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Endure Elements

Source PRPG Core Rulebook pg. 277 (Amazon)
School abjuration; Level adept 1, alchemist 1, arcanist 1, bloodrager 1, cleric/oracle 1, druid 1, hunter 1, investigator 1, paladin 1, ranger 1, shaman 1, sorcerer/wizard 1, summoner 1, warpriest 1

Casting

Casting Time 1 standard action
Components V, S

Effect

Range touch
Target creature touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Description

A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature's equipment is likewise protected.

Endure elements doesn't provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Mythic Endure Elements

Source Mythic Adventures pg. 93
The target changes to one creature touched per level. Affected creatures gain cold resistance 5 and fire resistance 5. They’re not slowed by snow, and ignore penalties on Perception checks and ranged weapon attacks from hail, rain, sleet, and snow. They treat wind as one category weaker.

Endure Elements, Communal

Source Ultimate Combat pg. 1 (Amazon)
School abjuration; Level alchemist 3, arcanist 2, cleric/oracle 2, druid 2, hunter 2, investigator 3, paladin 2, ranger 2, sorcerer/wizard 2, warpriest 2

Casting

Casting Time 1 standard action
Components V, S

Effect

Range touch
Targets creatures touched
Duration 24 hours
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Description

This spell functions like endure elements, except you divide the duration in 1-hour increments among the creatures touched.