TEXT: The Tempestarian’s 
  Handbook
  The Tempestarian’s 
  Handbook
  
  Credits
  Author: Jeff Collins
  Creative Director: Adam Meyers
  Interior Art: Vagelio Kaliva and Jack Holliday
  Cover Art: Gennifer Bone
  Layout: Rachel Meyers
  Special Thanks: David Silver, J. Gray, Johannes Luber
  The Tempestarian’s Handbook
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Class Options .....................................................................................4
  Archetypes ........................................................................................................4
  Weather harvester (Alchemist archetype) .................................................4
  Vajrahasta (Armorist archetype) ..............................................................5
  Wendigo (Bloodrager archetype) .............................................................6
  Storm Herald (Skald archetype) ..............................................................7
  Hedgewitch Tradition ......................................................................................9
  Tempest-tost .............................................................................................9
  Arsenal Tricks ..........................................................................................10
  Rage Powers ...........................................................................................10
  Hedgewitch Secrets .................................................................................10
  Basic Magic ......................................................................................11
  New Weather Categories ................................................................................11
  Aridity ......................................................................................................11
  Ash ............................................................................................................12
  New Talent Types ...................................................................................12
  Basic Talents ...................................................................................................13
  Basic Weather Talents ............................................................................13
  Mantle Talents ..........................................................................................14
  Shroud Talents .........................................................................................15
  Advanced Magic ................................................................................17
  Advanced Talents .....................................................................................17
  Incantations ..............................................................................................19
  Player Options ..................................................................................20
  Alternate Racial Traits ...................................................................................20
  Feats ................................................................................................................20
  Traits ................................................................................................................21
  Casting Traditions ............................................................................................22
  New sphere-specific drawbacks ...............................................................22
  Equipment ..........................................................................................23
  Buildings ..........................................................................................................23
  Vehicles ............................................................................................................23
  Weapon Special Abilities ................................................................................24
  Specific Items ..................................................................................................24
  Bestiary .............................................................................................26
  Cloud Sprite (CR 2) ................................................................................26
  Dewdrop Fairy Swarm (CR 4) ............................................................27
  Templates .........................................................................................................28
  Meteorological Creature (CR +0–5) ........................................................28
  GM Advice .......................................................................................29
  
  Chapter 1
  Introduction
  Weather witches in the morn
   
  Have mercy on our heads.
  Do not wrench our homes from us,
   
  And do not smash our sheds.
  Howling winds from magic deep
   
  They roar like raging seas.
  Clouds and rain and sleet and hail
   
  Destroy your enemies.
  Take the richest of our crops,
   
  and take our sons and daughters
  Spare our homes and kinfolk from
  	
  Your	ever-coming	slaughter.
  Weather witches in the sun
   
  You help our crops to grow.
  Bount’ous is our harvest time
   
  When with your aid we sow.
  All the days are pleasant long.
   
  The nights they are a wonder.
  Festivals are always clear
   
  With ne’er the sound of thunder.
  Happy is as happy does
   
  And happy we will be
  Hardly e’r we miss the ones
  	
  We	sacrificed	to	thee.
  Weather witches in the dusk
   
  Your howling haunts our beds.
  Children wake from nightmared sleep
   
  Your voices in their heads.
  Every night another goes
   
  And joins the vanished ranks.
  In a trance they follow you
   
  Along the river banks.
  Every night you take from us
   
  And every day we give.
  How can both of us survive
   
  If only one can live?
  Weather witches in the night
   
  Our torches burn for thee.
  Fire bright and weapons sharp
   
  Our longing to be free.
  Bind them up in ropes secure
   
  And gag them with a rag
  Seeking peace and vengeance through
   
  The blood spilled from a hag.
  Did	we	find	you	all	tonight?
   
  All witches that were born?
  We	will	find	out	soon,	I	fear
   
  Next time there is a storm.
  
  Chapter 2 
  Class Options
  The	sea-owl	skims
  Over	foam-capped	surf
  Iron girding her eyes
  Wind roars
  Waves gnash
  The lord of lighting rages
  The owl screams her scorn
  ––From The Saga of an Undone Woman
  Storm-fed: At 1st level, the weather harvester gains Weather 
  as a bonus sphere, or a Weather talent if he already has the 
  Weather sphere, and treats his class level as his caster level for 
  this sphere. This stacks normally with caster levels gained from 
  other classes.
  This ability replaces mutagen.
  Create Harvester (Ex): At 1st level a weather harvest-
  er gains the unique ability to create devices that channel the 
  awe-inspiring power of weather to create other magical ef-
  fects. Harvesters are magic items that use the talent-based sys-
  tem and function once per day. The weather harvester need 
  not have the prerequisite base spheres or talents to make the 
  harvester.
  If he does lack a prerequisite talent or sphere he must make a 
  successful Spellcraft check against a DC of 20 + the harvest-
  er’s complexity to successfully make the item. This DC in-
  creases by 5 for each prerequisite talent or sphere he lacks. If 
  he lacks a prerequisite advanced talent, he also must have at 
  least as many ranks in Spellcraft as the advanced talent’s cast-
  er level prerequisite. He may substitute a relevant Craft skill 
  for Spellcraft. Failing this check means that the item does not 
  function and the materials and time are wasted. The maximum 
  caster level of a harvester is equal to the weather harvester’s 
  alchemist level.
  A harvester may only be activated by the weather harvester who 
  created it and only in an area with a particular type of weath-
  er of sufficient severity; neither of these prerequisites may be 
  emulated with Use Magical Device. The required weather is set 
  by the weather harvester when he creates it and the strength 
  of the weather is determined by the harvester’s complexity (see 
  Table: Harvester Complexity and Required Weather Severity). 
  By choosing snow or storm rather than merely precipitation, 
  or by choosing a type of radiation or volcanic weather, he may 
  reduce the minimum weather severity by 1, to a minimum of 4.
  Activating a harvester takes 10 minutes, which is reduced by 
  one casting time step for each category more severe the weath-
  er in the area is than the minimum. If the weather’s severity 
  changes while the harvester is being activated, its activation 
  Archetypes
  Weather harvester (Alchemist 
  archetype)
  A weather harvester is a researcher into the magical arts who 
  has learned how to harness the inherent magical energy of 
  weather and redirect it towards their own ends.
  Casting: The weather harvester may combine spheres and 
  talents to create magical effects. The weather harvester is con-
  sidered a Mid-Caster and uses Intelligence as his casting abil-
  ity modifier. (Note: All casters gain 2 bonus talents and may 
  select a casting tradition the first time they gain the casting 
  class feature.)
  This replaces the alchemy class feature.
  Spell Pool: The weather harvester gains a small reservoir of 
  energy he can call on to create truly wondrous effects, called a 
  spell pool. This pool contains a number of spell points equal 
  to his level + his Intelligence modifier (minimum 1). This pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: A weather harvester gains 1 magic talent ev-
  ery time he gains a caster level. This does not stack with caster 
  levels gained from other sources.
  
  time may change. If it drops below the amount of time the 
  weather harvester has spent activating the harvester, it takes 
  effect immediately. If the weather severity drops below the 
  minimum required for activating the harvester, the activation 
  fails and the daily use of the harvester is wasted.
  The material cost to create a harvester is 100 gp x the har-
  vester’s complexity x the harvester’s caster level. If a harvester 
  effect requires a saving throw, the DC is equal to 10 + 1/2 the 
  harvester’s caster level + the weather harvester’s Intelligence 
  modifier.
  This ability replaces brew potion, poison resistance, and poi-
  son immunity.
  Table: Harvester Complexity and Required Weather 
  Severity
  Complexity
  Minimum Weather 
  Severity
  1–2
  3
  3–6
  4
  7–10
  5
  11–14
  6
  15+
  7
  Vajra (Su): As a swift action a vajrahasta may call to her hands 
  a vajra, a weapon of lightning made solid. This is a thrown 
  weapon (and counts as a weapon in the thrown weapons group) 
  with a 20 ft. range increment that deals 1d6 piercing damage 
  and 1d6 electricity damage. This electricity damage is consid-
  ered part of the vajra’s normal weapon damage dice, and so is 
  multiplied on a critical hit. The vajrahasta is proficient with 
  her vajras.
  The vajra gains a +1 enhancement bonus for every odd armorist 
  level possessed beyond first, to a maximum of +10 at 20th lev-
  el. These bonuses may be traded for special abilities according 
  to Table: Bound Equipment. A vajra cannot have higher than 
  a +5 enhancement bonus; enhancement bonuses beyond this 
  amount must be traded for special abilities. If the vajrahasta 
  applies a special ability that adds electricity or sonic damage to 
  her vajra, the size of damage die is increased by one (e.g. from 
  d6 to d8). If it deals any other elemental damage, the die size 
  is decreased by one.
  A vajra is treated as bound weapon with respect to arsenal 
  tricks. Arsenal tricks that modify a bound weapon’s material 
  may be applied to vajras. A vajrahasta may have one vajra man-
  ifested at a time at first level, and may manifest an additional 
  vajra at 5th, 10th, 15th, and 20th levels. She may manifest up to 
  her maximum number of vajras as part of the same action, each 
  with abilities and enhancement bonus identical to the first; if 
  she does not have enough hands to hold all of them, they ap-
  pear on her body ready to be drawn. The vajras’ enhancement 
  bonus and abilities may be changed any time they are mani-
  fested, though they must be the same for all of the vajrahasta’s 
  vajras.
  Unlike a bound weapon, a vajra does not automatically disap-
  pear upon leaving the vajrahasta’s hand. Instead, the vajrahasta 
  may return any number of her vajras to her hand as a swift 
  action. It still may not be wielded by another creature; if one 
  attempts to do so, the vajra immediately disappears. The vajra-
  hasta may dismiss any number of her vajras as a move action. 
  She may also dismiss or return any number of her vajras to her 
  hand as an attack action. If she chooses to do so, any creatures 
  impaled on them suffer the effects of removing an impaled 
  weapon (such as bleed damage), and she gains any benefits 
  (such as regaining her martial focus with the Focusing Finale 
  Lancer talent). She may choose to apply the effects of abilities 
  that require a combat maneuver check to remove an impaled 
  weapon (such as the Pincushion Impalement Lancer talent) as 
  normal. Her vajra’s enhancement bonus applies to the combat 
  maneuver check.
  This replaces bound equipment.
  Lightning Impaler: At 2nd level, the vajrahasta gains the 
  Lancer sphere as a bonus sphere. She may only impale using 
  her vajra; taking Ranged Impale allows her to impale with me-
  lee or thrown weapons. If she already possesses the Lancer 
  sphere, then she gains Ranged Impale. If she possesses Ranged 
  Impale she may instead choose any talent from the Lancer 
  sphere instead.
  This replaces the arsenal trick normally gained at 2nd level.
  Vajrahasta (Armorist archetype)
  Vajrahastas summon weapons forged from lightning and use 
  them to harness the powers of the storm.
  Proficiencies: Vajrahastas are proficient with simple weap-
  ons, as well as light armor and bucklers. In addition, if this is 
  this character’s first level in any class, they may select a Martial 
  Tradition of their choice.
  This modifies proficiencies.
  Blended Training (Ex): Whenever a vajrahasta would gain 
  a magic talent from her class levels (not the 2 bonus talents 
  gained when first gaining the casting class feature), she may 
  instead choose to gain a combat talent. A vajrahasta uses her 
  casting ability modifier as her practitioner modifier.
  This modifies magic talents. This archetype may be combined 
  with other archetypes that replace magic talents; you cannot 
  gain a combat talent in place of a magic talent the other arche-
  type loses.
  
