Gran Sturm (3.5e Epic Spell)

The currents of elemental energy become visible to you as you pull and alter them with force of will, shaping them into weather patterns across the land.

You change the weather in the local area, as control weather. It takes 11 minutes to cast the spell, which must be cast within a drawn arcane circle with four bowls containing the elements (fire, water, air, and earth) set within. Once the spell is cast, it takes an additional 10 minutes for the effects to manifest. Unlike control weather, you are not limited to weather appropriate to the climate and season of the area you are in. When casting, you can assign up to 1 target per level to be immune to the weather effects you create (though not to your other effects listed on the table below).

You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. 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). Contradictory conditions are not possible simultaneously.

As a standard action, you can create a number of effects by briefly assuming control of local weather conditions. You may use these abilities at will whenever you qualify to cast them. They count as 10th level spells, and they use the spell DC of Gran Strum (DC 20 + casting ability), but otherwise use the properties of the spell they duplicate.

Gran Strum can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.