Difference between revisions of "Warm (cantrip)"

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[[File:Warm (cantrip).jpg|right|490px|thumb]]
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[[File:Warm (cantrip).jpg|right|525px|thumb]]
'''Warm''' will improve the ambient [[Temperature Grades|temperature]] for the recipient by two grades — something like the equivalent of standing near a moderate fire. As all equipment that's carried is affected as well, warmed [[Food|consumables]] can be shared out to others, increasing their relative conditions by one grade for the duration of the cantrip, so long as they're able to consume at least one ounce of food or drink per minute.
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'''Warm''' is a [[Cantrip|cantrip]] that increases the recipient's ambient temperature by two [[Temperature Grades|grades]], providing a sensation much like standing near a moderate fire. This effect extends to all equipment carried, ensuring that clothing, armour and supplies remain comfortably warm despite external conditions.
  
 
{{Spelltable
 
{{Spelltable
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| casting time = 2 [[Action Points|action points]]
 
| casting time = 2 [[Action Points|action points]]
 
| save = none
 
| save = none
| level = [[Cantrip|cantrip]]
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| level = cantrip
 
}}
 
}}
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Because all carried items share the effect, warmed [[Food|consumables]] can be distributed, granting a minor benefit to others. If a person consumes at least one ounce of food or drink per minute, they experience a one-grade temperature improvement for as long as they continue to eat or drink. While temporary, this shared warmth can help sustain those exposed to cold conditions.
  
Meanwhile, objects given to the recipient will slowly warm up, as will hands that take hold of the recipient's flesh. These small benefits may stave off [[Hypothermia|hypothermia]] and [[Frostbite|frostbite]], while enabling the party to build a fire and shelter to provide long-lasting protection against the elements.
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The cantrip also allows objects given to the recipient to gradually warm over time, and hands that press against their flesh will feel the steady transfer of heat. Though minor, these benefits may help delay the onset of [[Hypothermia|hypothermia]] or [[Frostbite|frostbite]], providing a vital edge while the party works to build a fire or find shelter.
  
The effects of the cantrip cannot be usefully applied directly to the environment, as it's made not to melt the snow under the recipient's feet, or put the recipient in danger of melting the ice of a lake and drowning. Nor is a 20-degree change in temperature sufficient to dry wood when held in the recipient's hands, or set anything aflame.
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The effect is specifically contained to the recipient and their belongings, preventing misuse or unintended consequences. It cannot be applied directly to the environment — snow will not melt beneath their feet, nor will ice weaken under them to create a drowning hazard. The temperature shift, though noticeable, is not extreme, meaning wood held in hand will not dry enough to burn, and no object will become hot enough to ignite.
  
  
See [[Useful Cantrips]]
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See also,<br>
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[[Endure Cold & Heat (spell)]]<br>
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[[Useful Cantrips]]
  
[[Category: Cantrips]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 23:56, 5 February 2025

Warm (cantrip).jpg

Warm is a cantrip that increases the recipient's ambient temperature by two grades, providing a sensation much like standing near a moderate fire. This effect extends to all equipment carried, ensuring that clothing, armour and supplies remain comfortably warm despite external conditions.

Warm
Range 10 ft.
Duration 10 minutes
Area of Effect 1 creature
Casting Time 2 action points
Saving Throw none
Level cantrip

Because all carried items share the effect, warmed consumables can be distributed, granting a minor benefit to others. If a person consumes at least one ounce of food or drink per minute, they experience a one-grade temperature improvement for as long as they continue to eat or drink. While temporary, this shared warmth can help sustain those exposed to cold conditions.

The cantrip also allows objects given to the recipient to gradually warm over time, and hands that press against their flesh will feel the steady transfer of heat. Though minor, these benefits may help delay the onset of hypothermia or frostbite, providing a vital edge while the party works to build a fire or find shelter.

The effect is specifically contained to the recipient and their belongings, preventing misuse or unintended consequences. It cannot be applied directly to the environment — snow will not melt beneath their feet, nor will ice weaken under them to create a drowning hazard. The temperature shift, though noticeable, is not extreme, meaning wood held in hand will not dry enough to burn, and no object will become hot enough to ignite.


See also,
Endure Cold & Heat (spell)
Useful Cantrips