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Eric Vaubel Pathfinder · Spell Archive

Planar Tolerance

Abjuration · 4 Level

Custom Spell 4 Level Abjuration
SchoolAbjuration
LevelAntipaladin 4, Cleric/Oracle 4, Druid 4, Paladin 4, Sorcerer/Wizard 4, Witch 4
Casting Time1 immediate action
ComponentsV
Range20 ft.
TargetOne creature/level in a 20-ft.-radius burst centered on you
Duration2 hours/level
Saving ThrowNone
Spell ResistanceYes (harmless)

Description

This spell functions like Avoid Planar Effects, except as noted above.

The danger of the plane surprises you, and you have barely time to bark out a few elder words of power. In a moment you're safe, and you gain a brief respite—time enough to cast more permanent protective spells.

You gain a temporary respite from the natural effects of a specific plane. These effects include extremes in temperature, lack of air, poisonous fumes, emanations of positive or negative energy, or other attributes of the plane itself.

Avoid Planar Effects provides:

Protection from the 3d10 points of fire damage that characters normally take when on a plane with the fire-dominant trait

Allows a character to breathe water on a water-dominant plane

Ignore the threat of suffocation on an earth-dominant plane

Cannot be blinded by the energy of a major positive-dominant plane and automatically stops gaining temporary hit points when they equal the character's full normal hit point total

Negative-dominant planes don't deal damage or bestow negative levels to characters protected by Avoid Planar Effects

Negates the deafening effect of Pandemonium

Negates the cold damage on the Cania layer of the Nine Hells.

The DM can add additional protections for a cosmology he creates. If the campaign has an Elemental Plane of Cold, for example, Avoid Planar Effects protects against the base cold damage dealt to everyone on the plane.

The effects of gravity traits, alignment traits, and magic traits aren't negated by avoid planar effects, nor is the special entrapping trait of certain planes (such as Elysium and Hades).

The spell does not provide protection against creatures, native or otherwise, nor does it protect against spells, special abilities, or extreme and non-natural formations within the plane. This spell allows you to survive on the Elemental Plane of Earth, for instance, but it won't protect you if you walk into a pool of magma on that same plane.

This spell can be made permanent with a permanency spell for 10,000 gp.
Source: New Spells 2025-03-26 (1).docx Custom Pathfinder 1e spell reference