  Piercing Shroud (Su): At 3rd level, the vajrahasta gains 
  the Weather sphere and one (shroud) talent, as well as the 
  Localized Weather drawback. This drawback does not grant 
  an additional talent and may be bought off as normal. If she 
  already possesses the Weather sphere, then she gains a (shroud) 
  talent with no drawback. If she possesses a (shroud) talent 
  she may instead choose any talent from the Weather sphere 
  instead.
  When the vajrahasta successfully impales a target using her va-
  jra, she may spend a spell point as a free action to affect it with 
  a (shroud) talent she knows. She need not concentrate on the 
  effect as long as the target remains impaled (but cannot spend 
  a spell point to extend its duration), and treats her class level 
  as her caster level for the shroud’s effects. This stacks normally 
  with caster levels gained from other sources.
  This replaces armor training and the arsenal trick normally 
  gained at 4th level.
  Arsenal Tricks: Vajrahastas have access to the following ar-
  senal trick:
  Anchoring Vajra: By spending a move action, you can treat any 
  of your vajras with a creature impaled on them as if you con-
  trolled them until the start of your next turn. While controlling 
  your vajras in this manner you may expend your martial focus 
  as a standard action to deal damage to each creatures impaled 
  on your vajras as though you had attacked them with each va-
  jra impaling them. You may apply (impale) talents, Vital Strike, 
  and any feat with Vital Strike as a prerequisite to this damage.
  Wendigo (Bloodrager archetype)
  Wendigos are terrible creatures of cold, wind, and famine, and 
  those who learn to harness their energies find themselves em-
  bodying the frightening powers of these creatures.
  Proficiencies: Wendigo are proficient with simple weapons, 
  as well as light armor and bucklers. In addition, if this is this 
  character’s first level in any class, they may select a martial tra-
  dition of their choice.
  This modifies weapon and armor proficiencies.
  Casting: The wendigo may combine spheres and talents to 
  create magical effects. The wendigo is considered a Low-Caster 
  and uses Charisma as his casting ability modifier. (Note: All 
  casters gain 2 bonus talents and may select a casting tradition 
  the first time they gain the casting class feature.)
  This replaces the spells class feature and all bloodline spells.
  Spell Pool: The wendigo gains a small reservoir of energy he 
  can call on to create truly wondrous effects, called a spell pool. 
  This pool contains a number of spell points equal to his level 
  + his Charisma modifier (minimum 1). This pool replenishes 
  once per day after roughly 8 hours of rest.
  Blended Training: A wendigo gains a combat or magic talent 
  every time he gains a caster level. This does not stack with 
  caster levels gained from other sources.
  Hunger (Ex): At 1st level the wendigo gains a bite attack. 
  This is a primary natural attack dealing 1d6 damage (1d4 dam-
  age if Small) plus the wendigo’s Strength modifier.
  This ability replaces bloodline and the bloodline power gained 
  at 1st level.
  Snow Strider (Ex): Starting at 2nd level, the wendigo’s 
  speed is unhindered by snow. He need not spend extra squares 
  of movement to move through it, leaves no trail in snow or 
  ice, and cannot be tracked. He may choose to leave a trail if 
  so desired. At 5th level he need not make Acrobatics checks 
  to move, run, or charge on ice; takes no penalty to Acrobatics 
  checks for moving on ice; and gains a +10 ft. enhancement bo-
  nus to his land speed while on snow, ice, or other frozen terrain 
  (such as permafrost).
  This ability replaces uncanny dodge and improved uncanny 
  dodge.
  Famine Aura (Su): At 3rd level, while the wendigo is in his 
  bloodrage any living creature that begins their turn within 30 
  ft. or moves into this area must make a Fortitude save (DC 10 
  + 1/2 the wendigo’s bloodrager level + his Charisma modifier) or 
  be fatigued for one round per 3 class levels. Whether a creature 
  succeeds or fails on this saving throw, they are immune to that 
  particular wendigo’s aura of famine for 24 hours. At 12th level 
  any creature that fails its save becomes exhausted instead of 
  fatigued and any creature that succeeds on its saving throw is 
  fatigued for one round. At the beginning of each day, the wen-
  digo may choose a number of creatures up to his Constitution 
  modifier or his Charisma modifier, whichever is greater, to be 
  immune to this aura. Any creatures bound to the wendigo or 
  those he chooses to be immune, such as familiars or animal 
  companions, are similarly immune.
  For each creature that fails a saving throw against this ability, 
  the duration of the wendigo’s fatigue after his bloodrage ends 
  decreases by 1.
  This ability replaces all bloodline feats.
  Ravenous Spirit (Su): At 4th level, whenever the wendigo 
  deals damage with his bite attack he may spend a spell point as 
  an immediate action to have his spirit reach out and devour the 
  spirit of an enemy within 30 feet. The target enemy takes 1d6 
  nonlethal cold damage per 4 bloodrager levels and the wendigo 
  gains an equal number of temporary hit points that last 1 min-
  ute per class level. At 12th level he may target two enemies in 
  this way, and at 18th level he may target three, gaining a num-
  ber of temporary hit points equal to the total damage dealt to 
  all enemies.
  This ability replaces the bloodline powers gained at 4th and 
  12th level.
  Devour Magic (Su): Starting at 8th level, the wendigo may 
  counter a spell or magical effect cast by another within medi-
  um range as an immediate action. He must succeed at a magic 
  skill check against the caster or magical effect in question. If 
  he succeeds then the targeted effect is negated with no result 
  and he gains any spell points spent on the negated effect as 
  temporary spell points that last for one minute; if he negates 
  
  a spell he instead gains a number of spell points equal to the 
  spell’s level divided by 3, rounded up. He may use this ability 
  once per day at 8th level and twice per day at 16th level.
  This ability replaces the bloodline powers gained at 8th and 
  16th level.
  Rime Rage (Su): At 11th level the wendigo produces a fero-
  cious aura of cold as long as he is in a bloodrage. This affects 
  the area within 25 ft. of him as though he used control weather 
  to reduce Heat or increase Cold, using his class level as his 
  caster level. This stacks normally with caster levels gained from 
  other classes. The temperature changes instantly, dropping to 
  the highest severity of Cold he could create. Talents such as 
  Cold Lord apply to this effect, and he need not concentrate on 
  it, but it ends immediately upon ending his rage and he cannot 
  increase the effect size, center it anywhere but on himself, or 
  spend a spell point to modify it.
  This modifies greater bloodrage, replacing the ability to apply 
  spells to himself on entering a bloodrage.
  Bitter Rage (Su): At 20th level the wendigo’s aura of cold 
  becomes almost a living thing. As a free action once at the end 
  of each turn he may move the area of cold from rime rage to 
  any point within 75 ft., causing it to pass through each space 
  between its old position centered on the wendigo and its new 
  one and affecting that area until the end of his next turn. At 
  the beginning of his next turn, he must choose to either tele-
  port (as the Warp sphere base ability) to the center of the aura 
  as a free action or cause the aura to return to him. If he is 
  somehow prevented from teleporting, the aura returns to him 
  automatically.
  This modifies mighty bloodrage, replacing the increased spell 
  level he may apply to himself on entering a bloodrage.
  Storm Herald (Skald archetype)
  A storm herald speaks with the power of thunder and harness-
  es it into their songs.
  Weapon and Armor Proficiency: A storm herald with the 
  somatic casting drawback incurs a chance of spell failure if he 
  uses a shield or wears heavy armor, not when wearing medium 
  or heavy armor.
  This modifies weapon and armor proficiency. However, this 
  archetype is still compatible with other skald archetypes that 
  also modify weapon and armor proficiency.
  Casting: The storm herald may combine spheres and talents 
  to create magical effects. The storm herald is considered a 
  Mid-Caster and uses Charisma as his casting ability modifier. 
  (Note: All casters gain 2 bonus talents and may select a casting 
  tradition the first time they gain the casting class feature.)
  This replaces the spells class feature.
  Spell Pool: The storm herald gains a small reservoir of energy 
  he can call on to create truly wondrous effects, called a spell 
  pool. This pool contains a number of spell points equal to her 
  level + his Charisma modifier (minimum 1). This pool replen-
  ishes once per day after roughly 8 hours of rest.
  Magic Talents: A storm herald gains 1 magic talent every 
  time he gains a caster level. This does not stack with caster 
  levels gained from other sources.
  Tempest Singer: A storm herald gains the Weather sphere 
  and his choice of Rain Lord, Storm Lord, or Wind Lord, as 
  well as a special version of the Focused Weather drawback. He 
  may affect both Wind and Precipitation, but may not decrease 
  their severity level. This drawback does not grant an addition-
  al talent and may be bought off as normal. If he already has 
  the Focused Weather drawback, its limitation changes to the 
  special version described above. If he already possesses the 
  Weather sphere, but has a drawback that would prevent him 
  from using the control weather sphere base ability, he loses 
  that drawback and gains one of the listed talents. If he already 
  possesses the Weather sphere with no such drawback, then he 
  gains one of the listed talents with no drawback. If he possess-
  es the Weather sphere and all three listed talents (including 
  Storm Lord taken twice), any talent from the Weather sphere 
  may be chosen.
  In addition, the storm herald uses his class level as his caster 
  level for the Weather sphere. This stacks normally with caster 
  levels gained from other sources.
  This replaces scribe scroll and well versed.
  Voice of the Storm (Su): A storm herald may choose to have 
  his singing and speaking be audible over the noise of precipi-
  tation and wind, negating penalties to Perception to hear him 
  and allowing creatures to make Perception checks to hear him 
  even during hurricanes or tornadoes.
  Raging Song (Su): A storm herald gains access to the follow-
  ing raging songs, allowing him to channel the storm through 
  his music.
  Song of the Storm’s Teeth (Su): At 1st level, affected allies 
  gain a +10 ft. bonus to all movement speeds, a +1 morale bonus 
  on Reflex saving throws, and their attacks deal an addition-
  al 1d6 electricity damage, but they also take a –1 penalty to 
  AC. While under the effects of song of the storm’s teeth, allies 
  other than the skald cannot use any Charisma-, Dexterity-, or 
  Intelligence-based skills (except Acrobatics, Fly, Intimidate, 
  and Ride) or any ability that requires patience or concentration.
  At 4th level and every 4 levels thereafter, the song’s bonuses 
  on Reflex saves increase by 1 and the bonuses on movement 
  speeds increase by 5 feet; the penalty to AC doesn’t change. 
  At 8th level affected allies’ attacks deal an an additional 1d6 
  sonic damage and the electricity damage increases by 1d6. At 
  16th level both the sonic damage and the electricity damage in-
  crease by 1d6. (Unlike the barbarian’s rage ability, those affect-
  ed are not fatigued after the song ends.) This replaces inspired 
  rage, but counts as inspired rage raging song for all purposes 
  involving the skald’s rage powers, feats, and abilities.
  Saga of the Dark Sky’s Laughter (Su): At 4th level, the 
  skald may produce a song that instantly summons stormclouds. 
  While singing, the skald may use his control weather ability to 
  affect both Wind and Precipitation, and the severity level he 
  may affect increases by 1. As soon as he stops singing, the con-
  trol weather effect ends. The skald may not use this ability in 
  
  conjunction with any talent that would modify the area of his 
  control weather ability. This replaces song of strength.
  Lay of Shattering Heavens (Su): At 14th level, the skald 
  may produce a song that instantly cracks open the sky to let 
  loose a tempest. When he uses control weather to create storm 
  effects while singing (including while using Saga of the Dark 
  Sky’s Laughter), at the beginning of his next turn, the Wind 
  and Precipitation immediately rise to the highest severity the 
  skald may affect. Lightning bolts that strike in the area of his 
  altered weather while he is singing deal additional sonic dam-
  age equal to half his skald level. This replaces song of the fallen
  Bolt Dodger (Su): At 4th level, the storm herald gains a +4 
  insight bonus to AC and Reflex saving throws against electric-
  ity and sonic attacks. At 8th level this bonus increases to +6.
  This replaces uncanny dodge and improved uncanny dodge.
  Sphere Kenning (Su): At 5th level, a storm herald is learned 
  in the magic of other casters, and can expand his magic in un-
  tested ways. By increasing the casting time by 1 step, the 
  storm herald can add any one magic talent to his list of talents 
  known for the purposes of a single use of a sphere ability. The 
  storm herald can choose a new base sphere with this ability. 
  The storm herald can use this ability once per day at 5th level, 
  twice per day at 11th level, and 3 times per day at 17th level.
  This replaces spell kenning.
  Thunder Child: Starting at 9th level, the storm herald gains 
  resistance 10 to electricity and sonic. At 14th level this in-
  creases to resistance 20, and at 19th level he gains immunity 
  to electricity and sonic damage. Allies affected by his song of 
  the storm’s teeth gain half this resistance. (Treat immunity as 
  resistance 30 for this effect.)
  This replaces damage reduction and the rage power granted at 
  9th level.
  
