Medieval & Fantasy Minecraft Roleplaying

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Andre Charles Ursae-Adept

Rawkiller

Lord of Altera
Crafter
Mystic
Rawkiller12
Rawkiller12
LegendMystic








Minecraft name: Rawkiller12
Character name: Andre Charles Ursae
Link to normal character profile:
{ here }
Current Rank/Proficiency
Adept
Eviscism

Overall Rank:Adept

Spell Points:

125


Active Student:


Active Teacher:

Yes


Teacher(s):
Azure

Protege(s)(Current rank):
Milah Sicarus- Adept

Knack(s): Thermal and kinetic


Known spells(names should contain a link to lore)(# of times cast):


Spell Name: [Minor] Shape Ice
Spell Level: Apprentice

Spell Branch: Thermal
Spell Effect: The caster procures a single piece of ice with a limit to what could feasibly fit within ones hand.. The mage can then consciously choose to re-shape the small chunk of ice into a variety of small objects, such as small blades. They are limited only by their imagination and the size of the ice (they can only work with the ice they have, so its dimensions cannot be changed). The mage cannot create complex structures with the simplicity this spell offers.

Spell Adverse Effect: This spell requires pre-existing ice to cast, as the user does not generate any for the purposes of this spell. The process is slow, taking roughly a minute to complete. The ice still behaves like ordinary ice (e.g. it will shatter like normal ice), just with a new shape

. Spell Cost: 5



Candle light

17x cast

9x successfully

Spell Type: Thermal.

Spell Effect: A seven-to-ten centimeter controlled flame, as if burning on a wick, is cast from the tip of the focus. Its effectiveness as a light is similar to that of a candle, dim and flickering. When you are first beginning to cast candlelight, it will last less than a minute in duration. The length of time will increase the more proficient you get (more casts).

Spell Adverse Effect: Quick movement will cause the fire to extinguish.

Spell Cost: 5 spell points.


Temperature Control


15x cast

10x successfully

Spell Type: Thermal.

Spell Effect: The ability to raise or lower the caster's body temperature by up to three degrees Fahrenheit. Unless cast once more to end, the effects last for about a day.

Spell Adverse Effect: Misuse that may result in freezing or fever that can lead to death.

Spell Cost: 5 spell points.


Compass.

9 xcast

5xcast successfully


Spell Branch: Magnetism.

Spell Effect: The focus within hand gently guides itself to direct the caster north.

Spell Adverse Effect: None.

Spell Cost: 5 spell points.


Dazzle

15x cast

13x successfully


Spell Type: Penumbral

Spell Effect: A very brief flicker of light emits from the tip of the focus. It is enough to perhaps distract an unsuspecting opponent in combat, or at least impress onlookers.

Spell Adverse Effect:

Spell Cost: 5 spell points.


Attract

10xcast

8x successfully


Spell Type: Magnetic

Spell Effect: The caster manifests a cone-shaped magnetic force before themselves (within reasonable distance), that is able to pull and attract applicable objects or materials. The force of the attraction becomes stronger the lighter and smaller the item is, or the more magnetic it is. A firm grip on an object may prevent it from being pulled by this.

Spell Adverse Effect:

Spell Cost: 5 spell points.


Detect Magic

15x cast

13x successfully


Spell Type: Evisral.

Spell Effect: The caster illuminates specified branches of energy within a ten meter radius of their focus. It is their focus that reveals them, alike a black light, and the color of the energy is based upon what type of energy is being detected. They must have a direct line of sight for this to properly occur.

Spell Adverse Effect: If not focusing on one type of energy, the colors will be muddled and blurred together and hard to decipher.

Spell Cost: 5 spell points.



Shock

13x cast

9x sucessfully


Spell Type: Electrical

Spell Effect: Dispersal of small quantities of static at the tip of the focus, though not quite an electrical zap. It is mildly irritating, more alike discomfort than anything, to living creatures that come within contact or touch of said static.

Spell Adverse Effect:

Spell Cost: 5 spell points.


Arcane Transmutation

Branch: Evisral.

10x cast
6x cast successfully
Spell Effect: Via casting upon a thermal energy source (particularly flames), the caster imbues it and replaces it with Vis energy. Flames will adopt a deep crimson tone, and emanate chill as opposed to any inkling of warmth. Contact with the mystical fire inflicts arcane burns.

