Resist Energy, Mass

Abjuration

Level: Cleric 3, Druid 3, Sorcerer 4, Wizard 4, Wu Jen 4

Components: V, S, DF

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One creature/level, no two of which are more than 30 ft. apart

Duration: 10 minutes/level

Saving Throw: Fortitude negates (harmless)

Spell Resistance: Yes (harmless)

You call upon the protective energies of magical power, surrounding your subjects in temporarily visible fields of energy. Although the fields fade from view, you can still just barely sense their existence.

This abjuration grants targeted creatures limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. Each subject gains energy resistance 10 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 by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.

Mass resist energy absorbs only damage. The subject 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: Mass resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and mass resist energy, the protection spell absorbs damage until its power is exhausted.

Source: Spell Compendium, page 174. Rewritten to include the text of resist energy. Previously published in Complete Arcane, page 120. “Wu Jen 4” added back to Level entry.

Roll20 Macro

Arcane Version

Divine Version