  Hedgewitch Tradition
  Tempest-tost
  Your power comes from harnessing the storm, both the one 
  within and without.
  Class Skills: Knowledge (nature), Perception, Survival
  Tradition Benefit
  You gain the Weather sphere as a bonus magical talent.
  Tradition Power
  Your mood and power is volatile, changing like the weather you 
  draw power from. You are in one of 3 states at any given time. 
  You have no control over what state you are in: when you wake 
  up after an hour 8 rest, you choose your state at random (such 
  as by rolling 1d3), and whenever you are hit with an attack that 
  is a natural 20, fail a saving throw, or regain consciousness, your 
  state randomly (such as by rolling 1d2 or flipping a coin) chang-
  es to one of the other two states.
  At 9th level, when you would change or select your state, you 
  may roll twice and pick whichever option you prefer.
  At 19th level, whenever you would change states, you may 
  spend a spell point as a free action (even if it isn’t your turn) 
  to either remain in the state you are in or to choose which of 
  the other two states you change to. You must decide whether 
  to use this ability before you roll to see which new state you 
  would enter.
  Each state gives different abilities and shades your moods. They 
  do not restrict you from acting contrary to the propensities 
  they give you, nor do they fundamentally alter your personality.
  Nebulous
  In the nebulous state, you are cagey, wary, and averse to sharing 
  secrets. Whenever you use control weather to create or alter 
  precipitation or to use a (precipitation) shroud, you treat your 
  class level as your caster level. This stacks normally with caster 
  levels gained from other sources.
  At 5th level you also gain the ability to see through mist, fog, 
  and other precipitation, as well as smoke and other vapors, 
  whether natural or magical, as if they did not exist. (You can 
  still perceive them; they just do not hamper your vision.) You 
  also gain a +2 bonus to Bluff checks. This increases by +1 at 6th 
  level and every 3 levels thereafter.
  At 13th level you are constantly surrounded by a small fog bank. 
  This provides you with concealment, and you always treat 
  yourself as being in precipitation level 3 for the purpose of 
  mantles and other benefits, but not for determining the effects 
  of shrouds or other harmful effects. You may suppress this fog 
  as a free action, losing all of its benefits, but unless you sup-
  press it again the fog reappears at the beginning of your next 
  turn (even if you are unconscious or otherwise unable to take 
  a free action).
  Tempestuous
  In the tempestuous state, you are rash, brash, and quick to an-
  ger. Whenever you use control weather to create or alter wind 
  or to use a wind shroud, you treat your class level as your caster 
  level. This stacks normally with caster levels gained from other 
  sources.
  At 5th level you never have Perception check DCs increased due 
  to background noise and can make hearing-based Perception 
  checks even when they would normally be impossible, such 
  as during a hurricane or tornado. You also gain a +2 bonus to 
  Intimidate checks. This increases by +1 at 6th level and every 
  3 levels thereafter.
  At 13th level you are constantly surrounded by whirling winds. 
  You can extend these winds to move objects as though using 
  the Telekinesis Sphere base ability, but not any of the special 
  uses such as sustained force or bludgeon. Your caster level for 
  this ability is equal to your Weather caster level. If you have the 
  Telekinesis Sphere, you instead treat your class level as your 
  caster level for the purpose of determining what size object 
  you can lift and any bonuses to your Weather sphere caster 
  level apply for this purpose. This stacks normally with caster 
  levels gained from other sources.
  These whirling winds also give you a +5 dodge bonus to armor 
  class against ranged attacks and, as an immediate action, you 
  may spend a spell point to catch an object as though using the 
  Quick Catch Telekinesis talent.
  You may also cause any clothes you wear to billow at any time 
  without spending an action.
  You may suppress this wind as a free action, losing all of its 
  benefits, but unless you suppress it again the wind reappears at 
  the beginning of your next turn (even if you are unconscious or 
  otherwise unable to take a free action).
  Thunderous
  In the thunderous state, you are loud, gregarious, and open. 
  Whenever you use a sphere ability that would deal electricity 
  or sonic damage, including using the Storm Lord talent to con-
  trol where lighting strikes, you deal an additional +1/2 damage 
  per hedgewitch level (minimum 1).
  At 5th level you may may amplify your voice, reducing the DC 
  to hear you by -20 and allowing creatures to make Perception 
  checks to hear you in hurricanes or tornadoes at a -10 penalty. 
  You also gain a +2 bonus to Diplomacy checks. This increases 
  by +1 at 6th level and every 3 levels thereafter.
  At 13th level your body crackles with electricity and tiny cracks 
  of thunder. You gain immunity to electricity and sonic dam-
  age. When a creature makes a weapon attack against you you 
  may spend an immediate action to cause them to take 1d6 
  electricity or sonic damage (your choice) per 3 hedgewitch lev-
  els. As part of the same action you may spend a spell point to 
  force them to make a Fortitude saving throw (DC 10 + 1/2 your 
  hedgewitch level + your casting ability modifier) or be deafened 
  and blinded for one round.
  
  You may suppress this electric crackling as a free action, losing 
  all of its benefits, but unless you suppress it again it reappears 
  at the beginning of your next turn (even if you are unconscious 
  or otherwise unable to take a free action).
  Tradition Secrets
  The Calm Before: Once per day you may take a full-round ac-
  tion that provokes attacks of opportunity to change your state. 
  You may use this ability an additional time per day for every 5 
  hedgewitch levels you have.
  Cloud Friend: You gain a cloud sprite (See Section 7: Bestiary) 
  familiar as the wizard class feature, using your hedgewitch level 
  as your wizard level for this purpose. You cannot have more 
  than one familiar at a time.
  Don Mantle: You gain the Mantled Caster feat and a (man-
  tle) talent. (See Section 3: Basic Magic and Section 5: Player 
  options.)
  Lightning Dodger: You gain evasion, as the rogue ability.
  Tradition Grand Secrets
  Defensive State: When you are in the nebulous state you gain 
  the Slippery Mind rogue talent, when you are in the tempestu-
  ous state you gain improved evasion, and when you are in the 
  thunderous state you gain stalwart.
  Tradition Mastery
  Once per day as a free action you may choose to enter all three 
  states at once, gaining all the relevant benefits. This lasts for 
  10 minutes, after which you randomly choose a new state as 
  normal.
  Arsenal Tricks
  Thundering Weapons: Add howling (+1), thundering (+1), and 
  windblast (+2) (see Section 5: Equipment)/. to the list of special 
  qualities you may add to your bound and summoned weapons. 
  The saving throw to avoid being deafened by bound or sum-
  moned weapons that you apply thundering to is equal to 14 or 
  the DC for your Weather sphere abilities, whichever is higher.
  Rage Powers
  Raging Storm: Choose three (mantle) talents. While raging in 
  appropriate weather, the barbarian gains their effects. For ev-
  ery 6 barbarian levels treat the weather as 1 step more severe 
  for the purpose of determining the mantles’ effects.
  Special: This rage power can be selected more than once. Its 
  effects do not stack. Each time the barbarian chooses three 
  additional (mantle) talents.
  Hedgewitch Secrets
  Amateur Tempestarian: You gain the Tempest-tost tradition ben-
  efit. You count as possessing the Tempest-tost tradition when 
  qualifying for secrets. You cannot select this secret if you al-
  ready possess the Tempest-tost tradition.
  Volatile Mood: You gain the Tempest-tost tradition power. You 
  only gain the ability your state would grant at 1st level, not the 
  additional abilities it would grant at 5th and 13th level.
  
  Chapter 3 
  Water left in open air loses about an inch of height per day 
  for every level of combined severity between Heat and Aridity. 
  This increases to 2 inches for aridity severity level 6, and 4 
  inches for aridity severity level 7. Additionally,  at Aridity se-
  verity level 3 creatures must drink twice as much water per day 
  to stay healthy.
  Beginning at severity level 2, all creatures suffer a penalty equal 
  to the aridity severity level to all saving throws against effects 
  that would cause fatigue or exhaustion, as well as to saving 
  throws made against thirst, as indicated above.
  At severity level 4, the amount of time a character can go with-
  out water before they must begin making checks, as well as 
  the time between checks, is cut in half (12 + 1/2 Constitution 
  modifier hours, checks every 30 minutes). This time is cut in 
  half again for each severity level above 4. 
  Even if they are drinking enough water, targets in areas of ex-
  treme magically-enhanced aridity still suffer terrible effects as 
  the water in their bodies is constantly sucked up by the envi-
  ronment around them. Targets in areas of high aridity suffer 
  the same chance of suffering nonlethal damage and suffering 
  fatigue (but not fire damage) as if they were in heat of the same 
  severity level. This does not stack with the penalties provided 
  by heat or cold. However, if combined with Wind or Heat of 
  severity level 4 or higher, the combined effects drain the en-
  ergy from all living creatures, rendering them sickened for as 
  long as they are within this environment.
  Basic Magic
  Bonepickers climb
  A blistering ladder
  Above the dead, sere sands
  Below I stumble
  Steps from death
  The croaking urging me on
  Then,	rain—or	wits	undone?
  ––From A Warrior’s Sojourn
  New Weather 
  Categories
  Table: New Weather Categories
  Severity
  Aridity
  Ash
  Vog
  1
  None
  None
  None
  2
  Dry
  Light
  Light
  3
  Very Dry
  Moderate
  Moderate
  4
  Parched
  Heavy
  Heavy
  5
  Drought
  Very heavy
  Very heavy
  6
  Sere
  Suffocating
  Suffocating
  7
  Desiccating
  Smothering
  Smothering
  Aridity
  As Heat is the opposite of Cold, Aridity is the opposite of 
  Precipitation. If the Precipitation is lowered below step 1 of 
  Precipitation, it becomes step 2 of Aridity. If the Aridity is low-
  ered below step 1 of Aridity, it becomes step 2 of Precipitation.
  