Spell Adverse Effect: The preternatural fire might spiral out of control with too much Vis, blazing wildly for a handful of moments before extinguishing abruptly.

Spell Cost: 5 spell points.




Breeze
Spell Type: Kinetic.
Spell Effect: Caster produces a weak kinetic wave that is, in simple description, reminiscent of a shallow gust of wind. There is the potential to gently stumble an already imbalanced opponent or one surprised by the spell cast. It is strong enough to knock over light objects or send parchment flying for dramatic effect. Three meter cast radius.
Spell Adverse Effect: None.
Spell Cost: 10 spell points.
15x cast 10 successful

Animate Metal
Spell Type: Magnetism.
Spell Effect: When the focus is aligned to an object (from mere steps away), it is capable of manipulating the magnetic fields encompassing the object in such a fashion that it may be maneuvered, levitated or rotated seemingly by itself. The initial casts result in the object in question quivering and trembling, though as the Eviscist progresses with practice, the influence becomes steadier and far more reliable.
Spell Adverse Effect: The object cannot exceed ten pounds (10 lbs), and the spell cannot abruptly halt or succeed upon swiftly moving objects. While it perhaps may slow them slightly (if justifiably small), the most accurate control of the object is when it remains still. The caster cannot animate more than one metallic object at a single time. If the object is forcefully removed or pulled upon, the tether is shattered.
Spell Cost: 10 spell points.
6x cast 4 successfully.

Temperature control shared
Spell Type: Thermal.
Spell Effect: Through direct contact, whether bodily or that of the focus, the caster and one other they are spreading the effect to begin to experience Temperature Control.
Spell Adverse Effects: The potential to overexert one’s self with heat or chill, or the recipient.
Spell Cost: 10 spell points.
16x cast 13 successful

Projection
Spell Type: Kinetic.
Spell Effect: Focus displaces passive and ambient, existing environmental sound to an intended destination. This means that the acting mage is unable to simply will a sound of their choosing into existence. With sufficient practice, an Eviscist is capable of adjusting the pitch and capacity of the sound: resulting in the ability to more accurately distinct between and portray noises (such as replicating quiet tavern chatter fairly realistically).
Spell Adverse Effects: There is an underlying quality to the projected sound that suggests, faintly, it is not entirely organic. While perhaps difficult to discern precisely why this is, concentration and attentiveness may yield realization. It is encouraged to emote that there is an obscure feature to the recreated sound or noise, and expand upon the abnormality of it if appropriate responses are presented (IE the player in question focusing intently).
Spell Cost: 10 spell points.
20x cast 12 successful

Ash
Spell Type: Thermal.
Spell Effect: Limited discharge and dispersal of hot ash and wisps of smoke from the tip of the focus, in a “puff” alike to violently snuffing a flame, in approximately half a foot from the tip of the focus. It is enough to cause mild discomfort to exposed skin or catch cinders on flammable material.
Spell Adverse Effect: Cast too close to one's self, the user succumbing to the potential effects as well as irritation in vision or breathing from the smoke.
Spell Cost: 10 spell points.
7x cast 5 sucessful

BRUME'S GLOOM
Spell Rank: Journeyman
Branch: Penumbral
Spell Effect: By drawing in the nearby Penumbral energy to a singular pinpoint of light centered on the emitter, the caster submits the nearby environment to supernatural pitch-black darkness. Enough to engulf a small room in darkness or 4 MC blocks in all directions from the foci. Can last around 5 minutes.
Spell Adverse Effect: The caster is also subject to the impaired visibility of the magical darkness. Area of effect can easily be walked out of, with light and visibility gradually returning the further they get from the spell's effect.
Spell Cost: 10 spell points.
5x cast 4 times successful


DEFLECT - MINOR
Spell Type: Evisral.
Spell Level: Journeyman.
Spell Effect: Briefly conjure a ward from the direction of your focus. It will repel and deflect opposing spells of the apprentice and journeyman rank.
Spell Adverse Effect: Moving with the ward weakens it. After two or so deflections, the ward will weaken and dissipate.
Spell Cost: 10 spell points.



