Abjuration
- Level
- Cleric 2, druid 2, ranger 1, sorcerer/wizard 2, Fire 3
- Components
- V, S, DF
- Casting Time
- 1 standard action
- Range
- Touch
- Target
- Creature touched
- Duration
- 10 min./level
- Saving Throw
- Fortitude negates (harmless)
- Spell Resistance
- Yes (harmless)
This abjuration grants a creature limited protection to damage from whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. Each round, the spell absorbs the first 10 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 value of the damage absorption per round increases to 20 at 7th level, and to 30 at 11th level. The spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The character could still suffer unfortunate side effects, such as drowning in acid (since drowning damage comes from lack of oxygen) or becoming encased in ice.
Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.