The mutant can change the weather in the local area. It takes 1 round to use the mutation and an additional 1d4 rounds for the effects to manifest. The mutant calls forth weather appropriate to the climate and season of the area.
|Spring||Torrential rain, heat wave, or hailstorm|
|Summer||Tornado, thunderstorm, sleet storm, or hot weather|
|Autumn||Hot or cold weather, fog, or sleet|
|Winter||Frigid cold, blizzard, or thaw|
|Late Winter||Hurricane-force winds or early spring (coastal area)|
The mutant controls the general tendencies of the weather, such as the direction and intensity of the wind, but cannot control specific applications of the weather-where lightning strikes, for example, or the exact path of a tornado. Contradictory weather conditions are not possible simultaneously. Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.