Difference between revisions of "Resist Rare Energy (Alchemist Extract)"

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| Description =This spell grants one creature (which may be the caster) limited protection from damage of one {{ER|Rare}} Energy Type chosen by the caster at the time of casting.   
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| Description =The extract glows with a slight, varying luminescence, cycling between exotic shades and hues of colors that might or might not actually exist. Imbibing this improbably salty and savory draft grants you limited protection from damage of one {{ER|Rare}} Energy Type chosen by the alchemist at the time the Spark is imparted to it.   
  
: The subject gains [[ER]] equal to the spell level plus the caster's 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 before being applied to the creature's [[hit point]]s. If this spell is cast using a higher level spell slot, the increase in spell level increases the protection granted, if metamagic feats or other effects also raise the spell's actual level.  The spell protects the recipient's equipment as well, although it is not effective against siege damage, even if it is elemental in nature.
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: The subject gains [[ER]] equal to the Alchemist's Int Mod plus their Alchemist 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 point]]s.   The elixir protects the recipient's equipment as well, although it is not effective against siege damage, even if it is exotic in nature.
  
 
: ''Resist Rare Energy'' absorbs only damage. The subject could still suffer unfortunate side effects, and is vulnerable to environmental hazards.
 
: ''Resist Rare Energy'' absorbs only damage. The subject could still suffer unfortunate side effects, and is vulnerable to environmental hazards.

Latest revision as of 18:11, 10 October 2019

Level: Alchemist 6
School: Abjuration

Casting

Casting Time: Standard 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: Fortitude negates
Save DC: 10 + caster stat modifier + spell level
Spell Resistance: Yes

Description

The extract glows with a slight, varying luminescence, cycling between exotic shades and hues of colors that might or might not actually exist. Imbibing this improbably salty and savory draft grants you limited protection from damage of one Rare (Darkfire,  Eldritch,  Freezacid,  Holy,  Quiescent,  Soul,  Stellar,  Sunlight,  Tenebrous,  Threnodic,  Thundercrash,  Void) Energy Type chosen by the alchemist at the time the Spark is imparted to it.
The subject gains ER equal to the Alchemist's Int Mod plus their Alchemist 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 elixir protects the recipient's equipment as well, although it is not effective against siege damage, even if it is exotic in nature.
Resist Rare Energy absorbs only damage. The subject could still suffer unfortunate side effects, and is vulnerable to environmental hazards.
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.