Resist Energy

School abjuration; Level alchemist 2, bloodrager 2, cleric/oracle 2, druid 2, inquisitor 2, occultist 2, paladin 2, psychic 2, ranger 1, shaman 2, sorcerer/wizard 2, spiritualist 2, summoner/unchained summoner 2; Bloodline celestial 2, draconic 2; Elemental School air 2, earth 2, fire 2, water 2; Mystery dragon 2, elemental 2, flame 2, outer rifts 2


Casting Time 1 standard action
Components V, S, DF


Range touch
Target creature touched
Duration 10 min./level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)


This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains resist energy 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.

Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.

Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Resist Energy, Communal

Source: Pathfinder Roleplaying Game: Ultimate Combat.

Level alchemist 3, druid 3, inquisitor 3, occultist 3, paladin 3, psychic 3, ranger 3, sorcerer/wizard 3, summoner/unchained summoner 3
Target creatures touched


This spell functions like resist energy, except you divide the duration in 10-minute intervals among the creatures touched.

Section 15: Copyright Notice

Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

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