  Characters who have taken nonlethal damage from lack of 
  food or water are fatigued. Nonlethal damage from thirst or 
  starvation cannot be recovered until the character gets food or 
  water, as needed, or until they receive magical healing.
  Ash
  Ash is treated as snow, except that, beginning at severity level 
  4, any creature inhaling it must make a DC 15 Fortitude save 
  each round or be staggered for one round. The DC increases 
  by 1 for each previous save and by 2 for each severity category 
  above 4. Any creature moving through difficult terrain created 
  by ash takes 1d6 slashing damage for every 10 ft. they move 
  (rounded up). Moving through heavy ash causes 1d6 slashing 
  damage for every 5 feet.
  Ash is a type of volcanic weather, and thus requires the Volcano 
  Lord advanced talent to create.
  Vog
  Vog of severity level 2 and 3 act as mist and fog. Starting at 
  severity level 4 it also causes all in the area to become sick-
  ened until it leaves the area (Fortitude DC 15 negates, the DC 
  increases by 1 per previous save). For each severity level above 
  4, the DC increases by 2. At severity level 6, all within the area 
  are nauseated as long as they remain in the area and for 1d6+1 
  rounds after they exit. At severity level 7, they also suffer 1d6 
  Constitution damage per round as they inhale poisonous gas 
  (Fortitude DC 15 negates, the DC increases by 1 per previous 
  save). Treat the Constitution damage from the Volcano Nature 
  advanced talent as Vog severity level 7.
  Vog is a type of volcanic weather, and thus requires the Volcano 
  Lord advanced talent to create.
  New Talent Types
  Mantle: When you gain your first (mantle) talent, you gain 
  the ability, as a standard action, to touch a creature and spend 
  a spell point, bestowing your mantle upon it. A mantle lasts for 
  one hour per caster level.
  Having a mantle grants different effects depending on the the 
  current weather conditions. Talents marked with the (mantle) 
  tag add effects to your mantle; once you have bestowed your 
  mantle upon a creature they gain the benefits of all (mantle) 
  talents you have that apply to the weather in its area. Abilities 
  and effects that reduces the severity of weather (such as the 
  Weather incanter specialization or Protective Mantle) do not 
  reduce the effect of mantles.
  Shroud: Weather magic is well known for its ability to create 
  widespread destruction, but sometimes tempestarians need 
  more finesse. As a standard action you may place a shroud on 
  a single creature within the same range as control weather (in-
  cluding talents or other abilities that modify that range), creat-
  ing extremely localized weather.
  Shroud effects persist as long as the caster concentrates. The 
  caster may always spend a spell point as a free action to allow 
  the effect to continue for 1 round per caster level without the 
  need for concentration. Unlike create weather, shrouds pro-
  duce no lasting effects; any rain evaporates immediately and 
  ice sublimates to nothing. They function regardless of prevail-
  ing conditions; for example, Glare functions even in complete 
  darkness and Heat Stroke works even in arctic levels of Cold. 
  They also have no other effects; Karakaze, for example, does 
  not protect against the effects of Heat.
  Like control weather, shrouds can take time to grow in power. 
  When a creature is affected by two or more shrouds of the same 
  weather type (such as Aridity, Heat, or Storm) or is affected by 
  a shroud and is in an area of the shroud’s weather type of sever-
  ity level 3 or above, it suffers an additional effect depending on 
  the shroud’s type. If a shroud has more than one weather type, 
  it can trigger the added effect of any of its types. Regardless of 
  the number of shrouds affecting a target, any additional effect 
  only affects them once per round. The saving throw DC and 
  the caster level for any additional effect are equal to that of 
  the shroud affecting them. If a target is affected by multiple 
  shrouds with different DCs and caster levels, use the highest 
  DC and caster level for the additional effect (even if the high-
  est caster level and highest DC are from different shrouds).
  Shroud additional effects
  Aridity: The target takes a -4 penalty to its Constitution, which 
  may not reduce its Constitution score below 1. It may make a 
  Fortitude save (at its unpenalized Fortitude save bonus) at the 
  beginning of each turn to negate this penalty for one round.
  Cold: The target takes a -2 penalty to attack rolls, Concentration 
  checks, and AC. It may make a Will save at the beginning of 
  each turn to ignore this penalty for one round.
  Heat: The target takes a -4 penalty to Strength, which may not 
  reduce its Strength score below 1. It may make a Fortitude save 
  at the beginning of each turn to negate this penalty for one 
  round.
  Precipitation: Each round at the beginning of its turn the tar-
  get must make a Reflex save or treat the square it starts in as 
  difficult terrain. They also take a -4 penalty to Acrobatics and 
  Climb checks, and to CMB and CMD.
  Wind: Each round at the beginning of its turn the target must 
  make a Fortitude save or be moved 1d6 x 5 ft. in a random 
  direction. This movement provokes attacks of opportunity. If 
  the target cannot move this far (such as if a wall or other crea-
  ture is in the way) it takes 1d6 damage per 10 ft. not traveled 
  (minimum 1d6) and falls prone.
  
  Basic Talents
  Basic Weather Talents
  Dry Lightning
  When you are using control weather to create Wind of severity 
  level 4 or above in an area of Aridity severity level 4 or above, 
  you may cause lightning to strike as if there were storm effects 
  of a severity level equal to the Wind severity level. The ability 
  to control where lightning strikes and the increased frequency 
  from Storm Lord applies to these lightning strikes.
  Forceful Wind
  When you are using control weather to create Wind, the DC 
  to avoid being blown away in the area or to move against the 
  wind while checked, and the penalty to Perception checks are 
  increased by your casting ability modifier (minimum 1). The 
  penalty to ranged attack rolls increases by half this amount 
  (minimum 1).
  Encompassing Shroud
  When using a shroud, you may spend an additional spell point 
  to affect additional creatures, up to 1 extra creature per 2 caster 
  levels (minimum 1). Every target must be affected by the same 
  shroud.
  
  Head in the Clouds
  You can concentrate on two shroud effects as part of the same 
  action. This talent may be taken more than once, each time 
  increasing the number of shroud effects you can concentrate 
  on as part of the same action by one.
  Mantle Talents
  Barometric Mantle (mantle, all)
  Creatures bearing your mantle immediately know when weath-
  er within medium range is being manipulated, such as with 
  the control weather ability. Although they don’t automatical-
  ly know who or what is changing the weather, they do learn 
  in what way the weather is being manipulated (such as what 
  weather conditions are being affected, and whether the severi-
  ty levels are being raised or lowered). They may also predict the 
  natural weather within medium range for the next 48 hours and 
  gain a +2 bonus to saving throws against the effect of weather 
  (natural or magically manipulated). If you possess Greater Size, 
  they recognize altered weather and predict natural weather at 
  long range instead of medium, and if you possess the Climate 
  advanced talent they recognize altered weather and predict 
  natural weather at a range of 2 miles.
  Blazing Skin (mantle, heat)
  When a creature bearing your mantle is in an area of Heat of 
  severity level 3 or higher, and is struck by a metal melee weap-
  on, natural attack, unarmed strike, or touch attack, the attack-
  er takes 1d4 fire damage. They may spend an immediate action 
  to increase the damage by an additional die. For each category 
  above hot, the die increases one step (from 1d4 to 1d6), to a 
  maximum of 1d12 at boiling.
  Boreal Glare (mantle, cold)
  When a creature bearing your mantle is in an area of Cold of 
  severity level 3 or higher, they gain a glare attack that deals 
  1d6 cold damage, plus 1d6 cold damage for each severity level 
  above 3. This functions as a gaze attack with a range of 30 ft., 
  except that it only affects a single creature each round and only 
  if they focus on a target as a swift action. A successful Fortitude 
  save halves this damage, and the attack is not hindered by pre-
  cipitation. In addition, a creature bearing your mantle can see 
  clearly through falling snow and sleet as if they were perfectly 
  clear, ignoring miss chance from these obstructions, up to the 
  normal limits of their vision.
  Borne Aloft (mantle, wind)
  When a creature bearing your mantle is in an area of Wind of 
  severity level 3 or higher, they gain a 20 ft. fly speed (clumsy). 
  For each category above severity level 3 the speed increases by 
  20 ft. and the maneuverability increases by one step. When us-
  ing this fly speed (but not any other fly speed they might have) 
  they ignore the negative effects of wind related to flying, such 
  as being blown away or taking a penalty to their Fly checks.
  Clear Skies (mantle, all)
  Creatures bearing your mantle treat weather as one step less 
  severe, plus one step per 10 caster levels. You may take this 
  talent a second time at 5th caster level and a third time at 15th 
  caster level. Each additional time you take it, creatures bearing 
  your mantle treat weather as an additional one step less severe.
  Desiccant (mantle, aridity)
  When a creature bearing your mantle is in an area of Aridity of 
  severity level 3 or higher, whenever they strike an enemy with 
  a natural attack, unarmed strike, or touch attack (including as 
  part of another touch attack), the target suffers 1d4 nonlethal 
  damage. This increases by 1 die size for every severity level 
  above 3, to a maximum of +1d12 at severity level 7.
  Fluidity (mantle, precipitation)
  When a creature bearing your mantle is in an area of 
  Precipitation of severity level 3 or higher, they gain a +5 bo-
  nus to Escape Artist checks and CMD against grapples, plus +2 
  for each category above light rain/fog. For each two categories 
  above light rain/fog, they count as one size smaller for the pur-
  pose of squeezing and their reach increases by 5 feet.
  Frost Shield (mantle, cold)
  When a creature bearing your mantle is in an area of Cold of 
  severity level 4 or higher, they gain a +1 bonus to their AC, +1 
  for every severity level above 4.
  Gelid Body (mantle, cold)
  When a creature bearing your mantle is in an area of Cold of 
  severity level 3 or higher, they gain cold resistance 5 and DR 5/
  bludgeoning or magic, both increasing by 1 for each category 
  above Cold severity level 3. At severity level 5 this damage re-
  sistance becomes DR/bludgeoning, and they gain vulnerability 
  to sonic. At severity level 7, their damage resistance becomes 
  DR/–.
  High Energy (mantle, heat)
  When a creature bearing your mantle is in an area of Heat of 
  severity level 3 or higher, they gain a number of temporary hit 
  points equal to twice the Heat’s severity level. These tempo-
  rary hit points replenish every round.
  Lightning Rod (mantle, storm)
  When a creature bearing your mantle is in an area of Storm of 
  severity level 4 or higher, whenever they strike an enemy with 
  a melee weapon that is primarily made of metal or which has 
  a metal striking surface (like most polearms and maces), the 
  enemy is struck by a small lightning bolt dealing 2d4 electricity 
  damage, plus 1d4 damage per each category above storm. In 
  addition, any creature bearing your mantle gains a dodge bonus 
  to Reflex saves against lightning strikes equal to your casting 
  ability modifier.
  
