Difference between revisions of "Endure Cold & Heat (spell)"

From The Authentic D&D Wiki
Jump to navigationJump to search
 
(5 intermediate revisions by 2 users not shown)
Line 1: Line 1:
[[File:Endure Elements.jpg|thumb|520px|]]
+
[[File:Endure Elements.jpg|thumb|420px|]]
  
{| class="wikitable"
+
{{Spelltable
|-
+
| name = Endure Cold & Heat
| Range|| touch
+
| range = touch
|-
+
| duration = 1 hour per level
| Duration || 1 hour per level
+
| area of effect = 1 creature per level
|-
+
| casting time = 1 round
| Area of Effect|| 1 creature per level
+
| save = none
|-
+
| level = [[Cleric 1st Level Spells|cleric (1st)]]
| Casting Time|| 1 round
+
}}
|-
+
The spell provides complete ambient comfort for the recipient regardless of the prevailing weather conditions.  Whatever the [[Temperature Grades|temperature]], whether frigid [[Polar Conditions|polar]] [[Arctic Conditions|arctic]] or a [[Scorching Conditions|scorching]], [[Baking Conditions|baking]] desert landscape, the recipient will be 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.
| Saving Throw|| none
 
|-
 
| Level|| [[Cleric 1st Level Spells|cleric (1st)]]
 
|}
 
  
Protects from natural extremes of heat or cold. Recipients are able to withstand temperatures of any [[Temperature Grades|natural measure]] while remaining unaffected.
+
The recipient will be 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 will feel to the recipient as though he or she 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 will ''feel'' comfortable, this will not preserve the character from being blown from a high place, nor make it easier to move against the wind.  The recipient will be aware of the wind's actual strength, and will know to be cautious in the face of it.
  
The spell does not defend against magical fire or cold, but it will protect the recipient from damage caused by ambient heat, such as that emanating from a [[Wall of Fire (spell)|wall of fire]].
+
The spell '''does not provide defense''' against magical or natural cold attacks, such as fire or cold-based spells, breath weapon or natural fire, lightning and so on.  However, damage that accrues from ambient '''heat or cold''', such as a wall of fire or 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.
  
The spell does not augment the effects from [[Resist Cold (spell)|resist cold]], [[Resist Fire (spell)|resist fire]] or similar protection spells.
 
  
[[Category:Clerical Spells]]
+
See Also,<br>
 +
[[Resist Cold (spell)]]<br>
 +
[[Resist Fire (spell)]]<br>
 +
 
 +
[[Category: Clerical Spells]][[Category: Don't Review until 2022]]

Latest revision as of 20:57, 20 September 2021

Endure Elements.jpg
Endure Cold & Heat
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 spell provides complete ambient comfort for the recipient regardless of the prevailing weather conditions. Whatever the temperature, whether frigid polar arctic or a scorching, baking desert landscape, the recipient will be utterly comfortable as though the weather were no worse than the upper side of pleasant — or, indeed, the conditions most favourable to the individual.

The recipient will be 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 will feel to the recipient as though he or she 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 will feel comfortable, this will not preserve the character from being blown from a high place, nor make it easier to move against the wind. The recipient will be aware of the wind's actual strength, and will know to be cautious in the face of it.

The spell does not provide defense against magical or natural cold attacks, such as fire or cold-based spells, breath weapon or natural fire, lightning and so on. However, damage that accrues from ambient heat or cold, such as a wall of fire or the cold that emanates from an ice toad, will be reduced by 1 hit point per die or whole amount by the spell.


See Also,
Resist Cold (spell)
Resist Fire (spell)