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.

Season Possible Weather
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.

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