Resist Fire
(Alteration)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Effect: When this
spell is placed on a creature by a cleric,
the creature’s body is toughened
to withstand heat,
and boiling temperature
is comfortable.
The recipient of the resist
fire can even stand in the midst of very hot or magical fires such
as those produced by red-hot charcoal,
a large amount of burning
oil, flaming swords, fire storms, fire balls, meteor swarms,
or red dragon's breath --
but these will affect the
creature, to some extent.
The recipient of the spell
gains a bonus of +3 on saving throws against such attack forms,
and all damage sustained
is reduced by 50%; therefore,
if the saving throw is not
made, the creature sustains one-half damage,
and if the saving thow is
made only one-quarter damage is sustained.
Resistance to fire lasts
for 1 turn for each level of the cleric placing the spell.
MC: A drop of mercury.
<A tube of silvery
fluid (quicksilver, 10 gp weight, worth 100 gp): T1-4.59>
WSG: Handled the same
way as resist cold, except that it
pertains to heat-related
instead of cold-related effects.
Resist Fire: It is odd that while the PH
specifically states that resist cold gives a
ST against ice storms, and by
extrapolation walls of ice used to cause
damage, this higher-level spell does NOT
give a ST aginast fire-based
spells which normally have none. Since
the obvious case is wall of fire, this
may
be an oversight. DMs are encouraged to
consider playing resist fire (with a +3 bonus)
and related no-save, fire-based spells,
with the save determining full or 1/2
damage.
(Imagine #30)