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Cape of the Fire Bath = immune to fire?
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<blockquote data-quote="frankthedm" data-source="post: 5200089" data-attributes="member: 1164"><p>AT the time of that books writing, "Energy resist 5" & "the same benefits that are granted by the endure elements " were the same <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />. When 3.5 rolled around and the game devs decided a first level slot for 5 energy resistance was too low a cost and nerfed the energy resistance aspect of Endure Elements, much like the Animal Buffs got nerfed to hell. </p><p></p><p>Definitely the 3.5 devs would have this item be just the 3.5 endure elements spell, no grandfathering in of 5 energy resist.</p><p></p><p><em><span style="font-family: 'Times New Roman'"></span></em></p><p><em><span style="font-family: 'Times New Roman'"><strong><span style="font-family: 'Arial Black'">3.0</span> Endure Elements</strong></span></em></p><p><em><span style="font-family: 'Times New Roman'">Abjuration</span></em></p><p><em><span style="font-family: 'Times New Roman'">Level: Clr 1, Drd 1, Pal 1, Sor/Wiz 1, Strength 1, Sun 1</span></em></p><p><em><span style="font-family: 'Times New Roman'">Components: V, S</span></em></p><p><em><span style="font-family: 'Times New Roman'">Casting Time: 1 action</span></em></p><p><em><span style="font-family: 'Times New Roman'">Range: Touch</span></em></p><p><em><span style="font-family: 'Times New Roman'">Target: Creature touched</span></em></p><p><em><span style="font-family: 'Times New Roman'">Duration: 24 hours</span></em></p><p><em><span style="font-family: 'Times New Roman'">Saving Throw: None</span></em></p><p><em><span style="font-family: 'Times New Roman'">Spell Resistance: Yes</span></em></p><p><em><span style="font-family: 'Times New Roman'">This abjuration grants a creature limited protection to damage from whichever one of five energy types the character selects: acid, cold, fire, electricity, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient’s equipment as well.</span></em></p><p><em><span style="font-family: 'Times New Roman'"></span></em></p><p><em><span style="font-family: 'Times New Roman'">Endure elements absorbs only damage. The character could still suffer unfortunate side effects.</span></em></p><p><em><span style="font-family: 'Times New Roman'"></span></em></p><p><em><span style="font-family: 'Times New Roman'">Note: Endure elements overlaps (and does not stack with) resist elements and protection from elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.</span></em></p><p><em></em></p><p><em><strong><span style="font-family: 'Arial Black'">3.5</span> Endure Elements</strong></em></p><p><em>Abjuration</em></p><p><em>Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1</em></p><p><em>Components: V, S</em></p><p><em>Casting Time: 1 standard action</em></p><p><em>Range: Touch</em></p><p><em>Target: Creature touched</em></p><p><em>Duration: 24 hours</em></p><p><em>Saving Throw: Will negates (harmless)</em></p><p><em>Spell Resistance: Yes (harmless)</em></p><p><em></em></p><p><em>A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected.</em></p><p><em></em></p><p><em>Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. </em>It used to give 5 fire resist. In the 3.5 "upgrade" it no longer does, the art no longer fits the ability.</p><p></p><p>Not in 3.5<img src="http://www.wizards.com/global/images/products_dndcore_175240000_lgpic.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /> or <a href="http://www.d20srd.org/srd/spells/endureElements.htm" target="_blank">http://www.d20srd.org/srd/spells/endureElements.htm</a></p></blockquote><p></p>
[QUOTE="frankthedm, post: 5200089, member: 1164"] AT the time of that books writing, "Energy resist 5" & "the same benefits that are granted by the endure elements " were the same ;). When 3.5 rolled around and the game devs decided a first level slot for 5 energy resistance was too low a cost and nerfed the energy resistance aspect of Endure Elements, much like the Animal Buffs got nerfed to hell. Definitely the 3.5 devs would have this item be just the 3.5 endure elements spell, no grandfathering in of 5 energy resist. [I][FONT="Times New Roman"] [B][FONT="Arial Black"]3.0[/FONT] Endure Elements[/B] Abjuration Level: Clr 1, Drd 1, Pal 1, Sor/Wiz 1, Strength 1, Sun 1 Components: V, S Casting Time: 1 action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: None Spell Resistance: Yes This abjuration grants a creature limited protection to damage from whichever one of five energy types the character selects: acid, cold, fire, electricity, or sonic. Each round, the spell absorbs the first 5 points of damage the creature would otherwise take from the specified energy type, regardless of whether the source of damage is natural or magical. The spell protects the recipient’s equipment as well. Endure elements absorbs only damage. The character could still suffer unfortunate side effects. Note: Endure elements overlaps (and does not stack with) resist elements and protection from elements. If a character is warded by protection from elements and one or both of the other spells, the protection spell absorbs damage until it is exhausted. If a character is warded by resist elements and endure elements at the same time, the resist spell absorbs damage but the endure spell does not.[/FONT] [B][FONT="Arial Black"]3.5[/FONT] Endure Elements[/B] Abjuration Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth. [/I]It used to give 5 fire resist. In the 3.5 "upgrade" it no longer does, the art no longer fits the ability. Not in 3.5[IMG]http://www.wizards.com/global/images/products_dndcore_175240000_lgpic.jpg[/IMG] or [url]http://www.d20srd.org/srd/spells/endureElements.htm[/url] [/QUOTE]
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Cape of the Fire Bath = immune to fire?
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