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10th level spells . . . inspiration required
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<blockquote data-quote="victorysaber" data-source="post: 5110994" data-attributes="member: 16171"><p>If it helps...</p><p></p><p></p><p>Command Weather</p><p></p><p>Transmutation</p><p></p><p>Level: Druid 10</p><p>Casting Time: 1 round</p><p>Range: 1 mile/level</p><p>Area: 1 mile'level radius, centered on you</p><p>Duration: 1 hour/level</p><p>Saving Throw: None</p><p>Spell Resistance: No</p><p></p><p>As control weather, except as noted.</p><p></p><p>It takes 1 round to cast the spell, and 1 round for the effects to manifest. You can call forth any type of weather, regardless of the climate and season of the area you are in.</p><p></p><p>You can concentrate to control specific applications of the weather - where lighting strikes or the exact path of a tornado, for example.</p><p></p><p>When you select a weather condition to occur, the weather assumes that condition 1 round later, changing abruptly. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which manifests itself 1 round later).</p><p></p><p>Contradictory conditions (snow and a heatwave) are possible simultaneously, although they might neutralise each other (snow + heatwave = rain, for instance).</p><p></p><p>You can also duplicate (using this spell's statistics, if better) the effects of</p><p>- call lightning storm</p><p>- obscuring mist</p><p>- fog cloud</p><p>- gust of wind</p><p>- sleet storm</p><p>- wind wall</p><p>- ice storm</p><p>- control winds</p><p>- whirlwind</p><p>- storm of vengeance</p><p></p><p>You can also, with a standard action, use the weather to deal 1d6/level damage (max 30d6) to one target per caster level within the spell's area. You can deal electricity (via lighting), cold (via snow), fire (via a heat wave), or acid (via acid rain) damage, but only one energy type at a time.</p></blockquote><p></p>
[QUOTE="victorysaber, post: 5110994, member: 16171"] If it helps... Command Weather Transmutation Level: Druid 10 Casting Time: 1 round Range: 1 mile/level Area: 1 mile'level radius, centered on you Duration: 1 hour/level Saving Throw: None Spell Resistance: No As control weather, except as noted. It takes 1 round to cast the spell, and 1 round for the effects to manifest. You can call forth any type of weather, regardless of the climate and season of the area you are in. You can concentrate to control specific applications of the weather - where lighting strikes or the exact path of a tornado, for example. When you select a weather condition to occur, the weather assumes that condition 1 round later, changing abruptly. The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which manifests itself 1 round later). Contradictory conditions (snow and a heatwave) are possible simultaneously, although they might neutralise each other (snow + heatwave = rain, for instance). You can also duplicate (using this spell's statistics, if better) the effects of - call lightning storm - obscuring mist - fog cloud - gust of wind - sleet storm - wind wall - ice storm - control winds - whirlwind - storm of vengeance You can also, with a standard action, use the weather to deal 1d6/level damage (max 30d6) to one target per caster level within the spell's area. You can deal electricity (via lighting), cold (via snow), fire (via a heat wave), or acid (via acid rain) damage, but only one energy type at a time. [/QUOTE]
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