity 1 or higher, creatures with your mantle may levitate up to 10 feet, remaining suspended there. Mantled creatures can move only by pushing or pulling against a fixed object or surface within reach (which allows them to move as if climbing). They can change their altitude once each turn by up to 10 feet in either direction as part of their move, which increases at 5th level (20 feet), 11th level (40 feet), and 17th level (60 feet). Should the mantle end while levitating, the mantled target floats gently to the ground, falling at a rate of 60 feet per round.
- Flash Step (storm). While in an area of Storm of severity 1 or higher, creatures with your mantle can teleport up to 5 feet as a bonus action. If lightning strikes while the mantle is active, the mantled creatures can also teleport as a reaction. The distance mantled creatures can teleport increases by 5 feet at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
- Flame Zephyr (heat). While in an area of Heat of severity 1 or higher, creatures with your mantle gain a +5 feet bonus to all movement modes they possess. The bonus to movement increases by 5 feet at 5th level (+10 feet), 11th level (+15 feet), and 17th level (+20 feet).
- Fluidity (precipitation). While in an area of Precipitation of severity 1 or higher, creatures with your mantle gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to resist or escape a grapple. The mantled creatures treat themselves as one size smaller for the purpose of squeezing through tight spaces at 5th level (1 size smaller), 11th level (2 sizes smaller), and 17th level (3 sizes smaller).
- Ice Skates (cold). While in an area of Cold of severity 1 or higher, creatures with your mantle can ignore any difficult terrain caused by ice, mud, sand, snow, or water. Additionally, while moving through these terrains, mantled creatures gain a +10 foot bonus to their land speed, increasing by 10 feet at 5th level (+20 feet), 11th level (+30 feet), and 17th level (+40 feet).
- Sand Swimmer (aridity). While in an area of Aridity of severity 1 or higher, creatures with your mantle may make Strength (Athletics) checks to swim through sand as if it were water, and gain tremorsense 10 feet. The range of the tremorsense increases by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).
Hostile (mantle)
Creatures with your mantle gain one of the following abilities:
- Boreal Glare (cold). While in an area of Cold of severity 1 or higher, creatures with your mantle may freeze others with just a look. As an Action or bonus action they may make a ranged spell attack roll using your key ability modifier against a single target within 30 feet. Creatures hit take 1d6 cold damage. The gaze attack’s cold damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6)
- Desiccant (aridity). While in an area of Aridity of severity 1 or higher, creatures with your mantle deal an additional 1d4 necrotic damage from desiccation when they hit a creature with a melee attack. The amount of bonus necrotic damage increases at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
- Fever (heat). While in an area of Heat of severity 1 or higher, creatures with your mantle deal an additional 1d4 fire damage when they hit a creature with a natural weapon (such as a bite, claw, or slam attack). The amount of bonus fire damage increases at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
- Hyponatremia (precipitation). While in an area of Precipitation of severity 1 or higher, creatures with your mantle deal an additional 1d4 poison damage when they hit a creature with a ranged weapon. The amount of bonus poison damage increases at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
- Razor Wind (wind). While in an area of Wind of severity 1 or higher, creatures with your mantle deal an additional 1d4 slashing damage when they hit a creature with an unarmed strike. The amount of bonus slashing damage increases at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
- Shock (storm). While in an area of Storm of severity 1 or higher, creatures with your mantle deal an additional 1d4 lightning damage when they hit a creature with a metal weapon. The amount of bonus lightning damage increases at 5th level (1d6), 11th level (1d8), and 17th level (1d10).
Augment 1 sp: Increase the number of damage dice by 1 (2d4 at 1st, 2d6 at 5th, etc.).
Utility (mantle)
Creatures with your mantle gain one of the following abilities:
- Breezespeech (mantle, wind). While in an area of Wind of severity 1 or higher, creatures with your mantle may talk to other creatures with a Breezespeech mantle as if they were adjacent to each other, regardless of distance or even if one is silenced. This works regardless of distance between them, as long as they are both within an unbroken area of Wind of severity 1 or higher and on the same plane. This allows them to speak and hear each other even if one of them is in an area of magical silence, though it does not allow them to use verbal components in such an area.
