Protection from Energy (Ranger Poultice)

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Level: Ranger 2
School: Enchantment

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S

Effect

Range: Touch
Target or Area: creature touched
Duration: Until the end of the current encounter, the end of the next encounter, or until the start of a full night's rest, whichever is sooner
Saving Throw: Fortitude negates
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

This poultice is brewed from plants, herbs, and flowers that defy the elements, like cherry blossoms, snow grass, winter wheat, and the like. The holder activates the poultice, and applies it to themselves, or to a creature they can touch. The Protection from Energy poultice grants temporary hit points that only effect damage of one specific kind of Common energy (Common (Acid,  Cold,  Fire,  Lightning,  Sonic)) you specify when the holder activates it.
This poultice grants 4 temporary hit points per character level of the herbalist Ranger who made it (to a maximum of 140 points at 35th level). These may be removed by the exact kind of energy damage specified only, or they disappear at the end of combat, like all temporary hit points. NOTE: These temp hit points will not stack with any other source of temporary hit points: In all cases, you must choose the source of temp hit points you wish to use.
Protection from Energy lays a charge on recipients, but that charge specifically overlaps (and stacks with) Resist Energy (Ranger Poultice). If a character is warded by Protection from Energy and Resist Energy, both effects share the same charge and the Protection from Energy effect absorbs damage before Resist Energy is even affected, until the power of Protection from Energy is exhausted.
This spell lays an arcane charge on its target(s). If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane charge on you, the caster. Targets which already have an arcane charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge can ever be present on a target at a time.