Effect: Weather is used to create or remove Assets or Complications related to atmospheric and environmental phenomena. At higher ratings Weather can be used to make lasting climate changes over a large area. At higher die ratings Weather can be used on reactions to avoid being harmed by some attacks, and to attack with. However Weather tends to be slow, taking potentially two or more full actions (or longer) to take full effect depending on how significant of a change is being made to the local climate...for instance it doesn't take much time to whip up a twister in Kansas but causing a blizzard in a desert might take a while to manifest. As a trade off, once started weather effects tend to run their natural course without effort or maintenance from the character who started them.
At d4 Weather allows trivial control over atmospheric conditions and ambient temperature within near-touch range; for instance blowing a small gust of wind, generating or removing mild steam, changing the temperature immediately around one's self by a few degrees up or down.
At d6 Weather allows minor control over weather conditions within the character's zone; for instance blowing or canceling a strong wind, dampening inclement weather, raising or lowering the ambient temperature by ten degrees or so.
At d8 Weather allows minor control over a larger area as well as more significant effects; for instance creating or canceling a storm, summoning dense fog, pulling down a single lightning strike. This rating also allows Weather to be used on reactions against attacks where control over atmospheric effects might be helpful. This rating also allows Weather to be stepped down and used as an attack action as if it were the Ranged Ability.
At d10 Weather allows significant control over the atmosphere over a very large area, capable of things like whipping up a hurricane and gale force winds, creating or snuffing whirlwinds and typhoons, harnessing and directing atmospheric electricity. This rating also allows Weather to be stepped down twice and used as if it were Flight.
At d12 Weather allows extreme control over climate and the atmosphere; pretty much anything related to controlling or creating atmospheric phenomena is on the table. World altering changes to the weather are on the table.
Common SFX: The Fast SFX can be taken to allow a character to shorten the time it takes for Weater Control to take effect.
Common Limits: Weather is sometimes paired with the Spell Components Limit to represent the necessity for mystic passes, incantations, and / or material components, but this is not required.