Heart's Light
Spell Type: Pneumbral
Spell Effect: The heartstone gives off a bright light, the color of which your is the same as the color your hearthstone produces. Similar in strength to a torchlight, isn’t dispelled by touch and lasts 30 minutes.
Spell Adverse Effect: Will end when you cast another spell.
Spell Cost: 10 spell points

Ice
reflect-minor
Spell Type: Evisral.
Spell Effect: Briefly conjure a ward from the direction of your focus. It will repel and deflect opposing spells of the apprentice and journeyman rank.
Spell Adverse Effect: Moving with the ward weakens it. After two or so deflections, the ward will weaken and dissipate.
Spell Cost: 10 spell points.

Disruption
Spell Type: Kinetic
Spell Effect: A small disruption in the earth, akin to a firework going off just below the ground, happens at a point designated by an aimed Foci at a maximum range of 10 MC blocks. Can only effect dirt, sand and gravel. It has no effect on Solid rock. It can cause the person standing under the disrupted earth to lose their balance, and possibly fall to the ground.
Spell Adverse Effect: Spell can on failed casts backfire, with power equivalent to how low the roll is.
Spell Cost: 10 spell points

Throw Pebble
Spell Type: Kinetic
Spell Effect: By having a small rock, pebble, marble or other small item in front of the foci and aiming at a distant target can magically throw a pebble a distance of 40 MC blocks with enough force to sting, or ting glass not break glass. Dangerous only perhaps to eyeballs or other sensitive areas.
Spell Adverse Effect: The pebble can occasionally fly wildly, perhaps even back at the user.
Spell Cost: 10 spell points

Illuminate
Spell Type: Penumbral.
Spell Effect: A sphere of light alike the size of a fist formulates at the tip of the focus, and may then be cast outwards in a radius of three meters if desired. It is compared to that of a torch in lightening radius and effectiveness (flickering, dimmer), and will dissipate in a manner of five minutes if undisturbed.
Spell Adverse Effect: It cannot pass through physical objects or barriers if cast elsewhere, and if maintained upon the focus, significant distraction or erratic movement will cause it to extinguish. Attempting to cast the spell upon another living being results in the 'shattering' of the orb.




Spell Name: Consume Heat
Spell Level: Adept.
Spell Branch: Thermal.
Spell Effect: This spell functionally operates by allowing the caster to “steal” a part of the heat of their target, as the caster siphons the heat of their target into themselves. The caster will feel warmed (as though Temperature Control had been cast on them), with any effects of ordinary hypothermia being nullified. The target of the spell begins to suffer the first stages of hypothermia if the cast is successful. Frostbite will set in on their appendages (fingers and toes, at first). The target can, however, stabilize themselves by beating a DC of 13, which will force their frostbite to remain in the early stages/the hypothermia won’t be as detrimental. If they beat the DC, prolonged exposure to a campfire or reprieve from the elements will stabilize them. If they do not beat the DC, their appendages are notably chilled and numb. Fine motor control in their fingers will be increasingly difficult.
Spell Adverse Effect: The spell requires a turn of combat to fully drain a target of their heat, with contact maintained throughout. If the physical connection is broken during this turn, the spell does not finalise, resulting in a slightly cooler body temperature for the target instead, akin to Temperature Control.
Spell Cost: 35

INVISIBILITY MINOR

Spell Type: Penumbral

Spell Level: Adept

Spell Effect: You twist the light around your being giving you about five feet in all directions. People outside the bubble cannot see you or anything in the bubble but instead see it as the normal space without you or anything inside the spell effect's presence. This does not stop sounds from carrying. Spell endures for ten minutes or until dispelled.

Spell Adverse Effect: The outside light is bent away from you as a result causing you to be blind to only be able to see five feet in any given direction, with only supernatural darkness in all directions from you. Movement causes the invisibility to flicker, with quick movement of any kind on the focus causing the spell to fail entirely.

Spell Cost: 25 spell points.







Kinetic Wall

Spell Name: Kinetic Wall

Spell Type: Kinetic

Spell Level: Adept

Spell Effect: You form an invisible wall of kinetic force that blocks all incoming kinetic energy from a direction for the duration in a 4MC block (12 foot radius) from the foci. Essentially it stops incoming arrows and bolts. However larger projectiles such as javelins pass through though are slowed, this slowing on even bigger projectile such as siege weapons of any kind is too slight to be noticable. 1 minute duration. Spell Adverse Effect: You must remain stationary while casting this spell, and maintain your concentration. Spell Cost: 25 spell points.