- Defibulation (storm). While in an area of Storm of severity 1 or higher, creatures with your mantle have advantage on any death saving throw they make.
- High Energy (heat). While in an area of Heat of severity 1 or higher, creatures with your mantle gain a number of temporary hit points equal to your proficiency bonus. These temporary hit points replenish at the beginning of each round.
- Ice Box (cold). While in an area of Cold of severity 1 or higher, creatures with your mantle and their equipment are protected against decay and can’t become undead. Additionally, mantled creatures have their time limit extended on when they can be raised from the dead, since rounds, minutes, and hours spent under the mantle don’t count against the time limit of such spells or magic sphere talents and abilities.
- Light Load (aridity). While in an area of Aridity of severity 1 or higher, creatures with your mantle may add your proficiency bonus to their Strength score when determining the amount of weight that they can carry.
- Mist Form (precipitation). While in an area of Precipitation of severity 1 or higher, creatures with your mantle are immune to opportunity attacks, and can enter and occupy the space of another creature.
Weathercaster (mantle)
Creatures with your mantle gain one of the following abilities:
- Barometric Mantle (any). Creatures with your mantle may accurately predict the natural weather within 5 miles up to 48 hours into the future, and always therefore know if the weather is being magically manipulated. They also gain advantage on any saving throws against weather effects (including Weather sphere effects, such as shrouds).
- Clear Skies (any). Creatures with your mantle treat weather as one step less severe, up to severity level 0. This and other (mantle) talents still work according to the true severity level. The mantled creature treats the weather as one additional step less severe at 5th level (2 steps), 11th level (3 steps), and 17th level (4 steps).
Weatherproof (mantle)
Creatures with your mantle gain one of the following abilities:
- Gelid Body (cold). While in an area of Cold of severity 1 or higher, creatures with your mantle gain resistance to cold damage and nonmagical slashing damage.
- Mirage Sheen (heat). While in an area of Heat of severity 1 or higher, creatures with your mantle gain resistance to nonmagical piercing damage and advantage on Intelligence (Investigation) checks made to disbelieve illusions.
- Mummified Flesh (aridity). While in an area of Aridity of severity 1 or higher, creatures with your mantle gain resistance to necrotic damage and nonmagical bludgeoning damage.
- Nonconductive (storm). While in an area of Storm of severity 1 or higher, creatures with your mantle gain resistance to lightning damage. Additionally, mantled targets gain advantage on all saving throws made to negate or reduce lightning damage.
- Sodden (precipitation). While in an area of Precipitation of severity 1 or higher, creatures with your mantle gain resistance to fire and poison damage. Additionally, mantled targets can also douse nonmagical fires of Tiny size or smaller with a successful melee attack. The mantled target may also douse magical fires, but it requires a successful spellcasting ability check against the fire’s spell save DC or sphere DC. The size of the fire they may douse increases by one step at 5th level (Small size), 11th level (Medium size), and 17th level (Large size).
- Wind Tunnel (wind). Ranged weapon attacks made against creatures with your mantle while in an area of Wind of severity 1 or higher are made with disadvantage. Additionally, mantled creatures do not automatically miss when launching ordinary projectiles at targets behind a wind wall (or similar effect).
Shroud Talents
Arctic’s Cold (shroud, cold)
You can place one of the following shrouds on a target:
- Black Ice. Placing this shroud on a target causes ice to form around its limbs, reducing its movement speed by half. A creature whose speed would be reduced to less than 5 feet is restrained.
- Diamond Dust. Placing this shroud on a target causes the air around it to suddenly be filled with ice crystals. For the duration, at the end of your turn, the shrouded target takes 1d6 cold damage. Affected targets may avoid this damage with a successful Constitution saving throw, but if the final spell point cost of your shroud is 1 or more spell points, a successful save instead reduces the damage by half. The cold damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Karakaze. Placing this shroud on a target creates a cold dry mountain wind that numbs it, imposing a -2 penalty to AC and Dexterity saving throws they make.
Coast’s Precipitation (shroud, precipitation)
You can place one of the following shrouds on a target:
- Drench. Placing this shroud on a target causes a small cloud to follow it, pouring rain constantly. Unless the target spends a bonus action to dry off each round, an action that provokes an opportunity attack, its movement speed is reduced by half, it has disadvantage on saving throws against Cold weather effects, and is considered doused or wet.
