Resist Cold
(Alteration)


Level: c1
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Range: Touch
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Duration: 1t*
Components: V, S, M
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CT: 1r
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Save: None
Area: Creature touched
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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)