Energy Bolt

ENERGY BOLT

Spell Name: Energy Bolt

Spell Type: Thermal/Electric/Vis

Spell Level: Adept

Spell Effect: A medium sized ball of energy (basketball in size) of a selected energy type hits the target causing effects based on the energy type.

Thermal (Heat)- A fireball hits the target exploding in flames, catching flammable things afire and burning flesh.

Thermal (Cold)- A ball of hyper cold air saps the heat from the target, instantly causing patches of frostbite, and freezing liquids. Movement would be very difficult to a target.

Electric- A bolt of electricity hits the target causing convulsions in the target, and if touching something that is grounded extreme pain as the electricty passes to the ground. Can leave scars similar to a lightning bolt.

Vis- A ball of dark crimson Vis energy smaller in size then the Fireball variation hits the target. Causing arcane burns and consuming flammable objects leaving not even dust behind as it is consumed. Spell Adverse Effect: Spell can be dodged at medium to long ranges, like any other projectile.

Spell Cost: 50 spell points.



MASS TEMPERATURE WARM

Spell Name: Mass Temperature

Warm Spell Type: Thermal

Spell Level: Adept

Spell Effect: In moderate to small sized rooms the caster is able to noticeably raise or lower the room’s temperature for an entire day. The effect emanates from foci, in very large rooms they can only affect their immediate area for a few hours before the temperature in the room evens out.

Spell Adverse Effect: Outside the spells effect is easily displaced in winds of any strength.

Spell Cost: 25 spell points



GLACIAL SHIELD

Spell Type: Thermal

Spell Level: Adept

Spell Effect: From a designated point within 2 blocks of the caster an ice pillar forms from the moisture around it in a 2 block wide, 2 block tall pillar. This pillar breaks on contact with a solid blow (Regular arrows will unlikely to damage it, a solid sword/crossbow bolt or something similar would smash it but be incredibly weakened/slowed by the action).

Spell Adverse Effect: This spell only works in areas where moisture is around and the area is cold, if it is merely raining the width of the column falls by 1 block to a 1 block wide, 2 block tall barrier. It completely fails in arid or dry environments.

Spell Cost: 15 Spell Points
EMPOWER
Spell Type: Thermal/Vis/Magnetic/Penumbral/Electrical/Kinetic
Spell Level: Adept
Spell Effect:

  • Thermal (Heat)- Flames engulf a section of your foci designated by yourself, there they burn hot until the spell is dismissed. Must recast the spell every IC minute.Spell Adverse Effect: The flames heat your foci, which can make it grow hot enough to burn your hands if you leave the spell on too long. 3 Continuous casts will make the metal extremely hot to touch, 4 casts will heat the pieces connected to the inflamed piece to unweildable levels.
    • Thermal (Cold)- Ice crystals form on the sides of your foci designated by yourself, a chill emanates on the blade until dismissed. Must recast the spell every IC minute. Spell Adverse Effect: The chill seeps through the foci draining your own heat even through gloves if you leave the spell active too long. 3 Continuous cast will make the metal too cold to touch for sometime, 4 casts will start to cause your hands to develop severe and debilitating frostbite.
    • Vis- The foci has Vis run through the section of the foci designated by yourself. This has no effect other than to cause the blade to disrupt beings Vis. The effect upon humanoids would be non noticeable but elementals or other beings with large amounts of Vis would find themselves harmed by the blade, when otherwise it would not. This effect lasts 5 minutes. Spell Adverse Effect: This grants no combat advantage against another player character, the effects of having a Vis infused blade wound would be not be different from a mundane blade wound.
    • Magnetic- The foci is able for the next 3 IC minutes, lock itself into place when coming into contact with another magnetic surface. This effect can be triggered multiple times during its cast. Spell Adverse Effects: If used in combat against another blade it locks the blades at the point of contact, which can then turn them into a tug of war. You can lose tug of war if they are stronger than you.
    • Penumbral- For the next 5 IC minutes your blade either emanates light like a torch or darkness like ripples across a section of your choosing. When it comes into contact with another object with force either light or darkness will momentarily 'spark' at the point of contact. Can be disorienting to fight for both user and fighter. Spell Adverse Effect: The obvious.
    • Electrical- Your blade becomes charged with electrical energy that can cause extreme pain and convulsions on a target. It can travel through metal but a thin layer of insulating material can stop the charge. I.E. The leather binding on a sword hilt. This effect lasts 1 minute or until discharged. Spell Adverse Effect: If you get careless and smack yourself it will discharge on yourself.
    • Kinetic- For the next IC minute your foci moves more effortlessly and hits harder. If using a melee weapon as a foci the opponent would feel a noticeable difference in the strength and speed of your impacts. Spell Adverse Effect: You can lose control of your weapon if you are not prepared to handle the increase in force as the spell does not improve your grip.
Spell Adverse Effect: -Was placed in the actual description of each effect.
Spell Cost: 25 Spell Points


