Sunstroke afflicts the target with the effects of heat stroke for the duration of the spell. While suffering from the effects of insolation, the target's internal body temperature rises by 1 ° Fahrenheit per round, to a maximum of 8° higher than normal.
Undead and creatures immune to heat or fire are totally unaffected by this spell. Cold-blooded animals simply move slower and slower. For every degree of increased temperature, cold-blooded creatures have a -1 penalty to initiative.
Warm-blooded creatures display increasingly feverish side effects while under the effects of this spell. For every degree of increased temperature, warm-blooded creatures suffer 1 point of damage and suffer a -1 penalty to their attack, damage, saving throw, and initiative rolls, to a maximum penalty of -5. If the target 's body temperature rises 6° or more above normal, the target is wracked by convulsions and cannot attack, defend, or cast spells. If the target's body temperature rises 8° above normal, it immediately lapses into a coma and cannot be revived until the spell effect expires.
A successful saving throw vs. spell negates this spell immediately. Targets are entitled to a saving throw when the spell is cast and once every second round thereafter. An endure heat spell in effect on the target when sunstroke is cast grants the target a + 1 bonus to its saving throw; a resist fire grants the target a + 3 bonus; and a protection from fire grants immunity to the spell's effects.
Sunstroke's effects can be halted immediately by means of a dispel magic, remove curse, cure disease, or heal spell. Other healing spells have no effect.
The material components of this spell are the priest's holy symbol and a small piece of flammable material (paper, cloth, dry wood).
Notes: Granted by the Mulhorandi god Horus-Re of the Forgotten Realms setting.