- Drown. Placing this shroud on a target creates a torrent of water that sprays its way into every orifice in an attempt to drown the target. For the duration, at the end of your turn, the shrouded target must succeed on a Constitution saving throw or take 1d8 nonmagical bludgeoning damage. Targets who took bludgeoning damage last round from the shroud, and fail their saving throw are poisoned for one round. Creatures who can breathe water are immune to the effect of this shroud. The bludgeoning damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
- Rip Current. Placing this shroud on a target envelopes them in water, incapacitating the victim, leaving them vulnerable to drowning. For the duration, at the end of your turn, the shrouded target must make a Constitution saving throw. A creature which fails this save is considered grappled for one round. Creatures who fail two saving throws become poisoned for as long as they are grappled. Creatures who fail three saving throws become restrained for the duration of the grapple. Succeeding at a save releases a creature from the grapple but does not end the effect. Creatures who can breathe both water and air are immune to the effects of this shroud, while creatures that can only breathe water have advantage on the saving throws.
Desert’s Aridity (shroud, aridity)
You can place one of the following shrouds on a target:
- Dust Cloud. Placing this shroud on a target fills the air of its space with dry dust. For the duration, at the end of your turn, the shrouded target must succeed a Constitution saving throw or be poisoned for the round.
- Illuminating Shaft. Placing this shroud on a target creates a beam of light to reveal its position, imposing disadvantage on all Dexterity (Stealth) checks they make.
- Sirocco. Placing this shroud on a target that creates a constant desiccating wind that saps its strength. The shrouded target must succeed a Constitution saving throw or be inflicted with level 1 exhaustion that lasts for the duration of the shroud. A successful Constitution saving throw will immediately end the shroud, with no further effect. The level of exhaustion inflicted by a failed Constitution saving throw increases by 1 at 5th level (level 2 exhaustion), 11th level (level 3 exhaustion), and 17th level (level 4 exhaustion).
Forest’s Storm (shroud, storm)
You can place one of the following shrouds on a target:
- Crackling Arc. Placing this shroud on a target causes it to be veiled in plasma that leaps to strike another creature. For the duration, at the end of your turn, you can choose one creature (other than the shrouded target) within shroud range of the target to take 1d6 lightning damage. Affected creatures may avoid this damage with a successful Dexterity saving throw, but if the final spell point cost of your shroud is 1 or more spell points, a successful save instead reduces the damage by half. If you do not choose a creature to deal lightning to, the plasma discharges harmlessly that round. Regardless of how many Crackling Arc shrouds you have active at a time, no individual creature can be damaged by this shroud more than once per round. If this shroud has a duration other than concentration, the effect immediately ends once an individual creature has made 3 successful saving throws against the effect.The lightning damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
- Personal Thunderhead. Placing this shroud on a target creates a thundercloud that follows it and periodically emits bursts of loud thunder. For the duration, at the end of your turn, the shrouded target takes 1d6 thunder damage. Affected targets may avoid this damage with a successful Constitution saving throw, but if the final spell point cost of your shroud is 1 or more spell points, a successful save instead reduces the damage by half. The thunder damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Intensified Weather (shroud)
Upon placing this shroud on a target, choose Aridity, Cold, Heat, Precipitation, or Wind. The shrouded target suffers the effect of that weather category at severity level 1; see the Control Weather advanced talent. If the target is already in weather of the chosen category at the same severity or higher, it suffers the effect of the chosen type of weather as if it were one step more severe (maximum severity level 4). You can apply this shroud multiple times to a single target, choosing a different weather category each time. You can choose to increase the severity level of the chosen weather category by an additional one step at 5th level (severity level 2), 11th level (severity level 3), and 17th level (severity level 4).
Mountain’s Wind (shroud, wind)
You can place one of the following shrouds on a target:
- Battering Winds. Placing this shroud on a target imposes disadvantage on ranged weapon attack rolls and Dexterity saving throws.
- Biting Wind. Placing this shroud on a target imposes disadvantage on Wisdom (Perception) checks based on sight.
