Haha, yeah . . . I mean this is like the advice that you see everywhere on every message board over and over. I’m pretty sure it’s in the DMs Guide somewhere but I couldn’t find it just now. It is the kind of advice that I’ve been very frustrated with in the official WotC books. Like the Parleying “rules” in Tasha’s Cauldron, that as someone who has been playing DnD for a little under 30 years, I feel like is talking down to me.
I guess they are assuming that there are always going to be new DMs looking for advice, but anyone who's DMed for more than a few years is probably only going to need the occasional reminder.
Let’s take this case, a player saying “I cast Gust of Wind at the Tornado to blow it away.” Is it more fun if I just say yes: “it blows away the tornado there is no threat.” I’ve found that even if the Player thinks it’s fun in that moment, after awhile it’s going to get boring, and the fighter who didn’t take any spells is going to feel REALLY worthless if every challenge in an exploration session the wizard can avoid with a single spell. So my other simple option is to say “that spell doesn’t work you waste a spell slot, only Control Weather works according to the spell description,” isn’t fun either.
This is when you look at the suggestion they make and extrapolate.
Situation: a tornado.
Book solution: the
control weather spell, an 8th-level spell.
Player solution: the
gust of wind spell, a 2nd-level spell.
The
control weather spell treats Storm winds as stronger than Gale winds which are stronger than Strong winds. A tornado is presumably a Storm wind. A
gust of wind creates a Strong wind for concentration, up to 1 minute.
My take: Casting
control weather when you see the tornados start to appear allows you to control the weather enough to completely dissipate the entire storm. It's not an insta-fix, since it takes 10-40 minutes for the magic to take hold and change the wearther (
@Morrus, did y'all take that into consideration when the tornadoes entry was rewritten, or is this a special case, or did you rewrite
control weather?) but as I said, you're presumably casting when you first see the bad weather arise, not when there's a twister right in front of you.
Logically, a strong wind created by
gust of wind isn't going to do diddly against a Storm-force tornado. For the sake of player agency and fun, I would say that as long as you maintain concentration on
gust of wind, you (and people within 5 feet of you) get a bonus, or maybe advantage, on their Athletics rolls against it. I'd allow the same bonus for people protected by
warding wind or
wind wall, let
control winds or
whirlwind unravel tornadoes one by one, and let anyone affected by
wind walk or
investiture of wind be unscathed by the tornado. But only
control weather could actually end the storm.