The caster focuses their spell into a unique slightly shimmering aura that surrounds the caster in a 10ft cylinder. When cast any hostile creature within range must make a constitution saving throw. Any creatures that fail the save are chilled having their internal heat removed and take 2D6 cold damage. On a failed save no damage is taken.
On each turn the aura is active the caster can use their action to target a creature or Medium or smaller object within the aura to steal heat from. If a creature is targeted the creature must repeat the saving throw. For each creature that fails the save the caster can choose another target to receive the stolen heat. The chosen target receives frost resistance until the caster's next turn.
The spell can be cast as a ritual where the material components remain the same, but casting time is increased to 10 minutes and the effect lasts a day.
Lore: Texts tell us that Magus Ashean often took aspiring students into harsh artic environments with minimal protections to practice the practical nature of heat related spells. While this spell had minor combat synergy most students who had mastered "Ashean's Heat Object" would use the two in conjunction to heat objects and move heat between themselves and comrades to whether long durations exposed to the elements. This spells was developed by Ashean in an effort to reinforce base heat magic principles and show the efficiency and practicality of heat related magic.
* - (Small Piece of Copper or copper coin)
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