Fimbulwinter (spell) Fimbulwinter Transmutation [Cold] Level: Cleric 9, druid 8, sorcerer/wizard 8, Winter 9 Components: V, S, XP Casting Time: 10 minutes (see text) Range: 1 mile/level Area: 1 mile/level radius, centered on you Duration: 4d12 weeks Saving Throw: None Spell Resistance: No You change the weather to a state of permanent winter, or strengthen winter conditions already present. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what wintry conditions you want to manifest; the strength of the winter depends on the existing climate and season of the area. Season Possible Weather Spring Frequent snowfall, nightly frost Summer Light snow, hailstorms, cold rain, cloudy Autumn Frequent snowfall, frost Winter Frigid cold, blizzard, and constant snowfall Daily wind and snowfall during a fimbulwinter are determined randomly; roll 1d20, add the listed modifiers for climate and season, and consult the table. Roll separately for wind and snow. The snow and wind shown are the maximum possible for the day; at your option, there can be less wind or snow. Condition Modifier Cold climate +2 Temperate climate -2 Hot climate -6 Winter +8 Spring or Autumn +4 Summer -2 d20 Roll Amount of Snowfall Amount of Wind 0 or less 1d12 inches of snowfall melt Weak (0 -10 mph) 1-5 No new snow Weak (0-10 mph) 6-10 1d4-1 inches snow Moderate (11-20 mph) 11-15 1d8 inches snow or 1 inch hail Moderate (11-20 mph) 16-20 1d12 inches snow Strong (21-30 mph) 21-25 2d12+4 inches snow Strong (21-30 mph) 26+ 1d6+1 feet of snow Very strong (31-50 mph) You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). XP Cost: 100 XP.