- Squamish. Placing this shroud on a target creates a constant forceful wind that shoves it around. For the duration, at the end of your turn, the shrouded target is moved 5 feet in the direction of your choosing. A successful Strength saving throw prevents this forced movement. The distance moved on a failed Strength saving throw increases by 5 feet at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).
Swamp’s Heat (shroud, heat)
You can place one of the following shrouds on a target:
- Fata Morgana. Placing this shroud on a target imposes disadvantage on all saving throws against illusions and Intelligence (Investigation) checks made to disbelieve illusions.
- Glare. Placing this shroud on a target causes bright light to blind it. For the duration, at the end of your turn, the shrouded target must succeed a Wisdom saving throw or be blinded for the round.
- Heat Stroke. Placing this shroud on a target creates a region of intense heat around it. For the duration, at the end of your turn, the shrouded target takes 1d6 fire damage. Affected targets may avoid this damage with a successful Constitution saving throw, but if the final spell point cost of your shroud is 1 or more spell points, a successful save instead reduces the damage by half. The fire damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Weather Advanced Talents
Climate
Prerequisites: Universal sphere (Reaching (metasphere)), Weather sphere (Control Weather), 11th level or higher.
When using Control Weather, the duration becomes Concentration up to 8 hours.
Augment 3 sp: the range increases to 1 mile.
Augment 4 sp: (requires 15th level): the range increases to 5 miles.
Control Weather
Prerequisite: Weather sphere
Casting Time: 10 minutes
Range: 30 feet
Duration: Concentration, up to 1 hour
Cost: 0 sp
For the duration, you take control of the weather, affecting only the area within range. If you are in a confined area, such as inside a building, your control only extends to the edge of that space.
When using control weather, you change the weather conditions, which are determined by the GM based on the climate, location, and season. When you change the weather conditions, find the current condition on the following tables and change its severity by one step, up or down. Every 10 minutes that you use control weather, you can further increase or decrease the severity by one, up to the maximum severity of 1.
Each category of weather (aridity, cold, heat, precipitation, and wind) has 5 steps of severity (0-4). Temperature is divided between ‘Heat’ and ‘Cold’, each with 5 steps of severity. (If the temperature is lowered below severity 0 of Heat, it becomes severity 1 of Cold.) Likewise, humidity is divided between ‘Precipitation’ and ‘Aridity’, which follows a similar setup. An average day of no wind, and unremarkable humidity and temperature is assumed to be at severity level 0 for all categories.
Information on each category of weather and their severities can be found in the Appendix.
When the duration of control weather ends, the severity of the altered weather returns to normal at the rate of one step every 10 minutes.
Augment 1 sp: The casting time of control weather becomes an action.
Augment 2 sp: The effect persists for the remaining duration without concentration. This augment may be applied after the effect is cast on your turn without an action.
Stormlord
Prerequisites: Weather sphere (Control Weather)
When using control weather to create a Storm of severity level 1 or higher, you choose the locations of the effects, such as lightning; they are no longer chosen at random.
Sudden Storm
Prerequisites: Universal sphere (Quicken (metasphere)), Weather sphere (Control Weather)
Every minute that you use control weather, you can further increase or decrease the severity by one, up to your maximum or minimum severity.
Augment 1 sp: Every round that you use control weather, you can further increase or decrease the severity by one, up to your maximum or minimum severity.
Variants
Aeromancy
Instead of gaining a (mantle) or (shroud) talent when you first gain the Weather sphere, you gain the Control Weather advanced talent and ability.
Focused Weather
Choose a weather category from: aridity, cold, heat, precipitation, or wind. When using (mantle) or (shroud) talents or abilities, you are limited to those marked with (any) or the chosen weather category. If you have the Control Weather advanced talent, you can only modify the severity level of the chosen weather category, or decrease the opposing weather category to become your chosen weather category. For example, if you chose (heat), and you have the Control Weather advanced talent, you can modify the heat severity between levels 0 and 4, or you can decrease cold severity levels to reach heat severity levels. You gain a bonus talent from the Weather sphere when you gain this sphere variant.
