Resist Cold
(Alteration)
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Effect: When this
spell is placed on a creature by a cleric,
the creature’s body is inured
to cold.
The recipient can stand zero
degrees Fahrenheit without discomfort,
even totally nude.
Greater cold,
such as that produced by
a sword of cold, ice storm, cold wand, or white
dragon’s breath, must be saved against.
All saves against cold are
made with a bonus of +3,
and damage
sustained is
one-half (if the save is
not made) or
one-quarter (if the save
is made)
of damage normal from that
attack form.
The resistance lasts for
1 turn per level of xperience of the caster.
MC: A pinch of sulphur
is necessary to complete this spell.
<A small bottle of yellow powder
(pure sulfur, worth 40 gp): T1-4.59>
WSG: A recipient of
this spell who is suffering from hypothermia,
frostbite, or some other
malady related to cold will be
protected from further harm
for the spell duration, but the magic
will not negate adverse
effects already suffered.
Resist Cold: An important
point is that
this spell gives a save
vs. ice storms,
mentioned in the PH,
where
none normally exists. This
save
should be agaainst spells
with a +3 bonus
(as well as any others due
to dexterity,
rings of protection,
etc). What is not
clear is the damage involved.
I
recommend that damage be
full (failed
ST) or halved (successful
ST); this is
different from cone of
cold (where the
save differentiates between
1/2 and
1/4 damage), reflecting
the fact that
the cone normally has a
ST
anyway, whereas the Storm
does not.
Type
II ice storms (the blinding/slowing
variety) are not
protected against by resist
cold, because the
effects of this application
of the spell do not cause
physical
damage from magickal cold
(which is what
resist cold protects against).
Finally, if a
wall of ice is cast
in the air to fall on
creatures, it should be
treated in exactly
the same way as the hailstorm
version of
ice storm.
(Imagine #30)