Difference between revisions of "Resist Cold (spell)"

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[[File:Resist Cold.PNG|thumb|530px|]]
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[[File:Resist Cold (spell).jpg|right|560px|thumb]]
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Resist cold is a spell that allows the caster to grant protection to recipients against natural cold exposure and [[Cold-based Attacks|cold-based attacks]].  The spell provides some improvement over [[Temperature Grades|the ambient comfort]] of the weather, allowing the recipient to withstand colder conditions with greater ease.  However, the brief duration of the spell makes this an ineffective tool for travel in the outdoors.
  
 
{{Spelltable
 
{{Spelltable
 
| name = Resist Cold
 
| name = Resist Cold
 
| range = touch
 
| range = touch
| duration = 3 rounds per level
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| duration = 3 [[Combat Round|rounds]] per [[Experience Level|level]]
| area of effect = 1 creature
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| area of effect = 1 creature per level
 
| casting time = 1 round
 
| casting time = 1 round
 
| save = none
 
| save = none
 
| level = [[Cleric 1st Level Spells|cleric (1st)]]
 
| level = [[Cleric 1st Level Spells|cleric (1st)]]
 
}}
 
}}
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__TOC__
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In cases where the weather is [[Chilly Conditions|chilly]] or colder, the spell improves the recipient’s comfort so that the conditions feel no worse than [[Brisk Conditions|brisk]]. However, this improvement is limited to a maximum of four better temperature grades, meaning that [[Cold Conditions|cold conditions]] cannot be improved beyond chilly, and [[Very Cold Conditions|very cold conditions]] cannot be improved beyond [[Frosty Conditions|frosty]]. The spell's effectiveness diminishes further in [[Bitterly Cold Conditions|bitterly cold]], [[Arctic Conditions|arctic]], and [[Polar Conditions|polar conditions]], where the sheer severity of the cold cannot be fully mitigated.
  
Allows the caster to provide protection against natural elements and cold-based attacks.
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== Defense Against Unnatural Attacks ==
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When the character is subjected to cold-based spells, such as [[Ice Storm (spell)|ice storm]], or faces the icy breath of a dragon, as well as other similar attacks, the spell grants a [[Saving Throws|+3 saving throw]] against both magic and [[Breath Weapon|breath weapons]] that deal cold damage. In addition to this resistance, the spell reduces the total [[Damage (hit points)|damage]] taken from such attacks by one-half, lessening the impact of freezing magic and supernatural cold.
  
== Weather ==
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Damage that results from ambient cold, such as the unnatural chill radiating from an [[Ice Toad|ice toad]], is similarly mitigated. This spell reduces such harm by 1 [[Hit Points|hit point]] per die, or, in cases where the effect is weak enough, it may nullify the whole amount entirely.
The spell will provide some improvement over [[Temperature Grades|the ambient comfort]] of the weather.  In cases where the weather is [[Chilly Conditions|chilly]] or colder, the spell will improve the recipient's comfort to where the conditions are no worse than [[Brisk Conditions|brisk]].  However, this improvement is limited to a maximum of four better temperature grades.  Thus, [[Cold Conditions|cold conditions]] cannot be improved above chilly and [[Very Cold Conditions|very cold conditions]] cannot be improved above [[Frosty Conditions|frosty]] weather.  The spell is likewise less effective in [[Bitterly Cold Conditions|bitterly cold]], [[Arctic Conditions|arctic]] and [[Polar Conditions|polar conditions]].
 
  
== Defense Against Unnatural Attacks ==
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== Bringing the Spell into Play ==
When the character is subject to cold-based spells, such as [[Ice Storm (spell)|ice storm]], or is threatened by a dragon's icy breath — and other like attacks — the spell provides a [[Saving Throws|+3 saving throw]] against either magic or [[Breath Weapon|breath weapon]]The spell also reduces the [[Damage (hit points)|damage]] done by these attacks by one-half.
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Where cold presents a direct threat, the caster can employ the spell just prior.  For example, if it's necessary to dive into freezing water, or bypass a deadly cold trap, such as an enchanted frost-covered floor or an ancient corridor rimed with ice, the spell would be very useful.
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In extreme weather, the spell is best suited for short sprints through deadly conditions. A party caught in an unexpected Arctic storm could use it to run for nearby shelterIf a companion were to fall unconscious in subzero conditions, the spell could be cast to buy time for rescue before the cold claims them.
  
Damage that accrues from ambient '''cold''', such as the cold that emanates from an [[Ice Toad|ice toad]], will be reduced by 1 [[Hit Points|hit point]] per die or whole amount by the spell.
 
  
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See also,<br>
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[[Endure Cold & Heat (spell)]]<br>
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[[Hypothermia]]
  
See [[Endure Cold & Heat (spell)|Endure Cold & Heat]]
 
  
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]
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[[Category: Clerical Spells]][[Category: Reviewed]]

Latest revision as of 21:22, 1 February 2025

Resist Cold (spell).jpg

Resist cold is a spell that allows the caster to grant protection to recipients against natural cold exposure and cold-based attacks. The spell provides some improvement over the ambient comfort of the weather, allowing the recipient to withstand colder conditions with greater ease. However, the brief duration of the spell makes this an ineffective tool for travel in the outdoors.

Resist Cold
Range touch
Duration 3 rounds per level
Area of Effect 1 creature per level
Casting Time 1 round
Saving Throw none
Level cleric (1st)

In cases where the weather is chilly or colder, the spell improves the recipient’s comfort so that the conditions feel no worse than brisk. However, this improvement is limited to a maximum of four better temperature grades, meaning that cold conditions cannot be improved beyond chilly, and very cold conditions cannot be improved beyond frosty. The spell's effectiveness diminishes further in bitterly cold, arctic, and polar conditions, where the sheer severity of the cold cannot be fully mitigated.

Defense Against Unnatural Attacks

When the character is subjected to cold-based spells, such as ice storm, or faces the icy breath of a dragon, as well as other similar attacks, the spell grants a +3 saving throw against both magic and breath weapons that deal cold damage. In addition to this resistance, the spell reduces the total damage taken from such attacks by one-half, lessening the impact of freezing magic and supernatural cold.

Damage that results from ambient cold, such as the unnatural chill radiating from an ice toad, is similarly mitigated. This spell reduces such harm by 1 hit point per die, or, in cases where the effect is weak enough, it may nullify the whole amount entirely.

Bringing the Spell into Play

Where cold presents a direct threat, the caster can employ the spell just prior. For example, if it's necessary to dive into freezing water, or bypass a deadly cold trap, such as an enchanted frost-covered floor or an ancient corridor rimed with ice, the spell would be very useful.

In extreme weather, the spell is best suited for short sprints through deadly conditions. A party caught in an unexpected Arctic storm could use it to run for nearby shelter. If a companion were to fall unconscious in subzero conditions, the spell could be cast to buy time for rescue before the cold claims them.


See also,
Endure Cold & Heat (spell)
Hypothermia