  Mirage Sight (mantle, heat)
  When a creature bearing your mantle is in an area of Heat of 
  severity level 3 or higher, they gain a +2 bonus, plus +2 per cat-
  egory above severity level 3, on saving throws against illusions. 
  At at least severity level 5, every time they attack an opponent 
  that has concealment, they roll their miss chance twice and use 
  the better of the two rolls.
  Mist Form (mantle, precipitation)
  When a creature bearing your mantle is in an area of 
  Precipitation of severity level 3 or higher, weapon attacks 
  against them have a 10% miss chance, plus 10% per catego-
  ry above light rain/fog. This miss chance stacks with the miss 
  chance from concealment in fog.
  Mummified Flesh (mantle, aridity)
  When a creature bearing your mantle is in an area of Aridity of 
  severity level 3 or higher, they gain DR 2/slashing and fortifica-
  tion 25%. The damage reduction increases 1 for each severity 
  level above 3. At severity level 4 they gain fortification 50% and 
  at severity level 7 they gain complete immunity to critical hits 
  and precision damage.
  Razor Ice (mantle, cold)
  When a creature bearing your mantle is in an area of Cold of 
  severity level 4 or higher, their unarmed strike deals 1 addition-
  al slashing damage and any creature striking them with an un-
  armed strike or natural weapon takes 1 slashing damage. This 
  damage increases by 2 for each category above severity level 4.
  Sand Swimmer (mantle, aridity)
  When a creature bearing your mantle is in an area of Aridity 
  of severity level 2 or higher, they can swim through sand as 
  if it were water at a speed of 30 ft. and gain tremorsense 30 
  ft. (even if they stand on ground other than sand). They may 
  breathe sand as if it were air. The speed and tremorsense range 
  both increase by 5 ft. per category above severity level 2. Unlike 
  the effects of other (mantle) talents, if a creature bearing your 
  mantle leaves an area of Aridity of severity level 2 or higher 
  they retain the ability to swim through sand for a number of 
  rounds equal to the last aridity severity level they were in, but 
  not the other effects of this talent.
  Sodden (mantle, precipitation)
  When a creature bearing your mantle is in an area of 
  Precipitation of severity level 3 or higher, they gain fire resis-
  tance 10, plus 5 for each category above severity level 3. At se-
  verity level 7 they instead become immune to fire damage. They 
  can also put out fires of Small or smaller size with a touch, in-
  creasing by one size category for each severity category above 
  severity level 3, and their weapon attacks deal +2 damage to 
  creatures with the fire subtype, +1 damage per category above 
  severity level 3.
  Whispering Winds (mantle, wind)
  All creatures bearing your mantle can talk with each other as 
  if they were adjacent to each other, as long each conversation 
  partner is in an area of Wind of severity level 2 or higher. This 
  works regardless of distance or any weather between them, as 
  long they are on the same plane. This allows them to speak 
  and hear each other even if one of them is in an area of mag-
  ical silence, though it does not allow them to speak verbal 
  components.
  Wind Tunnel (mantle, wind)
  Ranged attacks by creatures bearing your mantle take no pen-
  alty due to wind and can pass through wind wall and similar 
  effects. When a creature bearing your mantle is in an area of 
  Wind of severity level 2 or higher, they gain a +1 bonus to all 
  ranged weapon attacks. This bonus increases by +1 for every 2 
  severity levels above 2.
  Zephyr’s Flight (mantle, wind)
  When a creature bearing your mantle is in an area of Wind of 
  severity level 2 or higher, they gain a +5 ft. bonus to all their 
  movement speeds, plus +5 ft. per category above severity level 
  2.
  Shroud Talents
  Biting Wind (shroud, wind)
  You place this shroud on a target creature, targeting a biting 
  wind at its eyes. It treats all creatures beyond 30 ft. as having 
  concealment.
  Black Ice (shroud, cold)
  You place this shroud on a target creature, causing ice to form 
  under its feet or on its wings. The target can only walk at half 
  speed, and only by making a DC 10 Acrobatics check. If the 
  target flies using wings, it can only fly at half speed, and only by 
  making a DC 10 Fly check. If it fails it cannot move that round 
  and must make a Reflex save or fall. If it fails by 5 or more it 
  immediately falls, with no Reflex save. If the target does not 
  move on its turn, it does not need to make this check and is 
  not considered flat-footed for using Acrobatics to move over 
  uneven ground.
  Battering Winds (shroud, wind)
  You place this shroud on a target creature, causing small eddies 
  and gusts to constantly buffet it. The target takes a -2 penalty 
  to Reflex saves and attack rolls. The penalty increases by -1 per 
  5 caster levels.
  Crackling Arc (shroud, precipitation)
  You place this shroud on a target creature, causing it to be 
  veiled in plasma that leaps to strike its allies. Each round at 
  the beginning of its turn, one of the target’s allies, chosen at 
  random, within close range takes electricity damage equal to 
  1d6 + your caster level. The ally can make a Reflex save to halve 
  this damage.
  
  Diamond Dust (shroud, cold)
  You place this shroud on a target creature, causing the air 
  around it to suddenly be filled with ice crystals. At the begin-
  ning of each turn the target takes cold damage equal to 1d6 
  + your caster level. A successful Fortitude save halves this 
  damage.
  Drench (shroud, precipitation)
  You place this shroud on a target creature, causing a small 
  cloud to follow it, pouring constantly. Unless the target takes a 
  swift action to dry off (provoking attacks of opportunity) each 
  round its move speed is reduced by half, to a minimum of 5 
  feet.
  Dust Cloud (shroud, aridity)
  You place this shroud on a target creature, filling the air it 
  breathes with dry dust. At the beginning of each turn the tar-
  get must succeed on a Fortitude save or begin coughing, be-
  coming staggered for one round.
  Fata Morgana (shroud, heat)
  You place this shroud on a target creature, causing it to be dis-
  tracted by mirages. The target takes a -2 penalty to AC and to 
  saving throws against illusions. This penalty increases by -1 per 
  5 caster levels.
  Glare (shroud, heat)
  You place this shroud on a target creature, causing sunlight to 
  blind it. The target is dazzled and treats all targets at a higher 
  elevation than it as having concealment. Other creatures can 
  also pinpoint its location in non-magical darkness, though it 
  still has complete concealment unless they have senses that 
  pierce the darkness.
  Heat Stroke (shroud, heat)
  You place this shroud on a target creature, creating a region of 
  intense heat that befuddles them. They take a -2 penalty to all 
  Intelligence and Wisdom-based ability checks and skill checks, 
  and each round they take nonlethal damage equal to 1d6 + half 
  your caster level. At 10th level it is staggered. At 20th level 
  it is nauseated. The target may attempt a Fortitude save each 
  round as a free action to suppress the staggered and nauseated 
  conditions
  Illuminating Shaft (shroud, aridity)
  You place this shroud on a target creature, causing a beam of 
  sunlight to reveal its position. The target takes a penalty to 
  Stealth checks equal to -10 plus your caster level and all ranged 
  attacks against the target gain a bonus equal to 1 plus 1 per 5 
  caster levels.
  Intensified Weather (shroud)
  Choose Aridity, Cold, Heat, Precipitation, or Wind. The 
  target suffers the effect of that weather at severity level 3. 
  Precipitation of severity level 3 causes light rain, not fog. If you 
  possess talents or feats that would increase the severity of that 
  type of weather that you can create, apply that increase to the 
  effects of this shroud. If the target is already in weather of the 
  chosen type at the same severity or higher, it suffers the effect 
  of the the chosen type of weather as if it were one step more 
  severe.
  This shroud counts as whichever type of weather you chose for 
  the purpose of causing additional effects. You may apply this 
  shroud multiple times to a single target, choosing a different 
  type of weather each time.
  Karakaze (shroud, cold)
  You place this shroud on a target creature, creating a cold, dry 
  mountain wind to numb them. The target takes a 1d6 penalty 
  to Dexterity, which increases by 1 at the beginning of each of 
  its turns, to a maximum increase equal to half your caster level. 
  This penalty cannot reduce a creature’s Dexterity below 1 and 
  ends when this shroud does.
  Personal Thunderhead (shroud, precipitation)
  You place this shroud on a target creature, causing a small cloud 
  to follow it and periodically strike it with lightning. Every time 
  the target attempts to take a standard or full-round action, it 
  takes electricity damage equal to 1d6 + your caster level. A suc-
  cessful Reflex save reduces this damage by half. This counts as 
  taking place during the casting of a spell or the use of a sphere 
  ability for the purpose of concentration checks. Each time the 
  target fails a Reflex save against this shroud’s effects they must 
  make a Fortitude save or be deafened for one round.
  Sirocco (shroud, aridity)
  You place this shroud on a target creature, causing a constant 
  dry wind to sap its strength. The target is fatigued and each 
  round it takes nonlethal damage equal to 1d6 + half your caster 
  level. At 10th level it is instead exhausted. At the beginning of 
  each turn the target may make a Fortitude save to reduce the 
  damage by half and negate the fatigue for one round or reduce 
  the exhaustion to fatigue. Unlike normal exhaustion or fatigue, 
  the effect ends as soon as the spell’s duration expires.
  Squamish (shroud, wind)
  You place this shroud on a target creature, creating a constant 
  strong wind that pushes the target back. When you place this 
  shroud on the target, choose a direction for the wind to blow 
  from. Each round this shroud makes a bull rush attempt from 
  this direction against the target. Your CMB for this check is 
  equal to your caster level + your casting ability modifier.
  
  Chapter 4
  Advanced Magic
  The moonlight wanes
  And	wolf-sons	hunger
  The ravens rip at their breakfast
  Now magic and rime
  Now runes and madness
  End the age of warmth
  Birth the age of axes
  ––Fimbulvinter fragment, found in the tomb of King Alfhravn
  Advanced Talents
  Boiling Lord
  Prerequisites: Weather sphere, 5th caster level or higher
  When using control weather to create Precipitation of severity 
  level 4 or above in an area of Heat severity level 4 or above, 
  you may cause the rain to boil, dealing 1d6 fire damage per 
  Precipitation severity level per round to all creatures within 
  the affected area.
  This supersedes the Boiling Lord basic talent in Spheres of 
  Power.
  Climatic Shift
  Prerequisites: Weather sphere, Lengthened Weather, 15th 
  caster level or higher.
  When you use control weather you may spend 3 additional 
  spell points to change the duration to a permanent effect, re-
  placing the natural weather. This effect remains stationary. It 
  cannot be dispelled, although future uses of control weather 
  may temporarily change its weather conditions and, if com-
  bined with the use of this talent, reverse it.
  Cold Lord
  Prerequisites: Weather sphere
  When using control weather to create cold, increase the high-
  est severity level you may create or alter by 1. In addition, you 
  may create an area of up to 80 ft in diameter in the center of 
  the affected area where the change in temperature is not felt.
  This supersedes the Cold Lord basic talent in Spheres of Power.
  Cacaphonic Clap
  Prerequisites: Weather sphere, Storm Lord, 10th caster level 
  or higher.
  When you use Storm Lord to control where a lightning bolt 
  strikes, you may spend a spell point to cause the strike to be 
  accompanied by a great thunderclap. Any creature within 10 ft. 
  of the strike must make a Fortitude save or be deafened for 1 
  hour, a Will save or be dazed for 1 round, and a Reflex save or 
  fall prone.
  Dehydration Pulse
  Prerequisites: Weather sphere, Desert Lord, 5th caster level 
  or higher.
  While within an area with Aridity of severity level 2 or higher, 
  you may as a standard action (but no more often than once 
  every 1d4 rounds) spend 2 spell points to draw in the moisture 
  from an area in a 20-ft. radius surrounding yourself. Living crea-
  tures within range (other than you) take 1d6 points of damage 
  per caster level and are staggered for 1d4 rounds.  A successful 
  Fortitude save halves the damage and negates the staggered 
  effect. Oozes, plants, and creatures with the aquatic or water 
  subtype take double damage from this effect.
  Desert Lord
  Prerequisites: Weather sphere
  When using control weather to create Aridity, increase the 
  highest severity level you may create or alter by 1. In addition, 
  you may create an area of up to 80 ft. in diameter in the center 
  of the affected area where the change in aridity is not felt.
  
