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0Lament Of Summer's Last Breath00fire, good-1-121 standard action0V0yes0-10-1000bard 2, ranger 230-ft. radius spread centered on a creature, object, or point in spaceInner Sea Races0010-1-10000-1You wrap the target in a mantle of summery air, within which the ambient temperature never falls below 70 degrees Fahrenheit. Creatures with the cold subtype that start their turns in the area take an amount of fire damage equal to 1d4 points + 1 point per 2 caster levels (maximum 1d4+5) with no saving throw. Each time an evil dragon, fey, or giant takes damage from the spell, it must succeed at a Will saving throw or become shaken for 1 round. Creatures attempting to cast a cold spell in the area must succeed at a Will save or the spell fails. Succeeding at one such save to cast a spell allows a creature to continue casting cold spells in the area for the spell's remainder.00001 round/level-10-1close (25 ft. + 5 ft./2 levels)

Lament Of Summer's Last Breath

School abjuration [fire, good]; Level bard 2, ranger 2

CASTING

Casting Time 1 standard action
Components V

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Area 30-ft. radius spread centered on a creature, object, or point in space
Duration 1 round/level
Saving Throw Will negates (see text); Spell Resistance yes

DESCRIPTION

You wrap the target in a mantle of summery air, within which the ambient temperature never falls below 70 degrees Fahrenheit. Creatures with the cold subtype that start their turns in the area take an amount of fire damage equal to 1d4 points + 1 point per 2 caster levels (maximum 1d4+5) with no saving throw. Each time an evil dragon, fey, or giant takes damage from the spell, it must succeed at a Will saving throw or become shaken for 1 round. Creatures attempting to cast a cold spell in the area must succeed at a Will save or the spell fails. Succeeding at one such save to cast a spell allows a creature to continue casting cold spells in the area for the spell's remainder.

NULL-10020-1-12abjuration-110-1-10200-1-1-10-1-1-1NULLWill negates (see text)1-100

You wrap the target in a mantle of summery air, within which the ambient temperature never falls below 70 degrees Fahrenheit. Creatures with the cold subtype that start their turns in the area take an amount of fire damage equal to 1d4 points + 1 point per 2 caster levels (maximum 1d4+5) with no saving throw. Each time an evil dragon, fey, or giant takes damage from the spell, it must succeed at a Will saving throw or become shaken for 1 round. Creatures attempting to cast a cold spell in the area must succeed at a Will save or the spell fails. Succeeding at one such save to cast a spell allows a creature to continue casting cold spells in the area for the spell's remainder.

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