|Spell level :||Innate level: 6, Bard: 6, Cleric: 6, Druid: 6, Sorcerer/Wizard: 7, Other: Earth domain 5, Protection domain 5|
|Components :||Verbal and Somatic|
|Target/Area :||Creature touched|
|Duration :||24 hours|
This spell grants a creature complete immunity to damage from one of the five elemental energy types - acid, cold, electricity, fire, or sonic.
Note: This is done as a 9999/- damage resistance effect against the specified type.
Gameplay Notes Edit
Quite a specialist spell, this requires the caster to know in advance what types of elemental damage they are most likely to take, or plan a set of spells around not taking damage from a certain energy type.
Obviously, this would provide very good help to a party if they knew they were up against certain dragons, which have a strong breath attack.
The most common castings of this would be for Fire (Fireball, Wall of Fire, Incendiary Cloud...) and Cold (Cone of Cold, Polar Ray, Ice Storm...), while Acid, Sonic and Electricity get less general use, although still can prove invaluable.
A good defensive or proactive defensive measure could be to cast it and be immune to Fire, while standing in a Wall of Fire to discourage, or at least harm, people who enter into melee combat with the caster.
Casting energy immunity on party members is a good strategy for stopping potential friendly-fire damage. Strategically, this means that a protected frontline party member can draw enemies together for more effective area spells, and an entire protected party can move together to force entire enemy mobs into range.
This is a good spell to have on a Scroll or Rod because of its total lack of any kind of benefit from having a higher caster level or ability score to cast it (the duration is set, there are no variables), apart from resisting Dispel Magic. Having scrolls of this spell allows the caster to cast as and when, providing total immunity despite the spell level on the scroll being lower then their normal caster level.