Appendix: Weather Categories
The weather categories below are based upon existing rules for controlling or handling weather, but there are some key changes, particularly in relation to ability checks or saving throw DCs. When using the Weather sphere to magically alter the weather, all ability check or saving throw DCs are always equal to the spherecaster’s sphere DC. When using naturally occurring weather, we recommend using the DCs listed in the Weather Conditions table below, especially if you are using these weather severity rules.
Table: Weather Conditions
Severity | Aridity | Cold | Heat | Precipitation | Wind | Storm1 | DC |
---|---|---|---|---|---|---|---|
0 | None | Temperate | Temperate | None | Dead calm | None | 0 |
1 | Dry | Cold | Hot | Light fog | Moderate wind | Thunderclouds | 5 |
2 | Parched | Extreme cold | Extreme heat | Heavy fog | Strong wind | Storm | 10 |
3 | Drought | Arctic cold | Unbearable heat | Rain, hail, snow | Gale wind | Powerful Storm | 20 |
4 | Desiccating | Supernaturally cold | Supernaturally hot | Torrential rain, driven hail, blizzard | Tornado winds | Haboob (A), Typhoon (P) | 30 |
1: Storms are not raised and lowered on their own, but are instead the product of raising both Precipitation or Aridity and Wind together. For example, to create a level 2 Storm, both Wind and Precipitation or Aridity must be raised to level 2.
Aridity
Aridity is the opposite of Precipitation. If the Precipitation is lowered below severity 0 of Precipitation it becomes severity 1 of Aridity, and vice versa.
Water left in open air loses about an inch of height per day for every level of combined severity between Aridity and Heat. This becomes 2 inches per combined level at Aridity severity level 3, and 4 inches per combined level for Aridity severity 4.
Immunities
Creatures naturally adapted to arid climates treat Aridity weather conditions as 1 severity level less. Creatures with resistance to necrotic damage treat Aridity weather conditions as 2 severity levels less. Creatures immune to necrotic damage automatically succeed on any saving throws made against Aridity weather conditions.
Severity 0
In normal conditions (Aridity severity level 0), a character can go without water for 1 day plus a number of hours equal to their Constitution score. After this time, the character must succeed at a Constitution saving throw each hour thereafter or gain one level of exhaustion.
Severity 1
At Aridity severity level 1 and greater, all creatures gain disadvantage on any Constitution saving throws against exhaustion due to dehydration. Additionally, each additional time that the Constitution saving throw is made during the same 24 hours, the DC increases by 1.
Severity 2
At Aridity severity level 2, all creatures must drink twice as much water each day to stay healthy, and the amount of time a character can go without water before they must begin attempting Constitution saving throws, as well as the time between checks, is cut in half (12 + 1/2 Constitution score hours, checks every 30 minutes).
Severity 3
At Aridity severity level 3, the amount of time a character can go without water before they must begin attempting Con stitution saving throws, as well as the time between checks, is cut in half again (6 + 1/4 Constitution score hours, checks every 15 minutes).
Severity 4
At Aridity severity level 4, the amount of time a character can go without water before they must begin attempting Constitution saving throws is reduced to 1 hour, and the time between checks is reduced to once every minute. In addition to gaining a level of exhaustion for failing their Constitution saving throw, the character also takes necrotic damage equal to their level. This damage is caused from desiccation, and cannot be healed until they have consumed the necessary water.
Cold
Cold is the opposite of Heat. If the Heat is lowered below severity 0 of Heat it becomes severity 1 of Cold, and vice versa.
Immunities
Creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates treat Cold weather conditions as 1 severity level less. Creatures with resistance to cold damage treat Cold weather conditions as 2 severity levels less. Creatures immune to cold damage automatically succeed on any saving throws made against Cold weather conditions.
Severity 0
In temperate conditions (Cold severity level 0), characters are generally comfortable in common clothing without many layers.
Severity 1
At Cold severity level 1, the temperature is between 40 and 0 degrees Fahrenheit (4 to -18 Celsius). Characters exposed to the cold must succeed a Constitution saving throw at the end of every 4 hours exposed or gain 1 level of exhaustion. Each time that the check is made during the same 24 hours, the DC increases by 1.
