NWoD Mage the Awakening Spell Influence Heat

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Influence Heat: Forces 1 (MtA p.162)

Practice: Compelling

Action: Instant

Duration: Prolonged (one scene)

Aspect: Covert

Cost: None

Rote Pools: Mysterium Rote: Intelligence + Occult or Science + Forces

Description: The mage can guide the direction and/or flow of existing heat. He could, for example, keep warm in cold weather by pulling the ambient warmth shed by other human bodies to himself, or make sure that the dim heat from a radiator on the other side of a bathroom reached the shower stall. He could not increase the temperature of the heat at this level, nor create heat where there is none.

GMC Rules

Any rulings that are added - such as spells being converted into conditions, or providing conditions - can be detailed here. If there are no such things to be added, this section can be removed.

House Rules

Chronicle 1

House rules for Chronicle 1 go here. If there are none to speak of, delete this section. If there are multiple chronicles with different house rules, simply replicate this section (everything from ===Chronicle 1=== and onward) for each chronicle.


(this is going to eventually be a bunch of links. For now, just hop back to the Spells page. DO NOT EDIT THIS SECTION.)