Resist Energy (Ranger Poultice)

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Level: Ranger 1
School: Abjuration

Casting

Casting Time: Standard Action, or the first attack of a Full Attack Action
Components: V, S, M (A small dab of specially prepared unguent, worth 1 gp.)

Effect

Range: Touch
Target or Area: one target creature
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: Harmless (Fortitude negates)
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

This poultice grants one creature (which may be the herbalist Ranger, the holder of the poultice, or any other creature) limited protection from damage of one Common (Acid,  Cold,  Fire,  Lightning,  Sonic) Energy Type chosen by the Ranger at the time of mixing.
The subject gains ER equal to the Ranger's Wisdom modifier plus the Ranger's character 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 before being applied to the creature's hit points. The poultice protects the recipient's equipment as well, although it is not effective against siege damage, even if it is elemental in nature.
Resist Energy absorbs only damage. The subject could still suffer unfortunate side effects, and is vulnerable to environmental hazards.
Resist Energy lays a charge on recipients, but that charge specifically overlaps (and stacks with) Protection from 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 spell 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.