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.