  Fire Tornadoes
  Prerequisites: Nature sphere, Weather sphere, Fire 
  Geomancing, Wind Lord, 15th caster level or higher.
  When you are using control weather to create or alter Wind of 
  severity level 7 you may cause the tornadoes to become alive 
  with fire. Any object or creature swept into the funnel cloud 
  takes an additional 6d6 fire damage each round and are set on 
  fire once they are expelled. Any flammable objects (including 
  grass or other vegetation) in the tornadoes’ path that cannot 
  be swept into the funnel cloud take 6d6 fire damage and are 
  set on fire.
  Haboob Lord
  Prerequisites: Weather sphere, 5th caster level or higher
  When you are using control weather to create Wind of severity 
  level 4 or above in an area of Aridity severity level 3 or above, 
  you may cause a dust storm even if there is no sand or dust in 
  the area. Dust storms blow fine grains of sand that obscure 
  vision, smother unprotected flames, and can even choke pro-
  tected flames (50% chance). At Wind severity level 5, a dust 
  storm deals 1d3 points of nonlethal damage each round to any-
  one caught out in the open without shelter and also poses a 
  choking hazard (see Drowning, except that a character with a 
  scarf or similar protection across her mouth and nose does not 
  begin to choke until after a number of rounds equal to 10 + her 
  Constitution score).
  Heat Lord
  Prerequisites: Weather sphere
  When using control weather to create heat, increase the 
  highest severity level you may create or alter by 1. In 
  addition, you may create an area of up to 80 ft 
  in diameter in the center of the affected area 
  where the change in temperature is not felt.
  This supersedes the Heat Lord basic talent in 
  Spheres of Power.
  Layered Shroud
  Prerequisites: Weather sphere, 
  one (shroud) talent, 10th caster 
  level or higher.
  When you use a (shroud) talent 
  as a standard or full-round ac-
  tion, you may spend a spell point 
  to use a different (shroud) talent on t h e 
  same target as a swift action. If the first 
  shroud affected multiple targets (as with 
  Encompassing Shroud), the second af-
  fects any one of the targets and may not 
  be combined with Encompassing Shroud.
  Rain Bomb
  Prerequisites: Weather sphere, Rain Lord.
  When you are using control weather to create Precipitation of 
  level 3 or above, you may spend a spell point as a free action 
  to immediately increase the Precipitation to level 7 for one 
  round, after which the effect ends and the Precipitation level 
  immediately returns to its previous level.
  Rain Lord
  Prerequisites: Weather sphere
  When using control weather to create or alter precipitation, 
  increase the highest severity level you may create or alter by 
  1. In addition, when using your control weather to affect pre-
  cipitation, you may choose to create an area up to 80 ft in di-
  ameter at the center of the affected area that is not subject to 
  the precipitation. Rain, snow, and storm does not gather over 
  that area.
  This supersedes the Rain Lord basic talent in Spheres of Power.
  Tornado Lord
  Prerequisites: Wind Lord, 10th caster level or higher.
  When you use control weather to affect wind, you may alter 
  the path of a single tornado within range more precisely. Each 
  round as a free action you may plot a course for the tornado, 
  
  which may be up to 250 ft. long and may have one turn of up 
  to 90 degrees, plus one turn per 5 caster levels above 10th. 
  Alternatively, you may cause the tornado to remain in one 
  place. You can alter the path of a tornado caused by magical-
  ly-altered wind combined with Climate.
  Volcano Lord
  Prerequisites: Nature sphere, Weather sphere, Earth 
  Geomancing, Fire Geomancing, 10th caster level or higher.
  You can spend 2 spell points to use your control weather to 
  create or alter Ash or Vog. You may take this advanced talent 
  a second time to increase the highest severity level of Ash and 
  Vog you may create or alter by 1.
  Wind Lord
  Prerequisites: Weather sphere
  When using control weather to create or alter wind, increase 
  the highest severity level you may create or alter by 1. In ad-
  dition, when you use your control weather to affect wind, you 
  may also turn that wind up to 90 degrees in any direction. This 
  can change the general direction of a tornado (provided you 
  can affect winds of that severity) although detailed control isn’t 
  possible.
  Not only can you control the wind’s direction, but you may also 
  create complicated patterns. You may create an “eye” of calm 
  air up to 80 ft. in diameter at the center of the area if you so de-
  sire and may choose any of the following patterns for the wind:
  You may create a downdraft that blows from the center out-
  ward in equal strength in all directions.
  You may create an updraft that blows from the outer edges in 
  toward the center in equal strength from all directions, veering 
  upward before impinging on the eye in the center.
  You may create a rotation that causes the winds to circle the 
  center in a clockwise or counterclockwise fashion.
  This supersedes the Wind Lord basic talent in Spheres of 
  Power.
  Incantations
  Fimbulvinter
  Some say the world will end in ice, the entirety of it turned to 
  glaciers and tundra, with little growing and ravenous predators 
  roaming the land. And there are some who believe it is their 
  destiny to bring about this wintry end. By invoking ancient 
  sagas and investing a menhir with their own life force, they 
  believe they can cover the world in a shroud of frost. They may 
  be right.
  Sphere Weather; Level 9th
  Skill Checks in order—Knowledge (religion) DC 38 4 success-
  es, Craft (stonework) DC 38 1 success, Perform (oratory) DC 
  38 4 success
  Casting Time 9 days (cast during a time of war)
  Components V, S, F (monolith of semi-precious stone worth 
  30,000 gp).
  Area special
  Duration instantaneous
  Description
  After the recitation of the saga is finished, the menhir glows 
  briefly with a cold blue light and instantly begins chilling the 
  air around it. The temperature within 5 ft. of the menhir im-
  mediately drops to severity level 5, regardless of prevailing con-
  ditions. This area expands by 5 ft. per round until it reaches a 
  100-ft. radius, and then expands by 5 ft. per hour until it covers 
  the entirety of the plane it is on. In addition, predatory ani-
  mals within the area gain a +6 bonus to Strength and a +4 bo-
  nus to Constitution, and are hostile to all creatures other than 
  animals. This has no effect on animal companions or similar 
  bonded creatures.
  The temperature within the area can be lowered as normal, but 
  raising the temperature requires a magic skill check against a 
  DC of 31. It makes a magic skill check against any magical ef-
  fect that would raise the temperature in the area once per min-
  ute; its magic skill bonus is +20. The effect cannot be dispelled, 
  but destroying the menhir immediately ends it. The menhir is 
  a colossal object with hardness 8 and 1000 hp. It regains 25 hp 
  each round and takes no damage from acid, cold, electricity, or 
  fire and cannot be moved by any means short of deific force 
  (such as represented by a miracle or wish).
  Backlash
  Primary performer and all secondary performers are reduced 
  to 0 hp.
  Failure
  Primary performer and all secondary performers are reduced 
  to -1 hp, and 2d12 winter wolves appear and attack them, de-
  vouring their corpses if they die.
  
  Chapter 5
  Player Options
  Alternate Racial Traits
  Fenghaung
  Weatherborn: As masters of both flight and fire, many feng-
  haung find that manipulating the weather is a trick that comes 
  to them quite naturally. They gain Basic Magic Training in the 
  Weather sphere as a bonus feat. This replaces curiosity.
  Merfolk
  Water Mastery: Some merfolk find that they possess a nat-
  ural mastery of water, both above and below the waves. They 
  gain Basic Magic Training in the Weather sphere as a bonus 
  feat, with the Focused Weather (precipitation) drawback and 
  Rain Lord as their bonus talent. This replaces natural armor.
  Kitsune
  Fox’s Wedding: Some kitsune possess an affinity for weath-
  er magic instead of enchantments. They gain Basic Magic 
  Training in the Weather sphere as a bonus feat. This replaces 
  kitsune magic.
  Strix
  Stormwing: Accustomed to performing daredevil stunts in 
  poor weather, these strix treat Wind as one step less severe 
  for purposes of determining whether they would be checked 
  or blown away and their penalty to Fly checks. This replaces 
  nocturnal and hatred.
  Sylph
  Gusts and Gales: Some sylph are more adept at controlling 
  wind than their own movement through the air. They gain 
  Basic Magic Training in the Weather sphere as a bonus feat, 
  with the Focused Weather (Wind) drawback and Wind Lord 
  as their bonus talent. This replaces the spell-like ability and air 
  affinity racial traits.
  Feats
  Aeolian Flautist
  Prerequisites: Bardic performance or raging song.
  Benefit: When you use Perform (wind) to produce a bardic 
  performance in an area of wind, treat your bard level and ranks 
  in Perform (wind) as 1 higher for each category above severity 
  level 1.
  Animate Tornado (dual sphere)
  Prerequisites: Enhancement sphere, Weather sphere, 
  Animate Object, Tornado Lord.
  Benefits: You may animate a tornado, whirlwind, or dust-devil 
  using Animate Object any time you are within wind of severity 
  level 4 or higher. Treat this as an animated object of huge size 
  (even if you could not normally animate huge objects). It has 
  the Whirlwind universal monster ability (10-20 ft. high, 1d8+15 
  damage, DC 23), but is constantly in whirlwind form and can-
  not leave it. It also has the fluid and additional movement (fly) 
  abilities, but no construction points. For every 5 caster levels 
  above 10 you have in the Weather sphere, the tornado gains +4 
  Strength and the DC for its whirlwind ability gains a +2 bonus 
  (for a total increase of 4). You may use the Bestow Intelligence 
  and Bestow Life talents on this tornado.
  Coronal Shroud (dual sphere)
  Prerequisites: Light sphere, at least one (mantle) or (shroud) 
  talent.
  Benefit: When you spend a spell point to cause a creature to 
  glow with bright light, you may either choose to have them 
  count as under the effect of your mantle as long as the bright 
  light last or choose a type of weather, causing them to count as 
  being under the effect of an additional shroud of that weather 
  type.
  
  Cumulative Nimbus (teamwork)
  Prerequisites: At least one (shroud), magic skill bonus 5 or 
  higher.
  Benefit: When a creature is under the effect of shrouds pro-
  duced by multiple casters with this feat, any saving throws 
  against one of these shrouds is made against the highest DC of 
  any such shroud. Shrouds produced by casters without this feat 
  are unaffected and other shrouds cannot use their DC.
  Mantled Caster
  Prerequisites: Weather sphere, at least one (mantle) talent, 
  magic skill bonus 5 or higher.
  Benefit: For the purposes of your (mantle) talents you are al-
  ways treated as being under the effect of your mantle and gain 
  benefits from any (mantle) talents as if the weather were one 
  step more severe. This does not apply to other creatures you 
  bestow your mantle on.
  Nebulous Admixture (admixture)
  Prerequisites: Destruction 
  sphere, 
  Weather 
  sphere, 
  Admixture.
  Benefit: When using Admixture, you may spend an addition-
  al spell point to affect one target damaged by the blast with 
  a shroud effect you know in place of a second blast type. If 
  you possess Encompassing Shroud, you may apply the shroud 
  to any targets damaged, up to your maximum targets from 
  Encompassing Shroud.
  Thrum of Rain
  Prerequisites: Bardic performance or raging song, Weather 
  sphere.
  Benefit: When you start a bardic performance or raging song, 
  you may use your control weather ability as part of the same 
  action. As long as the song continues, you may maintain the 
  effect as part of the song without concentration or spending 
  spell points. Once your performance ends, you must either be-
  gin concentrating on the effect or spend a spell point to allow 
  it to continue without concentration.
  Tornado Companion
  Prerequisites: Weather sphere; class feature that functions 
  as the druid animal companion ability (including animal com-
  panion, divine bond (mount), hunter’s bond (animal compan-
  ion), nature’s bond (animal companion), and the mount class 
  feature) with an effective druid level of 7.
  Benefit: You can select a tornado to serve as your companion. 
  You acquire and advance this creature in the same way as the 
  companion detailed in the class feature used as a prerequisite 
  for this feat. You can also dismiss the creature as dictated by 
  your class feature.
  Wind Dancer
  Benefit: Whenever you drive an air vehicle you treat the 
  Wind severity level either one step higher or one step lower (to 
  a minimum of 0 and a maximum of 7), whichever you prefer. 
  You may change this decision once per round as a free action. 
  If you have 11 ranks in Fly or Profession (pilot), you no longer 
  suffer the negative effects of any Wind of severity level 5 or 
  lower while driving an air vehicle. If you have 17 ranks in Fly or 
  Profession (pilot) you no longer suffer the negative effects of 
  any wind while driving an air vehicle. It cannot be sucked into 
  or damaged by a tornado.
  Traits
  Prosperian Prodigy (Magic)
  Benefit: You gain a +2 trait bonus to the caster level of the 
  Weather sphere. This bonus cannot cause your CL to exceed 
  your HD.
  Sky Dancer (Equipment)
  Benefit: You begin play with a personal skyrider (see Section 
  6: Equipment), which has bonus hit points equal to twice your 
  ranks in Craft (airship). You can repair this vehicle by spending 
  4 hours and making a Craft (airship) check, restoring a number 
  of hit points equal to the result. If it is destroyed, you may 
  replace it by spending 20 gp and 8 hours. Any other creature 
  attempting to pilot this craft takes a -8 penalty to their Fly 
  check. You may also accelerate, decelerate, or turn a skyrider 
  as a move action.
  
