Darkray's Elemental Immunity
(Abjuration)

Range:  0
Components:  V, S, M
Duration:  1 round per level
Casting Time:  1 round
Area of Effect:  The caster
Saving Throw:  None

This powerful spell offers protection against attacks of elemental nature. It can selectively block attacks based on air, earth, fire and water. The type of the element must be stated at memorisation time. It is a weaker version (although not exactly similar) of elemental aura.
Once the spell is cast, the wizard and his possessions are totally immune to all attacks of that element. However, attacks from the other elements automatically succeed and attacks from the opposite element inflict double damage as well, if not otherwise blocked: the caster lowers his resistance to them in order to better protect himself against the fourth one.
Example: if the caster is immune to fire, a water or earth elemental could hit him with no attack roll needed; the water would cause double damage.
	Air attacks include: air, electricity, wind, gases, clouds.
	Earth attacks include: wood or stone weapons, any piece of rock not larger than the caster and attacks from stone golems.
	Fire attacks include: fires, heat, lava and the like.
	Water attacks include: rain, ice and cold, acids.
The spell protects against both natural and magical attacks, for example lightning bolt, fireball, Melf's acid arrow, watery double...
The caster also gains immunity to physical attacks from creatures of the relevant plane (including conjured elementals). Breath attacks using an element (sand breath, gas breath) are not immune against but have a +3 bonus to the saving throw instead.
The caster cannot use this spell to travel within a given element (natural air excluded). He cannot, for example, breathe underwater or dive in a pit full of silt. In addition, this spell does not function in the elemental planes.
At any given time, the caster can be immune against a single element only. Subsequent casting of this spell with a different element stated cancels the previous one. This of course has nothing to do with magical items that offer element protection, which always operate normally.
The material components are as follows, among with their minimum cost:
	Air: opal powder that the caster must sprinkle over him (30 gp).
	Earth: a small diamond that the caster must swallow (20 gp).
	Fire: a piece of fine wood, carved with a ruby of at least 60 gp value.
	Water: a gallon of water blessed by a priest.

