Warm (cantrip)
Warm will improve the ambient 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 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.
Range | 10 ft. |
Duration | 10 minutes |
Area of Effect | 1 creature |
Casting Time | 2 action points |
Saving Throw | none |
Level | cantrip |
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 and frostbite, while enabling the party to build a fire and shelter to provide long-lasting protection against the elements.
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.
See Useful Cantrips