  Casting Traditions
  New boon
  Atmoturgy: Choose a weather category (Aridity, Cold, Heat, 
  Precipitation, or Wind). While in weather of this type of sever-
  ity level 3 or higher, you gain a +1 bonus to your caster level. At 
  severity level 6 or higher, this bonus becomes +2.
  New sphere-specific drawbacks
  Focused Weather: You may only affect one weather catego-
  ry: Aridity, Cold, Heat, Precipitation, or Wind. If you choose 
  Cold, you may lower the severity of Heat but cannot increase 
  it; if you choose Heat, you may lower the severity of Cold but 
  cannot increase it; if you choose Precipitation, you may lower 
  the severity of Aridity but cannot increase it; and if you choose 
  Aridity, you may lower the severity of Precipitation but cannot 
  increase it. For example, if you chose Heat, you could change 
  severe cold to chilled, warm heat to extreme, or severe heat to 
  cool, but you could not change warm heat to chilled. You also 
  cannot take (shroud) or (mantle) talents of a different weather 
  type or talents that alter an aspect of the weather you cannot 
  affect.
  This supersedes the Focused Weather sphere-specific draw-
  back in Spheres of Power.
  Localized Weather: You do not gain the base ability to con-
  trol weather and you cannot take talents that improve this 
  ability.
  Personal Mantle: You cannot place your mantle on other 
  creatures. When you take this drawback, you do not gain an 
  additional talent. Instead, you gain the Mantled Caster feat, 
  even if you do not meet its prerequisites.
  
  Chapter 6 
  Equipment
  Buildings
  Lightning rod
  Price 50 gp; Weight 2 lb.
  A lightning rod protects a permanent structure anchored to 
  the ground from lightning. The structure becomes completely 
  immune to electricity damage and any lightning bolts (whether 
  from natural or magical storms, but not directly from spells or 
  sphere abilities such as lightning bolt or destructive blast) that 
  would strike within 25 ft. of the structure have a 50% chance 
  of instead striking the building and thus having no effect. 
  Exceptionally large structures (larger than 60 ft. on any side) 
  may require more than one lightning rod to protect them. 
  Storm Shelter
  Price 50 gp + the cost of excavating and furnishing the shelter; 
  Weight –.
  A storm shelter is a below-ground space with special reinforce-
  ment and doors that protect the inhabitants of the surround-
  ing building even if the entire structure is destroyed. The en-
  tire shelter must be below ground, there cannot be windows, 
  and the door must be flush with the surface, but otherwise the 
  inside may be as simple or elaborate as desired. The shelter and 
  its door never take damage from weather effects. 
  Special: Above-ground storm shelters can be constructed, but 
  these cost 100 gp per 10-ft. cube and only take half damage 
  from weather effects instead of none. This takes place before 
  applying hardness and stacks with the normal halving of energy 
  damage for being an object.
  Vehicles
  Skyrider
  A Skyrider is an enormous and elaborate hang glider that often 
  sees use in sky-bound societies; while a common hanglider is 
  designed to comfortably fly from high ground to low ground, 
  a skyrider is designed to start in the air, then return to the 
  air when it is finished. A skyrider makes use of some magic to 
  make it lighter, and is covered and has room for carrying some 
  cargo and passengers, but not many.
  A skyrider falls one altitude band every round if it is moving 
  at a speed slower than 6, and can only climb at a speed of 8 
  or higher. As such, skyriders are usually used by those who 
  have access to weather magic, or those who naturally live at 
  high enough altitudes that winds never truly stop; a skyrider 
  requires winds of severity level 3 or higher to be able to climb 
  to higher altitudes.
  Large Cloth Air Vehicle (aerodynamic, covered)
  Space 1 vehicle space; Cost 740 gp
  Size 1.5 Hardpoints; Hull 0.5 Hardpoint
  Defence
  Sails 8 AC (+5 Dodge, -1 Size); 30 hp, Hardness 0
  Hull 8 AC (+5 Dodge, -1 Size); 22 hp, Hardness 5
  Offense
  Attack ram (3d8)
  CMB +1; CMD 11
  Speed 5 (w/ wind: +1 per severity level)
  Acceleration 3
  Maneuverability Good
  Drive
  Propulsion Silk Sails (1 Hardpoint, 30 hp); Power 2 (w/ wind: 
  +1/2 per severity level)
  Mass 1/2 Hardpoint; Weight 0
  Controlling Device None
  Driving Space Any
  Required Crew 1 (pilot)
  LOaD
  Equipment Weight 0 tons
  Light Load less than 0.5 tons
  Medium Load 0.5 to 1.24 tons
  Heavy Load 1.25 to 2.5 tons
  rOOms
  Cargo Bay (1/2 Hardpoint, uncovered, 5 tons)
  equipment
  Magical Dirigible (1/2 Hardpoint)
  
  Weapon Special 
  Abilities
  Crackling
  Price +5.000 gp; Aura faint weather; CL 5th; Weight —
  Description
  While wielding a crackling weapon in precipitation of severity 
  level 4 or higher, the wielder may hold it aloft as a full-round 
  action, causing the weapon to be struck by lightning. For 1 
  round per enhancement bonus, attacks with the weapon deal 
  an extra 1d6 lightning damage per severity level above 3, to a 
  maximum of 1d6 per +1 enhancement bonus the weapon has.
  Construction Requirements
  Craft Magic Arms and Armor, Weather sphere, Lightning 
  Lord; Cost +2,500 gp
  Howling
  Price +1 bonus; Aura faint weather; CL 5th; Weight —
  Description
  While wielding a howling weapon in Wind of severity level 3 or 
  higher, the wielder may hold it aloft as a full-round action. All 
  creatures within 10 ft. + 10 ft. per Wind severity level above 3 
  must make a saving throw against a DC of 10 + 1/2 the wield-
  er’s HD + the Wind severity level or become frightened for 1 
  round.
  Construction Requirements
  Craft Magic Arms and Armor, Weather sphere, Wind Lord; 
  Cost +1 bonus
  Windblast
  Price +2 bonus; Aura faint evocation; CL 5th; Weight —
  Description
  On a successful critical hit with a windblast weapon, the wield-
  er may make a bull rush attempt as a free action against the 
  target and every creature in a 15-ft. cone originating from the 
  wielder that includes the target. This bull rush is made at range, 
  does not provoke an attack of opportunity, nor can the wield-
  er move with the target. The weapon’s enhancement bonus, 
  along with any feats or talents the wielder has that modify bull 
  rushes, applies to the bull rush. This special ability may only be 
  added to melee weapons.
  Construction Requirements
  Craft Magic Arms and Armor, Weather sphere, Squamish; 
  Cost +2 bonus
  Specific Items
  Staff of Sands and Storms
  Price 200,000 gp; Aura Strong weather; CL 20th; Weight 
  100 lbs.
  Description
  This staff is carved from ancient wood, petrified with age until 
  it is almost stone. The staff itself is supernaturally heavy; sim-
  ply holding it and carrying it can be incredibly difficult. For 
  those who can bear its weight and speak its command word, 
  however, they find that an entire worlds-worth of energy ap-
  pears to be stored within it.
  The staff of sands and storms is a +5 Weather staff in any hands, 
  but it also holds up to 10 charges within it; the staff can be 
  recharged at a rate of one charge per day by a caster holding 
  it and spending a spell point. As a standard action its wield-
  er can speak a command word to expend one charge, tapping 
  into and unleashing the writhing energy stored inside the staff. 
  Upon doing so, the staff unleashes a 1,200 ft. cone of severity 
  level 7 weather of either Wind, Rain, Cold, or Heat (wielder’s 
  choice), which persists for 20 rounds. This weather is not con-
  sidered created by the wielder’s control weather, and cannot be 
  combined with talents such as Storm Lord that add effects to 
  the wielder’s created weather. However, this extreme weather 
  counts as a use of control weather with a caster level and MSB 
  of 20 and an MSD of 31 for the purposes of battling for control 
  with another caster.
  A staff of sands and storms can be used for a retributive strike, 
  requiring it to be broken by its wielder as a standard action. 
  (This purposeful breaking does not require a Strength check) 
  The weather within 1,200 ft. of the staff becomes severity level 
  7 wind, rain, and either cold or hot (50% chance of either) for 
  1 hour, and all creatures and objects within 2 squares of the 
  broken staff take an amount of lightning damage equal to 20 
  x the number of charges in the staff. Creatures and objects 3 
  or 4 squares away take an amount of electricity damage equal 
  to 15 x the number of charges, and those 5 or 6 squares away 
  take an amount of electricity damage equal to 10 x the number 
  of charges. All those affected can make DC 17 Reflex saves to 
  reduce the damage by half.
  The character breaking the staff has a 50% chance of traveling 
  to another plane of existence (01—50 on a d%), but if she does 
  not, the explosive release of spell energy instantly destroys her. 
  Only certain items, including the staff of the magi and the staff 
  of power, are capable of being used for a retributive strike.
  Construction Requirements
  Craft Staves, Weather sphere, Wind Lord, Cold Lord, Heat 
  Lord, Rain Lord; Cost 100,000 gp.
  
  Amulet of Emotional Weather
  Aura Moderate weather; CL 10th; Slot neck; Price 45,000 
  gp; Weight 1 lbs.
  Description
  The amulet of emotional weather is a beautiful piece crafted 
  from clear diamonds of multiple sizes. However, depending on 
  the wearer’s mood, they can change color to blue (sad), red (an-
  gry), green (happy), or yellow (scared). The amulet of emotion-
  al weather is considered a cursed item, and cannot be taken off 
  except with the aid of magic such as the Break Enchantment 
  talent from the Life sphere.
  The emotional state of the wearer of an amulet of emotional 
  weather becomes reflected in the weather around them. This 
  is considered a casting of control weather with a caster level 
  of 10; the weather within 200 ft. of the wearer will change at 
  a rate of 1 severity level per round as normal, until it reaches 
  severity level 5 in the determined category.
  If the wearer feels particularly sad, the weather around them 
  becomes rain severity 5. If they feel particularly angry, the 
  weather becomes heat severity level 5. If they feel particularly 
  happy, the weather becomes wind severity 5, and if they feel 
  particularly scared, the weather becomes cold severity 5.
  The exact nature of what constitutes a strong emotion is de-
  termined by both the player and the GM; if the player says a 
  particular situation would make his character feel happy this 
  would trigger the amulet, and if the GM notes that the charac-
  ter is behaving particularly sad, they might note the amulet has 
  activated. Other situations, such as magic or conditions that 
  alter emotions, would also trigger the amulet; if the character 
  is subject to an effect that renders them shaken, frightened, 
  or panicked, this counts as being scared, while being under a 
  mind-altering effect that grants a morale bonus would count as 
  being happy. Spells such as overwhelming grief would count as 
  being sad, while the rage class feature or the eliciter’s touch of 
  rage power would count as being angry.
  A character can create an emotional state inside themselves 
  to fool the amulet by making a DC 20 Perform (acting) check 
  as a move action. In all other cases, the GM is the final arbi-
  ter of what constitutes feeling a respective emotion when such 
  things are in dispute.
  Construction Requirements
  Craft Ring, Weather sphere, Severe Weather; Cost 22,500 gp.
  
