Endure ElementsSource PRPG Core Rulebook pg. 277 School abjuration; Level adept 1, alchemist 1, arcanist 1, bloodrager 1, cleric 1, druid 1, hunter 1, investigator 1, oracle 1, paladin 1, psychic 1, ranger 1, shaman 1, sorcerer 1, spiritualist 1, summoner 1, summoner (unchained) 1, warpriest 1, wizard 1CastingCasting Time 1 standard action Components V, SEffectRange touch Target creature touched Duration 24 hours Saving Throw Will negates (harmless); Spell Resistance yes (harmless)DescriptionA creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.
Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.Mythic Endure ElementsSource Mythic Adventures pg. 93 The target changes to one creature touched per level. Affected creatures gain cold resistance 5 and fire resistance 5. They’re not slowed by snow, and ignore penalties on Perception checks and ranged weapon attacks from hail, rain, sleet, and snow. They treat wind as one category weaker. Endure Elements, CommunalSource Ultimate Combat pg. 228 School abjuration; Level alchemist 3, arcanist 2, cleric 2, druid 2, hunter 2, investigator 3, oracle 2, paladin 2, psychic 2, ranger 2, sorcerer 2, warpriest 2, wizard 2CastingCasting Time 1 standard action Components V, SEffectRange touch Targets creatures touched Duration 24 hours Saving Throw Will negates (harmless); Spell Resistance yes (harmless)DescriptionThis spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.
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