Core Rulebook | Spells | Endure Elements

Endure Elements

School: abjuration [] ()
Domain: Day Subdomain: 1; Sun Domain: 1
Level: Adept: 1; Alchemist: 1; Arcanist: 1; Bloodrager: 1; Cleric: 1; Druid: 1; Hunter: 1; Oracle: 1; Paladin: 1; Ranger: 1; Shaman: 1; Sorcerer: 1; Summoner: 1; Warpriest: 1; Wizard: 1
Components: V, S
Casting time: 1 standard action
Range: touch
Duration: 24 hours
Saving Throws: Will negates (harmless)
Spell Resistance: yes (harmless)
Target: creature touched

Description: Exist comfortably in hot or cold regions.

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.