Chill/Warmth

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Source: Relics and Rituals
Description: Slowly raises or lowers temperature.

School: Transmutation
Level: Druid 0, Ranger 1, Sorcerer 0, {{#ifeq:{{#ask: ~Chill/Warmth|?Urban Druid[[:Special:Ask/-5B-5BCategory:Spellcasting-20Class-5D-5D/-3F-2D/mainlabel=-2D/limit=50/offset=50/format=plainlist/headers=hide/sep= Spell|format=plainlist|link=none|order=asc|headers=hide|mainlabel=-|default=none}}|none||[[Urban Druid[[:Special:Ask/-5B-5BCategory:Spellcasting-20Class-5D-5D/-3F-2D/mainlabel=-2D/limit=50/offset=50/format=plainlist/headers=hide/sep=|Urban Druid[[:Special:Ask/-5B-5BCategory:Spellcasting-20Class-5D-5D/-3F-2D/mainlabel=-2D/limit=50/offset=50/format=plainlist/headers=hide/sep= Chill/Warmth, [[|... further results]]
Components: V
Casting Time: 1 action
Range: Touch
Target: One boject or creature touched
Duration: Special 9see text) (D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes



The caster simply touches one object (or creature) while intoning chill/warmth. The object’s temperature slowly rises or falls, at the caster’s discretion, by a maximum of one degree per minute. The caster must determine upon casting whether to cool or warm an object; once decided, the temperature change remains constant, stopping when the caster arrives at a desired temperature or after 10 minutes. This temperature change is noticeable but not harmful; paper won’t burst into flame, nor will toes freeze.Once an object’s temperature is changed by chill/warmth, it retains that temperature for a full hour, unless subjected to an extreme change (like being thrown into a fire), the spell is removed or the caster decides to end the effect. A character with access to chill/warmth gains a +4 circumstance bonus to Wilderness Lore checks relating to survival in hostile climes (desert or arctic tundra) by using the spell.