Resist Cold or Heat

Resist Cold or Heat

Level: 1 Range: Self or more

Duration: 1 round or more
Casting time: 1 action
Save: N/A
General The cleric repels the chilling effects of cold or heat, protecting himself and others. He can withstand such
conditions without discomfort. When casting the spell, the cleric chooses which effect to resist (heat or
cold). It is possible to cast the spell twice and create a resistance to both effects.
Manifestation Roll 1d3: (1) reddish aura; (2) shimmering heat waves; (3) bluish skin tone.
1-11 Failure.
12-13 The cleric counteracts the harmful effects of cold or heat upon his body. He can ignore up to 5 points of
cold or heat/fire damage in the next round. If more than 5 points are sustained, subtract 5 from the total
dice result to determine the final damage suffered.
14-17 The cleric counteracts the harmful effects of cold or heat upon his body. He can ignore up to 5 points of
cold or heat/fire damage for a number of rounds equal to 1d6+CL. If more than 5 points are sustained in
a given round, subtract 5 from the total dice result to determine the final damage suffered.
18-19 The cleric counteracts the harmful effects of cold or heat upon his body. He can ignore up to 10 points of
cold or heat/fire damage for a number of rounds equal to 1d8+CL. If more than 10 points are sustained
in a given round, subtract 10 from the total dice result to determine the final damage suffered.
20-23 The cleric counteracts the harmful effects of cold or heat upon his body. He can ignore up to 10 points of
cold or heat/fire damage for a number of rounds equal to 1d8+CL. If more than 10 points are sustained in
a given round, subtract 10 from the total dice result to determine the final damage suffered. In addition,
the cleric also receives a +4 bonus to all saving throws to resist cold- or heat-based effects.
24-27 The cleric can protect others as well as himself. The cleric produces a sphere of resistance that emanates
10’ from his location. Everyone within this sphere can resist up to 10 points of cold or heat damage per
round and receive a +2 bonus to all saving throws against cold- or heat-based effects. The cleric must
concentrate to maintain the sphere, which can remain functioning for up to 1 turn.
28-29 The cleric can protect others as well as himself. The cleric produces a sphere of resistance that emanates
20’ from his location. Everyone within this sphere can resist up to 20 points of cold or heat damage per
round and receive a +4 bonus to all saving throws against cold- or heat-based effects. The cleric must
concentrate to maintain the sphere, which can remain functioning for up to 1 turn.
30-31 The cleric can protect others as well as himself. The cleric produces a sphere of resistance that emanates
20’ from his location. Everyone within this sphere can resist up to 20 points of cold or heat damage per
round and receive a +4 bonus to all saving throws against cold- or heat-based effects. The sphere contin-
ues to function, without concentration, for a number of rounds equal to 1d10+CL. Each time it is about to
expire, the cleric can concentrate for one round to extend the effect another 1d10+CL rounds, to a maxi-
mum duration of one hour.
32+ The cleric can protect others as well as himself. The cleric produces a sphere of resistance that emanates
50’ from his location. Everyone within this sphere can resist up to 30 points of cold or heat damage per
round and receive a +6 bonus to all saving throws against cold- or heat-based effects. The sphere contin-
ues to function, without concentration, for a number of turns equal to 1d6+CL. Each time it is about to
expire, the cleric can concentrate for one round to extend the effect another 1d6+CL turns, to a maximum
duration of one day.