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Evocation — Temperature

Temperature is the Evocation Method concerned with transferring heat through air. Kampanni do not create fire — they move heat. Temperature evocation is slower than Lightning, but harder to ignore.

Threads (Temperature)

  • Heat — raises temperature in an area or object.
  • Chill — draws heat away, stiffening materials and bodies.
  • Thermal Shock — forces a sudden, extreme swing, stressing or shattering what it touches.

Base Ka Cost (Temperature)

Intensity Effect Base Ka
Mild shift Warm a room, take the chill off, cool a drink 1
Noticeable shift Uncomfortably hot or cold; wilts or frosts minor plants 2
Severe shift Scalding or freezing to the touch; risks injury on contact 4
Extreme shift (Thermal Shock) Combustion-level heat or flash-freezing; lethal on prolonged exposure 7

Area

Area Ka Modifier TD Modifier
Single object or point +0 +0
Person-sized +1 +1
Room-sized +3 +3
Structure-wide +6 +6

Duration

Duration Modifier
Momentary +0
One scene +2 Ka
Sustained (active Channeling) Ka paid per interval
Persistent Enchanting required

Channeling Difficulty (Temperature)

Modifiers: - Object or material target: +0 - Living target: +2 - Rapid swing (Thermal Shock) rather than gradual shift: +2 - Countering an existing extreme temperature: +2

Force and Impact

Severe or extreme shifts applied directly to a target — scalding, freezing, or Thermal Shock used to injure or shatter — follow Evocation#Ka and Force. Ambient warming or cooling never requires an Impact roll.

Burn

Burn may be taken to: - push a shift one intensity tier higher than the Ka paid for - sustain an extreme temperature against environmental resistance - trigger Thermal Shock instantly instead of building gradually

Design Notes

  • Temperature rewards patience — gradual shifts are cheap, sudden extremes are not.
  • Thermal Shock is the only Thread that behaves like a weapon; Heat and Chill are almost always environmental or utility.