Severity 2
At Cold severity level 2, the temperature is between 0 and -40 degrees Fahrenheit (-18 to -40 Celsius). Characters exposed to this extreme cold must succeed the Constitution saving throw at the end of every hour exposed.
Severity 3
At Cold severity level 3, the temperature is between -40 and -120 degrees Fahrenheit (-40 to -85 Celsius). Characters exposed to this arctic cold must succeed the Constitution saving throw at the end of every 10 minutes exposed. Creatures that roll a natural 1 on their saving throw (regardless if they passed or failed their saving throw) take 1d8 cold damage.
Severity 4
At Cold severity level 4, the temperature is below -120 degrees Fahrenheit (-85 Celsius). Characters exposed to this supernatural cold must succeed the Constitution saving throw at the end of every minute exposed, and those that fail also take 4d8 cold damage. Any cold damage taken from failing this saving throw cannot be healed until warmed up or in an area of Cold severity level 1 or less.
Heat
Heat is the opposite of Cold. If the Cold is lowered below severity 0 of Cold it becomes severity 1 of Heat, and vice versa.
Immunities
Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on any saving throws against Heat weather conditions. Creatures wearing warm weather gear (loose linen clothing, loose head covering, and the like) and creatures naturally adapted to hot climates treat Heat weather conditions as 1 severity level less. Creatures with resistance to fire damage treat Heat weather conditions as 2 severity levels less. Creatures immune to fire damage automatically succeed on any saving throws made against Heat weather conditions.
Severity 0
In temperate conditions (Heat severity level 0), characters are generally comfortable in common clothing without many layers.
Severity 1
At Heat severity level 1, the temperature is between 80 and 100 degrees Fahrenheit. Characters exposed to the heat must succeed a Constitution saving throw at the end of every 4 hours exposed or gain 1 level of exhaustion. Each time that the check is made during the same 24 hours, the DC increases by 1.
Severity 2
At Heat severity level 2, the temperature is between 100 and 140 degrees Fahrenheit (38 to 60 Celsius). Characters exposed to this extreme heat must succeed the Constitution saving throw at the end of every hour exposed.
Severity 3
At Heat severity level 3, the temperature is between 140 and 180 degrees Fahrenheit (60 to 82 Celsius). Characters exposed to this unbearable heat must succeed the Constitution saving throw at the end of every 10 minutes exposed. Creatures that roll a natural 1 on their saving throw (regardless if they passed or failed their saving throw) take 1d8 fire damage.
Severity 4
At Heat severity level 4, the temperature is above 180 degrees Fahrenheit (82 Celsius). Characters exposed to this supernatural heat must succeed the Constitution saving throw at the end of every minute exposed and those that fail also take 4d8 fire damage. Any fire damage taken from failing this saving throw cannot be healed until cooled down or in an area of Heat severity level 1 or less.
Precipitation
Precipitation is the opposite of Aridity. If the Aridity is lowered below severity 0 of Aridity, it becomes severity 1 of Precipitation. If the Precipitation is lowered below severity 0 of Precipitation, it becomes severity 1 of Aridity.
Severity 0
In normal conditions (Precipitation severity level 0), a character will generally not be wet, but will instead be more or less dry. If there are clouds, they do not significantly impact visibility.
Severity 1
At Precipitation severity level 1, there is a combination of light clouds or ground fog, lightly obscuring flying creatures in the clouds, or creatures in the ground fog.
Severity 2
At Precipitation severity level 2, there is a combination of overcast clouds or thick fog, heavily obscuring flying creatures in the clouds, or creatures in the thick fog. Vampires and other creatures with similar vulnerabilities do not suffer the ill effects of sunlight while in an area with overcast clouds.
Severity 3
At Precipitation severity level 3, there is either rain (if Heat severity 1 or higher), hail (if Cold/Heat severity 0), or snow (if Cold severity 1 or higher). The affected area is lightly obscured, and all exposed flames are doused.
Severity 4
At Precipitation severity level 4, there is either torrential rain (if Heat severity 1 or higher), driving hail (if Cold/Heat severity 0), or blizzard (if Cold severity 1 or higher). The affected area is heavily obscured, all exposed flames are doused, the ground is slick and considered difficult terrain, and finally other creatures concentrating in the area must make Constitution saving throws vs the effect or lose concentration.