ICE BRIDGE

Spell Name:Ice Bridge

Spell Level: Adept

Spell Branch: Thermal

Spell Effect: Freezes existing water to bridge small spans so that people can walk safely across to the other side safely. 2 blocks wide and 10 blocks long in its base form. It pushes any living creature in the path safely to either side as it forms.

Spell adverse effects:The caster has to remain still and touching the source of water for the spell to take effect. After cast the casters foci must remain in contact with the bridge or it starts to break apart rapidly.

Spell cost: 25+5 per extra 2 blocks in length.







Spell Effect: -





SEE ENERGY



Spell Type: Vis



Spell Level: Adept


  • Kinetic: Viewing these energies allows the caster to preternaturally gauge the strength and speed of moving objects, and also the variability of the wind. In practice, this would allow the mage to better parry an incoming blow or to dodge it, likewise one would be able to let loose and arrow with a deeper understanding of the wind currents between them and the target.​
  • Magnetic: Aligning the spells effects will allow the caster to see the overarching magnetic field surrounding them. While this would not give alarming benefits, the caster would be able to freely discern both North and South by viewing the stronger currents of the magnetic field above them. Likewise, the subtle pull would allow them to see armored individuals, large deposits of metal, or other such projections that'd give way to a change in the otherwise ambient magnetic field.​
  • Thermal: Further built on the simple workings of Detect Energy - but further enhanced. The caster's vision darkens significantly, but allows them to see the direct heat gradients of the world around them. This includes, but is not limited to, people and animals. In the hot summer sun, or a hellish dimension, the world is horribly distorted around them.​
  • Evisral: An often specialized variation of the spell's sub-uses. Viewing the world through this branch allows the caster to see the manifestations of pure Vis. In practical use, this allows the mage to gauge the type and strength beyond a fellow Evicist's spellcasting, roughly their progress in training if allowed an elongated gaze into their Heartstone (30 OOC minutes). Furthermore, their gaze would be faintly pulled towards a fellow Heartstone if it is within 50 meters - even if the gemstone is not visible.​
  • Electric: Attuned to the devastating powers this branch beholds, the caster is able to watch distant storms and innately tell if the coming weather brings lightning strikes and how intense it is. However, with seeing this energy comes a small benefit. The mage is able to detect the gathering energy in the clouds, and possibly draw from it.​
  • Penumbral: The mage's gaze switches, allowing them better sight into darkness - or to let them lessen the pains of bright light. It takes only moments for the caster to lessen or brighten the gradients of light in front of them, adjusting at a whim.​
Spell Adverse Effect: While this spell is in effect the natural colors of the world, are muted and dimmed as if seeing through a desaturated photograph. Only the ripples and waves of the energy of the world around them is brightly colored.



Spell Cost: 25 Spell Points



ENDURING LIGHT

Spell level:Adpet

Spell Branch: Penumbral

Spell Effect: A longer lasting version of Heart's Light, that once cast lasts for one hour emitting with the strength of several torches. You can cast other spells without dispelling this light, but it can be dispelled by the will of the mage. Spell Adverse Effect: None.

Spell cost 25



Kethrons Enduring Light

Spell type Penumbral

Spell level:Adpet

Spell Effect: A longer lasting version of Enduring Light, that sacrifices brightness for longevity. Once cast, lasts for four hours emitting with the strength of a single torch. You can cast other spells without dispelling this light, but it can be dispelled by the will of the mage.

Spell Adverse Effect: None.

Spell cost: 25pts



FREE FALLING



Spell Name: Free Falling

Spell Type: Kinetic Spell Level:

Adept Spell Effect: The mage points their foci at a single point, range is 50 minecraft blocks and a small emerald green light is emitted towards the direction from the foci. If it connects with the ground, the light sticks to the surface and a pillar of light forms for the duration and if the mage is to land in the pillar, all kinetic energy is reduced from a fall within the last few blocks before impact. Allowing for quick descent. Light moves faster than terminal velocity of a human, so could possibly be done while falling. Can be used in any direction to limit impact of kinetic energy.

