Sunday, January 2, 2011

Campaign Design - Spells: Chill/Warmth

Chill/Warmth (adapted from Relics & Rituals)

Level: Druid/Spirit Shaman 0, Ranger 1, Sorcerer/Wizard 0, Warden 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target, Effect, or Area: One object or creature touched
Duration: Special (see text)(D)
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)

You simply touch one object or creature and the object's temperature slowly rises or falls at your discretion, by a maximum of one degree per minute. You 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 wont' 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 can gain a +4 circumstance bonus to Survival checks relating to survival in hostile climes (such as desert or arctic tundra) by using this spell.

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