Weather
Weather rolls per biome — each region brews its own sky, independent of day and moon phase. Cross a biome border and the weather can change with you; snowfields favour Auroras, deserts run hot, and no biome repeats the same weather back-to-back. Weather affects spell damage via per-element modifiers, and the current weather is shown on the bar beneath the map (icon, name, and tooltip with active effects).
The Pool
Each window lasts between 1 and 5 in-game hours — roughly 2½ to 12½ real minutes. When a window ends, a new weather is rolled at random from a weighted pool, with the current weather excluded so identical windows never repeat back-to-back.
| Weather | Frequency | Effects |
|---|---|---|
| Clear | Common | No modifiers |
| Cloudy | Common | Light −3 % |
| Rain | Common | Fire −5 %, Water +5 % |
| Windy | Uncommon | Wind +10 % |
| Fog | Uncommon | Wind +5 %, Light −5 % |
| Storm | Uncommon | Lightning +10 %, Fire −5 % |
| Snow | Uncommon | Ice +7 %, Fire −5 % |
| Heatwave | Uncommon | Fire +10 %, Ice −7 %, Water −3 % |
| Aurora | Rare | Light +10 %, Dark −8 % |
| Eclipse | Very Rare | Dark +15 %, Light −10 % |
How Modifiers Stack
Weather modifiers stack additively with the day-of-week element bonus and any tile-based magick bonus. A Lightning spell cast on a Lightning day during a Storm gets +15 % (day) + +10 % (weather) on top of any tile boost — the kind of window that turns a routine fight into a one-cast wipe.