Difference between revisions of "Endure Cold & Heat (spell)"
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| − | [[File:Endure Elements.jpg|thumb| | + | [[File:Endure Elements.jpg|thumb|490px|]] |
| + | '''Endure cold & heat''' is a spell that provides complete ambient comfort for the recipient regardless of the prevailing [[Temperature Grades|temperature]]. Whatever the conditions — whether frigid [[Polar Conditions|polar]] or [[Arctic Conditions|arctic]] climes, as well as [[Scorching Conditions|scorching]] or [[Baking Conditions|baking]] desert environments — the recipient remains utterly comfortable, as though the weather were no worse than the upper side of [[Pleasant Conditions|pleasant]], or indeed, the conditions most favourable to the individual. | ||
{{Spelltable | {{Spelltable | ||
| name = Endure Cold & Heat | | name = Endure Cold & Heat | ||
| range = touch | | range = touch | ||
| − | | duration = 1 hour per level | + | | duration = 1 hour per [[Experience Level|level]] |
| area of effect = 1 creature per level | | area of effect = 1 creature per level | ||
| − | | casting time = 1 round | + | | casting time = 1 [[Combat Round|round]] |
| save = none | | save = none | ||
| level = [[Cleric 1st Level Spells|cleric (1st)]] | | level = [[Cleric 1st Level Spells|cleric (1st)]] | ||
}} | }} | ||
| − | The | + | The recipient is immune to effects caused by either a hot or cold wind, freezing water, the beating of the sun, or the prevalent humidity. In all cases, these conditions feel no more uncomfortable than if the recipient were moving through a comfortable house. However, in the case of a very strong wind such as a gale, storm, or hurricane, while the recipient feels no discomfort, this does not prevent them from being blown from a high place or make it any easier to move against the wind. The recipient remains fully aware of the wind's actual strength and understands the need to be cautious in its presence. |
| − | The | + | The spell '''does not provide protection''' against magical or natural [[Cold-based Attacks|cold-based]] or [[Heat-based Attacks|heat-based]] attacks, such as spells, breath weapons or direct exposure to natural fire, lightning and similar hazards. However, [[Damage (hit points)|damage]] accrued from ambient '''heat or cold''', such as the lingering effect of a [[Wall of Fire (spell)|wall of fire]] or the intense chill emanating from an [[Ice Toad|ice toad]], is reduced by 1 [[Hit Points|hit point]] per die or by the whole amount if the effect is minor enough to be nullified entirely by the spell. |
| − | + | See also,<br> | |
| − | |||
| − | |||
| − | See | ||
[[Resist Cold (spell)]]<br> | [[Resist Cold (spell)]]<br> | ||
| − | [[Resist Fire (spell)]] | + | [[Resist Fire (spell)]] |
| − | [[Category: Clerical Spells]][[Category: | + | [[Category: Clerical Spells]][[Category: Reviewed]] |
Revision as of 20:56, 1 February 2025
Endure cold & heat is a spell that provides complete ambient comfort for the recipient regardless of the prevailing temperature. Whatever the conditions — whether frigid polar or arctic climes, as well as scorching or baking desert environments — the recipient remains utterly comfortable, as though the weather were no worse than the upper side of pleasant, or indeed, the conditions most favourable to the individual.
| Range | touch |
| Duration | 1 hour per level |
| Area of Effect | 1 creature per level |
| Casting Time | 1 round |
| Saving Throw | none |
| Level | cleric (1st) |
The recipient is immune to effects caused by either a hot or cold wind, freezing water, the beating of the sun, or the prevalent humidity. In all cases, these conditions feel no more uncomfortable than if the recipient were moving through a comfortable house. However, in the case of a very strong wind such as a gale, storm, or hurricane, while the recipient feels no discomfort, this does not prevent them from being blown from a high place or make it any easier to move against the wind. The recipient remains fully aware of the wind's actual strength and understands the need to be cautious in its presence.
The spell does not provide protection against magical or natural cold-based or heat-based attacks, such as spells, breath weapons or direct exposure to natural fire, lightning and similar hazards. However, damage accrued from ambient heat or cold, such as the lingering effect of a wall of fire or the intense chill emanating from an ice toad, is reduced by 1 hit point per die or by the whole amount if the effect is minor enough to be nullified entirely by the spell.
See also,
Resist Cold (spell)
Resist Fire (spell)
