Abjuration [water]
Level Cleric 1
Components V, S, M
Casting Time 1 round
Range Touch
Area of Effect One creature
Duration 10 rounds per caster level
Save nil
This spell makes the recipient immune to damage from cold environments and resistant to sources of extreme cold damage.
The recipient is immune to cold damage or cold effects from: cold weather down to 0°F., contact with normal ice or natural freezing objects, and hypothermia effects of cold liquid.
The recipient gains a +3 bonus to saving throws against very cold or magical cold and such damage does only half damage (save for 25% damage, if applicable). Examples are: spells with the cold descriptor (e.g. cone of cold), magical cold rays, winter wolf or white dragon breath, etc.
A recipient's gear is also immune to cold damage or freezing. Even a recipient that fails a saving throw versus cold damage or is subject to a cold effect with no save will not need to make saving throws for their items against frost/cold damage.
Material Components. A pinch of sulphur. There are approximately 25 pinches to an ounce (there will be some waste). The component is consumed in the casting of the spell. Cost/Scarcity. 5 g.p. per ounce/Common;
Known Additions/Substitutions. Demon ichor, efreeti spit, or (freely given) fire elemental ash increase the save to +5 and reduce the damage by 1 per die (minimum 0).