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PriestLv. 6

Sunstroke

(See also: Sunstroke - Old Empire (Priest Spell)) The caster points his finger at a creature and a brilliant beam of sunlight shoots outward to cause a severe case of heat exhaustion. The creature must make a successful saving throw vs. spell or instantly collapse into a convulsive mass until treated or dead. The creature's skin becomes cold and clammy, it does not sweat regardless of the heat, and its muscles convulse dangerously. This causes the creature to lose 1d4 hit points per round. The condition can be stopped by a heal or cure critical wounds spell, or by pouring at least one gallon of cool water over the creature's head.

A creature that has suffered a severe heat stroke once is forever susceptible. Those affected require twice their normal amounts of water if exposed to the sun for more than four hours, and may go into convulsions if not adequately hydrated.

If the saving throw is successful, the creature is affected as if by the 3rd level heat exhaustion spell. All attack rolls and saving throws are made at a -2 penalty until the effect is countered by cooling (a canteen of water poured on the head is sufficient), by magical healing (such as cure light wounds), or by a dispel magic spell.

Notes: Common for priests of the spheres of Sun and Elemental Fire of the Dark Sun setting.

Sources: Priest's Spell Compendium

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