Had an idea to capture the spirit of the AD&D 1 spell (from Unearthed Arcana) without the brokenness that's characterized it & every later version. Except the 3.5 version, which got nerfed to death ...
___________________________________
Endure Elements
Abjuration
Level Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1
Component V,S
Casting Time 1 standard action
Range Touch
Target Creature touched
Duration 24 hours or until discharged
Saving Throw Will negates (harmless)
Spell Resistance Yes (harmless)
A 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 degress Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide). The creature's equipment is likewise protected.
Endure elements also provides limited protection against fire- and cold-based attacks. Against the first such attack suffered during the spell's duration, the subject gains energy resistance 10 versus that attack. The spell protects against this sort of damage only once, even if the damage absorbed is less than 10 points (or even 0 points-for example, in the case of a character with Evasion making her saving throw against a fireball), after which the spell is ended (even if the duration has not expired). The spell does not protect against other environmental hazards such as smoke, lack of air, and so forth.
Endure elements overlaps (does not stack with) resist energy and protection from energy. If a character suffers fire or cold damage while warded by one of those spells, the endure elements thus expires with no effect other than guaranteeing at least 10 points of energy resistance. Eg. a character with protection from elements (fire) has been attacked with fire damage to the point that only 5 points of protection remain, then casts endure elements. The next fire attack does 16 points of damage; 10 are absorbed, the character takes 6 points of damage, and both spells are ended.
______________________________
Comments?
___________________________________
Endure Elements
Abjuration
Level Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1
Component V,S
Casting Time 1 standard action
Range Touch
Target Creature touched
Duration 24 hours or until discharged
Saving Throw Will negates (harmless)
Spell Resistance Yes (harmless)
A 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 degress Fahrenheit without having to make Fortitude saves (as described in the Dungeon Master's Guide). The creature's equipment is likewise protected.
Endure elements also provides limited protection against fire- and cold-based attacks. Against the first such attack suffered during the spell's duration, the subject gains energy resistance 10 versus that attack. The spell protects against this sort of damage only once, even if the damage absorbed is less than 10 points (or even 0 points-for example, in the case of a character with Evasion making her saving throw against a fireball), after which the spell is ended (even if the duration has not expired). The spell does not protect against other environmental hazards such as smoke, lack of air, and so forth.
Endure elements overlaps (does not stack with) resist energy and protection from energy. If a character suffers fire or cold damage while warded by one of those spells, the endure elements thus expires with no effect other than guaranteeing at least 10 points of energy resistance. Eg. a character with protection from elements (fire) has been attacked with fire damage to the point that only 5 points of protection remain, then casts endure elements. The next fire attack does 16 points of damage; 10 are absorbed, the character takes 6 points of damage, and both spells are ended.
______________________________
Comments?