Spelljammer
Endure Cold/Endure Heat
Realm:Weather
Name:Endure Cold/Endure Heat
Spell Level:1
Rarity:Common
Range:Touch
Duration:90 minutes/rank
Area of Effect:Creature touched
Components:V,S,M
Casting Time:1 round
Saving Throw:None
The character's comfortable Temperature Range (c.f., Constitution) is improved. The caster must decide whether to cast the Endure Cold or the Endure Heat version of the spell when it is cast.
  • Endure Cold reduces the lower end of the range by 25 degrees, plus 5 degrees per level.
  • Endure Heat increases the upper end of the range by 15 degrees, plus 3 degrees per level.

For example, someone with a CON of 15 suffers no ill effects in temperatures between 50 and 110. If the Endure Cold version of this spell is cast on them by a rank 5 caster, that temperature range improves to 0 to 110. If the Endure Heat version is cast, it improves to 50 to 140 degrees.

This spell does not stack with Resist Cold or Resist Heat. If someone has an Endure Cold spell on them, and a Resist Cold spell is cast on them, the Endure Cold spell is dispelled. However, if someone has an Endure Cold spell on them, and a Resist Heat spell is cast, then both spells are in effect.

Endure Cold and Endure Heat offer some protection from magical attacks of cold and heat. Endure Cold will reduce damage from cold and ice spells (Cone of Cold, Ice Storm, etc.) by 1 point per rank. Endure Heat will reduce damage from heat and fire spells by 1 point per rank. This damage is taken from the total damage rolled before rolling saving throws.


Old Description
The creature receiving this spell is protected from normal extremes of cold or heat (depending on which application the priest selects at the time of casting). The creature can stand unprotected in temperatures as low as -30 F. or as high as 130 F. (depending on application) with no ill effect. Temperatures beyond these limits inflict damage as per the Effects of Heat and Cold rules (under Combat).

The spell is immediately cancelled if the recipient is affected by any non-normal heat or cold, such as magic, breath weapons, and so on. The cancellation occurs regardless of the application and regardless of whether a heat or cold effect hits the character (for example, an endure cold spell is cancelled by magical heat or fire as well as by magical cold). The recipient of the spell does not suffer the first 10 points of damage (after any applicable saving throws) from the heat or cold during the round in which the spell is broken. The spell ends instantly if either resist fire or resist cold is cast upon the recipient.