Storm
Unlike other weather conditions, Storm severity only rises when both humidity (Aridity/Precipitation) and Wind is raised. For example, to reach Storm severity 1, both Wind and either Aridity or Precipitation must also be 1 or higher. This means that the effects of a storm are cumulative with the effects of both the Wind and the Aridity/Precipitation.
Severity 1
At Storm severity 1, there are thunderclouds. Once every 10 minutes, there is a discharge of mostly harmless electrical energy that strikes a random space within the area creating a loud clap of thunder that deafens nearby creatures. While the electrical energy itself is not particularly dangerous, any creature within 5 feet of where the bolt struck must succeed a Constitution saving throw. A creature takes 1d4 thunder damage on a failed save and is deafened for 1 round. A creature is only deafened for 1 round on a successful save.
Severity 2
At Storm severity 2, there is an actual storm. Once every minute, a bolt of lightning randomly strikes a square with lightning. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much on a successful one.
Severity 3
At Storm severity 3, there is a powerful storm. This is just like Storm severity 2, except that the bolts of lightning strikes a random square once every round, and that the bolts of lightning deal 6d10 lightning damage on a failed save, or half as much on a successful one.
Severity 4
At Storm severity 4, there is either a Haboob (if Aridity severity 4) or a Typhoon (if Precipitation severity 4). A haboob creates heavy obscurity in the area, and creatures in the area suffer 1d6 slashing damage each round, and must make a Constitution saving throw each round or be poisoned for 1 minute. A typhoon creates light obscurity in the area, and creatures must make a Strength saving throw each round or suffer 2d6 bludgeoning damage, or half as much on a successful save. Cover can protect a target from a haboob or typhoon.
Wind
In a dead calm (Wind severity level 0), there is insufficient wind for vehicles to move under sail. If there is a breeze, it won’t significantly impact the area.
Severity 1
At Wind severity level 1, there is a moderate wind that has a 50% chance of extinguishing exposed flames of Tiny size or smaller, such as candles.
Severity 2
At Wind severity level 2, the area imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. The wind also extinguishes open flames, and disperses fog. Additionally, Wind at severity 2 or higher makes flying require a Strength (Athletics) or Dexterity (Acrobatics) check against the weather effect. Those that fail, must land at the end of its turn or fall. If a strong wind is present in an area with alot of loose debris (such as sand in a desert), the area also imposes disadvantage on Wisdom (Perception) checks that rely on sight.
Severity 3
At Wind severity level 3, there is a gale force wind that is powerful enough to bring down branches if not whole trees. Such winds in addition to extinguishing open flames have a 75% chance to extinguish protected flames, such as lanterns.
Common ranged weapon attacks are impossible, and even siege weapons suffer disadvantage on their ranged attack rolls. The area also imposes disadvantage on all Wisdom (Perception) checks. Creatures that are Medium sized or smaller must make a Strength (Athletics) check to move against the winds. Creatures that are Small sized or smaller that fail this check are knocked prone and rolled 1d4 x 10 feet taking 1d4 bludgeoning damage per 10 feet.
Severity 4
At Wind severity level 4, there are tornado winds. All flames are extinguished. All ranged attacks are impossible (even with siege weapons), Wisdom (Perception) checks based on hearing always fail, and the area is lightly obscured. Creatures that are Huge sized or smaller must make a Strength (Athletics) check to move against the winds. Creatures that are Large sized or smaller that fail this check are picked up and thrown 2d4 x 10 feet taking 1d8 bludgeoning damage per 10 feet after being knocked prone. Flying in this area is impossible; a flying creature in tornado winds must land at the end of their turn or fall.
Spheres of Power by Drop Dead Studios | ||||
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Using Spheres of Power | ||||
Classes | ||||
Elementalist | Incanter | Mageknight | Prodigy | Soul Weaver |
Spheres | ||||
Alteration | Conjuration | Creation | Dark | Death |
Destruction | Divination | Enhancement | Fate | Illusion |
Life | Light | Mind | Nature | Protection |
Telekinesis | Time | Universal | Warp | Weather |
Other Rules | ||||
Casting Traditions | Conditions | Feats | Magic Items | Wild Magic |
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