Spell Adverse Effect: The rapid deceleration even by this means can often cause queasiness and possible nausea.

Spell Cost: 25 Spell Points



KINETIC EMPOWERMENT
Spell Type: Kinetic
Spell Level: Adept
Spell Effect: This spell when cast, allows the mage holding their foci to continually increase their kinetic energy as they run. Allowing them to reach speeds twice that of their normal speed, and jump increased distances. Last about one minute.
Spell Adverse Effect: More likely to trip, in ability to turn very well, and stopping is very difficult. If you trip and fall at high speeds, you're going to have a bad time.
Spell Cost: 25 spell points.




Sparking



Spell Type: Vis

Spell Level: Adept

Spell Effect: You channel a massive amount of Vis into a target body and realign their body to accept and channel Vis in an effective manner. This in turn activates a sparking sickness in the body if successful.

A series of three rolls are made during sparking as the power is charged throughout their body. A fourth can be triggered by the mage reactivating the spell. Good emotes can be given bonuses by the sparking mage not to exceed 3 on any roll.

Spell Adverse Effect: Failure can range from simply being incompatible, temporarily to permanently damaging their body from being able to manipulate Vis or even death.

Spell Cost: 25 spell points.



Hearthstone Activation

Spell Name: Heartstone Activation

Spell Type: Vis

Spell Level: Adept

Spell Effect: A stone of some kind is attuned to a mage and becomes capable of storing vast amounts of Vis. The extreme amount of Vis flooding the stone transforms it from a simple gemstone to a magical artifact attuned to the specific mage. It will not function for any other person regardless of their sparked status.

Spell Adverse Effect: The whole chance of death thing for the person having the spell performed on them.

Spell Cost: 25 spell points.









Magnetic - Electric - Kinetic - Evisral - Thermal - Penumbral

Sustained Effects:


Current Magical Status:
 
Last edited:

Rawkiller

Lord of Altera
Crafter
Mystic
Rawkiller12
Rawkiller12
LegendMystic
Updated with all the new spells learned their descriptions and categorized,updated with new student the queen of sewing, and new art coming soon.
 

Rawkiller

Lord of Altera
Crafter
Mystic
Rawkiller12
Rawkiller12
LegendMystic
Updated with two new discovered spells

Spell Name: [Minor] Shape Ice
Spell Level: Apprentice
spell Branch: Thermal
Spell Effect: The caster procures a single piece of ice with a limit to what could feasibly fit within ones hand.. The mage can then consciously choose to re-shape the small chunk of ice into a variety of small objects, such as small blades. They are limited only by their imagination and the size of the ice (they can only work with the ice they have, so its dimensions cannot be changed). The mage cannot create complex structures with the simplicity this spell offers. Spell Adverse Effect: This spell requires pre-existing ice to cast, as the user does not generate any for the purposes of this spell. The process is slow, taking roughly a minute to complete. The ice still behaves like ordinary ice (e.g. it will shatter like normal ice), just with a new shape.
Spell Cost: 5

Spell Name: Consume Heat
Spell Level: Adept.
Spell Branch: Thermal.
Spell Effect: This spell functionally operates by allowing the caster to “steal” a part of the heat of their target, as the caster siphons the heat of their target into themselves. The caster will feel warmed (as though Temperature Control had been cast on them), with any effects of ordinary hypothermia being nullified. The target of the spell begins to suffer the first stages of hypothermia, if the cast is successful. Frostbite will set in on their appendages (fingers and toes, at first). The target can, however, stabilize themselves by beating a DC of 13, which will force their frostbite to remain in the early stages/the hypothermia won’t be as detrimental. If they beat the DC, prolonged exposure to a campfire or reprieve from the elements will stabilize them. If they do not beat the DC, their appendages are notably chilled and numb. Fine motor control in their fingers will be increasingly difficult.

Spell Adverse Effect: The spell requires a turn of combat to fully drain a target of their heat, with contact maintained throughout. If the physical connection is broken during this turn, the spell does not finalise, resulting in a slightly cooler body temperature for the target instead, akin to Temperature Control.
Spell Cost: 35​
 
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