The Resist Fire and Cold is a 2nd level priest spell. It increases damage resistance to fire and cold by 50%.
Description[]
“ | When this spell is placed upon a creature, the creature's body is toughened to withstand heat and cold. Complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note) is gained. The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flametongue swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient has all damage sustained by fire or cold reduced by 50%. | ” |
Gameplay[]
The caster applies this spell to a single creature or self if desired using the targeting cursor to designate the spell recipient and "clicking" to confirm selection.
The spell is applied at "touch" range distance, and after the spellcasting sequence is finished the recipient shows a brief bluish lighting effect on their sprite, and a series of texts will display, such as <CASTER>: Casts Resist Fire and Cold: <RECIPIENT> - and then the receipt's name has two texts reading "Resist Fire" and "Resist Cold".
A player character will show an icon (No. 26) titled "Resist Fire/Cold" on their portrait for the spell's duration, and a sound effect will audible when it expires.
Once the spell's effects are applied, the spell recipient has the following protections:
- +50% Fire damage resistance
- +50% Cold damage resistance
- +50% Magical Fire damage resistance
- +50% Magical Cold damage resistance
The damage resistances conferred by the spell are compatible/additive with other sources of the same fire/cold damage protection, for example Batalista's Passport, The Frost's Embrace, Fireshield (Red) spell, or Protection From The Elements - the maximum game allowed elemental damage resistance value that can be achieved is 127%.
However, a second casting of this spell on the same creature will not "stack" resistance values, and the most recent casting supersedes the previous one and refreshes the spell's duration only.
This spell can be removed with any applicable Dispel Magic effect or a Breach spell.
Notes[]
Magical Fire and Magical Cold damage is not implemented in the game, although it can be encountered and is used with some specific installed modded content.
Trivia[]
The Advanced Dungeons and Dragons 2nd Edition priest spell is titled Resist Fire/Resist Cold and is commonly known by clerics.
The caster chooses what resistance type is administered at the time of spell casting - but unlike the BG video game version, the spell doesn't protect against fire and cold at the same time.
The PnP ruleset spell version grants the creature complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath.
In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%.
Therefore, if the saving throw is failed, the creature sustains one-half damage, and if the saving throw is successful, the creature sustains only one-quarter damage.
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Spell Revisions mod has replaced the divine "Resist Fire and Cold spell with "Resist Elements". See below:
Resist Elements
Level: 2
School: Abjuration
Sphere: Protection
Range: Touch
Duration: 1 turn + 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
Upon the casting of this spell, the recipient’s resistance to all forms of elemental damage is increased by 25%. This effect will last for the duration of the spell or until dispelled. Multiple castings of this spell are not cumulative.
External links[]
- Resist Fire/Cold on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.
- Advanced D&D 2nd Edition Wiki - Resist Fire/Resist Cold (Priest Spell)