DracoDei
2012-01-18, 03:48 PM
Presenting Endure Elements big brother. These were originally designed to make planar adventuring practical at slightly lower levels, but with significant resource drains for those levels, and with dispelling being as significant a threat as it is for deep-sea adventures (if not more-so). As it turns out they are a bit too narrow in the types of dangers the guard against (You want Avoid Planar Effects and Attune Form for that). Still, these have others uses
The first was intended to do the job, but after rereading the rules for planar traits, it seems that this is a bit anemic to prevent all damage on a negative energy or fire dominant plane before caster levels 24 and 30 respectively. As such, it seems a "grandaddy" version was required. I also tried to de-nerfed the rangers so they can lead planar expeditions, which I think we can all agree is as it should be, especially for GMs who wish to ban planar shepherds from their games. Of course, with these not being the spells for that, I am making that an optional rule
Endure Environment, Lesser
Abjuration
Level: Clr 4, Drd 4, Rgr 3*, Sor/Wiz 4
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: 24 hours**
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
*Optional rule: Rangers use their full class level, not half of it when calculating the effects of this spell.
This abjuration grants you limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. You gain energy resistance equal to your caster level against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by your caster level for this spell points before being applied to your hit points.
Alternatively, if your caster level is at least 15, this spell may instead provide a separate resistance against each of the five energy types listed above equal to one quarter of your caster level, OR may provide one quarter of your caster level in resistance to hit-point damage(and healing...) from your choice of either positive or negative energy.
Endure environment absorbs only damage. The subject could still suffer unfortunate side effects.
Note: Endure environment, lesser overlaps (and does not stack with) protection from energy, endure environment, greater and Resist Energy. If a character is warded by protection from energy and either of the other three against the same type of energy, the protection spell absorbs damage until its power is exhausted. If a character is warded by endure environment(greater and/or lesser) and Resist Energy against the same type of energy then only the one that is providing the greatest level of protection applies.
Special: The caster of this spell receives a bonus equal to their caster level on all concentration checks to cast it despite ongoing damage of the type(s) that that particular casting will protect against. This does not effect any other sort of concentration check that may be required to cast it.
**Note to GMs: Remember that the duration of this spell is pretty much EXACTLY 24 hours(Ok, not atomic clock accuracy, but it is at least consistent to within the granularity of D&D's time-scales). This means that if there is only a single character in a party capable of casting it, and they cast it once on each member of the party, and only start re-casting it the next day when the damage to one character starts, then the each member of the party will take only a few rounds worth of damage, since the endings of the spell durations will be staggered. ((Not sure if the parts in Navy are necessary to specify. It depends on the exact interpretations of the rules for how spell-slots refresh.))
Endure Environment, Greater
Abjuration
Level: Clr 8, Drd 7, Rgr 4*, Sor/Wiz 8
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: 24 hours**
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
*Optional rule: Rangers use their full class level, not half of it when calculating the effects of this spell.
As per Endure Environment, Lesser except that the amount of protection provided is doubled in all cases. This yields a protection against any single one of the following elements of twice caster level: acid, cold, electricity, fire, or sonic. If all five of these elements are to be protected against (or ONE of positive OR negative energy), the protection provided against each such element is half of the caster level.
**Note to GMs: Remember that the duration of this spell is pretty much EXACTLY 24 hours(Ok, not atomic clock accuracy, but it is at least consistent to within the granularity of D&D's time-scales). This means that if there is only a single character in a party capable of casting it, and they cast it once on each member of the party, and only start re-casting it the next day when the damage to one character starts, then the each member of the party will take only a few rounds worth of damage, since the endings of the spell durations will be staggered.
The first was intended to do the job, but after rereading the rules for planar traits, it seems that this is a bit anemic to prevent all damage on a negative energy or fire dominant plane before caster levels 24 and 30 respectively. As such, it seems a "grandaddy" version was required. I also tried to de-nerfed the rangers so they can lead planar expeditions, which I think we can all agree is as it should be, especially for GMs who wish to ban planar shepherds from their games. Of course, with these not being the spells for that, I am making that an optional rule
Endure Environment, Lesser
Abjuration
Level: Clr 4, Drd 4, Rgr 3*, Sor/Wiz 4
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: 24 hours**
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
*Optional rule: Rangers use their full class level, not half of it when calculating the effects of this spell.
This abjuration grants you limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. You gain energy resistance equal to your caster level against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by your caster level for this spell points before being applied to your hit points.
Alternatively, if your caster level is at least 15, this spell may instead provide a separate resistance against each of the five energy types listed above equal to one quarter of your caster level, OR may provide one quarter of your caster level in resistance to hit-point damage(and healing...) from your choice of either positive or negative energy.
Endure environment absorbs only damage. The subject could still suffer unfortunate side effects.
Note: Endure environment, lesser overlaps (and does not stack with) protection from energy, endure environment, greater and Resist Energy. If a character is warded by protection from energy and either of the other three against the same type of energy, the protection spell absorbs damage until its power is exhausted. If a character is warded by endure environment(greater and/or lesser) and Resist Energy against the same type of energy then only the one that is providing the greatest level of protection applies.
Special: The caster of this spell receives a bonus equal to their caster level on all concentration checks to cast it despite ongoing damage of the type(s) that that particular casting will protect against. This does not effect any other sort of concentration check that may be required to cast it.
**Note to GMs: Remember that the duration of this spell is pretty much EXACTLY 24 hours(Ok, not atomic clock accuracy, but it is at least consistent to within the granularity of D&D's time-scales). This means that if there is only a single character in a party capable of casting it, and they cast it once on each member of the party, and only start re-casting it the next day when the damage to one character starts, then the each member of the party will take only a few rounds worth of damage, since the endings of the spell durations will be staggered. ((Not sure if the parts in Navy are necessary to specify. It depends on the exact interpretations of the rules for how spell-slots refresh.))
Endure Environment, Greater
Abjuration
Level: Clr 8, Drd 7, Rgr 4*, Sor/Wiz 8
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: 24 hours**
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
*Optional rule: Rangers use their full class level, not half of it when calculating the effects of this spell.
As per Endure Environment, Lesser except that the amount of protection provided is doubled in all cases. This yields a protection against any single one of the following elements of twice caster level: acid, cold, electricity, fire, or sonic. If all five of these elements are to be protected against (or ONE of positive OR negative energy), the protection provided against each such element is half of the caster level.
**Note to GMs: Remember that the duration of this spell is pretty much EXACTLY 24 hours(Ok, not atomic clock accuracy, but it is at least consistent to within the granularity of D&D's time-scales). This means that if there is only a single character in a party capable of casting it, and they cast it once on each member of the party, and only start re-casting it the next day when the damage to one character starts, then the each member of the party will take only a few rounds worth of damage, since the endings of the spell durations will be staggered.