Cool

Origin Sorcery Scope Impressive
Archetype Manipulation Range Sight
Dominion Flux Area Base Increment
Configuration Might 81 Duration One Minute
Effect Level S:2, O:1 Potency Moderate
Noise Level S:2, O:1 Intricacy Slight
Base Paradigm Cost S: 25, O: 13
Magicology Levels Power Change Control Creation Illusion Sensitivity
Description
Cool keeps heat out of the area of effect, cooling it to the degree desired by the adept (based on the Potency).  This is a commonly known paradigm in warmer climates, although it is rarely optimized for severe cooling (i.e. Epic or Mythic Potency).
Effects
Potency for this effect depends on the relative amount of external heat which is to be kept away.   Staying cool in temperate shade is much easier than in the harsh desert sun.
Scope Area Scope (3)
Effect is altering a State (1)
Range is Personal
Area equals Aura paces (or less, if desired): Slight (1-3)
Duration Interval is One Action Interval.  This example is intended to be Anchored.
Potency Potency required depends on the relative level of heat in the environment.  A typical effect will keep the area cool in temperate sunlight: Moderate (4-9).
Hot night or 
Temperate Shade
Slight
Temperate Sun Moderate
Tropical Shade Impressive
Tropical Sun Epic
Hellish Mythic
Intricacy Manipulates energy: Moderate (4-9)
Total Base Cost Spontaneous: 25, Optimized: 13
Temper Aspects Anchor is very common, and Maintain is typically used for shorter effects
Widen is necessary for larger areas of effect
Notes