  Chapter 7
  Bestiary
  Cloud Sprite (CR 2)
  A spot in the fog shimmers and coalesces into the shape of a tiny winged 
  human, with a blue tunic and bluer skin.
  XP 600
  CN Tiny fey
  Init +4; Senses low-light vision, mistsight; Perception +8
  Defense
  AC 18, touch 16, flat-footed 14 (+4 Dex, +2 natural armor, +2 
  size)
  hp 13 (3d6+3)
  Fort +2, Ref +7, Will +6
  Immune electricity
  Offense
  Speed fly 40 ft. (good)
  Space 5 ft.; Reach 0 ft.
  magic
  Caster Level 3; MSB +3, MSD 13, Concentration +8
  Tradition Conductive (Energy Focus (Electric), Shape Focus 
  (default), Localized Weather); CAM Cha
  Spell Points 6
  Destruction – DC 18; Range medium; Talents Electric 
  Blast, Extended Range
  Weather – Talents Mist Form, Sodden, Zephyr’s Flight
  statistics
  Str 3, Dex 18, Con 12, Int 11, Wis 17, Cha 20
  Base Atk +1; CMB -5; CMD 7
  Feats Mantled Caster, Sphere Focus (destruction)
  Skills Acrobatics +10, Fly +18, Knowledge (nature) +6, 
  Perception +8, Survival +5, Stealth +10
  Languages Common and Sylvan
  SQ cloud meld
  ecOLOgy
  Environment clouds, fog banks
  Organization solitary
  Treasure incidental
  There is some debate about the origin of cloud sprites. Some 
  maintain that they are spontaneously generated by clouds and 
  fog, while others have said that they reproduce as normal crea-
  tures. Whatever the case, cloud sprites are secretive, skittish 
  creatures that do not make themselves available for question-
  ing on the subject. When they perceive a threat, they almost 
  invariably disappear into their misty environment, becoming 
  invisible. Only when protecting something of value to them 
  or if their invisibility is penetrated do they unleash miniature 
  lightning bolts on predators or enemies.
  A cloud sprite can be summoned via the Improved Familiar 
  feat by a chaotic good, chaotic neutral, chaotic evil, or true 
  neutral spellcaster of 7th level or higher.
  Special Abilities
  Cloud Meld (Su)
  While in an area of precipitation of severity level 2 or above, a 
  cloud sprite may turn invisible, as the spell greater invisibility, 
  as a free action. This lasts as long as the cloud sprite remains 
  within precipitation of severity level 2 or higher, or until it uses 
  a free action to end this ability. While invisible, creatures us-
  ing unusual forms of sensory perception such as blindsight or 
  tremorsense cannot automatically foil the cloud sprite’s use of 
  Stealth; such creatures must make a Perception check as nor-
  mal to detect it, though the cloud sprite does not gain a bonus 
  to its check for being invisible.
  Mistsight (Ex)
  A cloud sprite can see through fog, smoke, precipitation, and 
  other obscuring vapors as if they did not exist.
  
  Dewdrop Fairy Swarm (CR 4)
  What seemed at a distance to be a cloud of glittering gems now becomes 
  clear as a swarm of tiny fey whose wings sparkle with dew and who 
  carry rough weapons of iron nails.
  XP 1200
  N Diminutive fey (swarm)
  Init +8; Senses low-light vision; Perception +9
  Defense
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 40 (9d6+9)
  Fort +4, Ref +10, Will +3
  Defensive Abilities swarm traits; Immune mind-affecting 
  effects, weapon damage
  Weaknesses swarm traits
  Offense
  Speed fly 40 ft. (perfect)
  Melee swarm (2d6 plus distraction and drench, counts as cold 
  iron)
  Space 10 ft.; Reach 0 ft.
  Special Attacks crude cold iron weapons, distraction (DC 17)
  magic
  Caster Level 9; MSB +9, MSD 9, Concentration +11
  Tradition Rain dancing (Atmoturgy, Skilled Casting (Perform 
  (dance)), Wild Magic, Focused Weather (Precipitation)); CAM 
  Cha
  Spell Points 11
  Weather – DC 16; Duration Concentration; Range medi-
  um; Talents Calm Weather, Cloud Burst, Rain Lord, Severe 
  Weather
  statistics
  Str 1, Dex 18, Con 12, Int 11, Wis 5, Cha 14
  Base Atk +4; CMB –; CMD –
  Feats Ability Focus (distraction), Cantrips, Improved 
  Initiative, Lightning Reflexes, Skill Focus (Perform [dance])
  Skills Fly +30, Knowledge (nature) +12, Perception +9, Perform 
  (dance) +17, Stealth +16, Survival +9
  Languages Common and Sylvan
  SQ drench, rain dance
  ecOLOgy
  Environment any wet environment
  Organization solitary or frolick (2–5)
  Treasure incidental
  Individually, dewdrop fairies are all but harmless to larger crea-
  tures. Unarmored, wielding makeshift weapons of cold iron, 
  and utterly diminutive, they are easily swept aside by most op-
  ponents. In massive swarms, however, they can kill by a thou-
  sand tiny cuts. Unfortunately, they lack any sort of discipline 
  or even an attention span to speak of, and so tend to haphaz-
  ardly attack whichever enemy is closest or attracts their ire. 
  Dewdrop fairies become violent for a number of reasons. They 
  are often conscripted by more powerful fey who arm them with 
  nails or shards of cold iron so they can become a whirlwind of 
  death for rival fey. They are also known to protect magic-rich 
  territories on instinct and are particularly intent on putting out 
  fires that threaten their demesnes. Their definition of “threat-
  en”, however, is quite broad as they have a hard time distin-
  guishing between the threat of a mad wizard flinging fireballs 
  into dry undergrowth and a small, carefully built campfire.
  Special Abilities
  Shards of Iron (Ex)
  The crude weapons wielded by the dewdrop fairies in the 
  swarm allow its swarm damage to count as cold iron for the 
  purpose of overcoming damage reduction. These weapons 
  are extremely rough and, if wielded by a Diminutive creature, 
  count as improvised piercing weapons that deal 1 damage. This 
  small amount of cold iron is typically the only thing of value 
  carried by the swarm’s members.
  Drench (Ex)
  Any non-magical flames within the dewdrop fairy swarm’s 
  space at the end of its move are immediately extinguished. As 
  a free action the dewdrop fairy swarm may make a magic skill 
  check to dispel any magical flames (as the Counterspell feat) 
  within the swarm’s space at the end of its turn. It takes no 
  damage for entering any flames it extinguishes.
  Rain Dance (Ex)
  When using its control weather ability to create or alter pre-
  cipitation, a dewdrop fairy swarm may concentrate on the ef-
  fect as part of a move action used to move.
  
  Templates
  Meteorological Creature (CR +0–5)
  Creating a Meteorological Creature
  “Meteorological” is a template that can be applied to any 
  creature.
  CR: HD 1 or less, as base creature; HD 2–3 or less, as base 
  creature + 1; HD 4–9, as base creature +2; HD 10–17, as base 
  creature +3; HD 18 or more, as base creature +4; plus +1 for 
  fallout or volcanic weather
  Type: Animals and vermin with this template become magical 
  beasts with the augmented subtype, but otherwise the creature 
  type is unchanged.
  Senses: A precipitation meteorological creature can see 
  through magical and normal fog, mist, rain, snow, and similar 
  obscurement.
  Special Qualities
  A meteorological creature gains the following:
  Personal	Climate	(Su):	A meteorological creature is constantly 
  followed by a certain type of weather. This functions as the 
  control weather base sphere ability, except that the creature 
  doesn’t need to concentrate on the effect and it can only cre-
  ate one type of weather. The meteorological creature has no 
  control over the severity of the weather, which depends on the 
  creature’s Hit Dice. The range also depends on the creature’s 
  Hit Dice.
  HD
  Severity
  Range
  1
  1
  Medium
  2–3
  2
  Medium
  4–5
  3
  Long
  6–9
  4
  Long
  10–13
  5
  Extreme  
  (1,000 ft. + 100 ft. per HD)
  14–17
  6
  Extreme
  18+
  7
  2 miles
  The meteorological creature’s MSD for this effect is 10 + its 
  Hit Dice and its MSB and caster level are equal to its Hit Dice.
  Adaptation	(Ex): A meteorological creature is immune to the 
  negative effects of weather created by its personal climate 
  ability.
  Feats: Meteorological creatures gain Mantled Caster as a bo-
  nus feat. They can also select Extra Magical Talent for (man-
  tle) talents activated by their Personal Climate and Weather 
  talents that modify their personal climate (but not its range or 
  duration). They need not meet the prerequisites of this feat to 
  select them.
  
  The Power of Weather
  In many ways, the base Weather sphere abilities to control 
  weather are effects for utility first instead of combat. With 
  nothing but the base weather sphere, a caster could summon 
  fog or rain to cover the party during stealth, or use winds to 
  keep the arrows of a distant enemy away. Heat and cold can 
  be managed during long travel to avoid the pitfalls of extreme 
  environments, or to aid a settlement in times of drought or 
  winter.
  However, focused weather experts can sometimes find that 
  weather is one of the trickier spheres to play with, both as a 
  GM and as a player. First, it takes significant time to change 
  the weather, meaning by the time you bring the wind or rain 
  or heat to a severity where it will actually make a difference 
  in combat, the battle may be over. Second, because it covers 
  a wide area, only affects creatures while they are in the area, 
  and is indiscriminate in who it affects, weather often hinders a 
  tempestarian’s allies as much as their enemies. 
  This handbook has tried to offer several tools to lessen these 
  difficulties. Shrouds, as well as the Dehydration Pulse and Rain 
  Bomb advanced talents help allow a Tempestarian to affect 
  the course of a battle almost immediately. Shrouds also give 
  the Tempestarian the ability to selectively target enemies and 
  spare their friends, while Mantles make affecting allies with 
  control weather a boon. Many tempestarians will thus find use-
  ful tools in this handbook, even if they prefer to stick to a more 
  traditional strategy of changing the environment of the entire 
  battlefield.
  The challenges facing a GM when either a PC or an NPC uses 
  the Weather sphere are deeper and more intractable. The same 
  difficulties facing PCs can face NPCs, and so NPC tempestar-
  ians might be wise to pick some of the new talents available 
  to them, though a canny DM with an intelligent NPC can 
  get around these problems by careful encounter design. Some 
  monsters are immune to the effects of weather, and some have 
  other ways to avoid it. Bulettes, for example, burrow under-
  ground and are unaffected by weather while protected by a lay-
  er of earth, so a caster above ground might pummel the PCs 
  with hail while bulettes pop up, attack, and disappear beneath 
  the earth again.
  The greater challenge comes from the sheer force available to 
  tempestarians. With the right talents, they can batter entire 
  battlefields with damage and control the conditions of a fight. 
  While the individual damage done by Weather pales in com-
  parison to the Destruction sphere, it is continuous and wide-
  spread. They can easily level structures and even entire settle-
  ments, and can do so from an early level.
  To address this problem, this handbook has changed certain 
  talents—Boiling Lord, Cold Lord, Heat Lord, Rain Lord, and 
  Wind Lord—to be advanced magic. While GMs and groups of 
  course have always had the prerogative to restrict the use of 
  these talents if disruptive to play, this change encourages them 
  to consider their power and reinforces the fact that the impact 
  of weather needs to be considered carefully in a game where 
  such game-altering power isn’t easily available to PCs.
  In addition, GMs are strongly encouraged to remember how 
  structures are affected by weather. In addition to the lightning 
  rod and storm shelter found in Section 6: Equipment (provided 
  both for GMs and for players wishing to construct weather-re-
  sistant strongholds), structures built of hard materials such as 
  stone are virtually impervious to damage from weather; ob-
  jects take half damage from energy attacks before applying 
  hardness, which when combined with the sheer number of hit 
  points most structures possess, makes destroying them with 
  weather an extremely difficult task.
  Chapter 8
  GM Advice
  
  Open Gaming License
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  All Content is Copyright Drop Dead Studios 2012-2018. 
  
  The Tempestarian’s Handbook
  The Tempestarian’s Handbook
  The Tempestarians Handbook is an expansion to the Weather sphere from the 
  Spheres of Power magic system, for the Pathfinder Roleplaying Game. Within these 
  pages you’ll find new archetypes, new talents, new magic items, and new monsters 
  for making the most of weather manipulation and it’s possibilities in your games!
  The Tempestarian’s Handbook is book 19 in a 20 book series.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/The Tempestarian's Handbook.pdf