A similar discussion has come up a few times over in AS (though, obviously, with Alchemical Charms, so I might just be missing a difference in functioning): would Charms like that help you survive directed attacks, even if they're thrown by non-Essence users?
the exact charm name escapes me, but i think it was included in Glories Most High: The Unconquered Sun as an upgrade off of Eternal Elemental Harmony, if I remember correctly- no matter what, it's in that tree.
Anyway, an overview of the relevant charms.
Hardship Surviving Mendicant Spirit:
This charm is a really wordy penalty negator. Actual survival actions rarely get above difficulty 2, (or are even unrolled, requiring only survival dots to pass). Regardless, this Charm removes penalties caused by environments- a blizzard, fog, insects, etc. It doesn't stop damage.
Element Resisting Prana:
This is the 'Actually Resist Environmental Damage' Charm. Enviro-damage is based on any mechanic that has a Trauma Rating, which includes bonfires, blistering sun, and the Silent Wind. It's Essence 3. It does NOT protect against active hostile intent. Adorjan can only hurt you with her wind by actively casting it at you with a specific charm (I have no idea if she has one but let's assume so.)
More down to earth, Dragonblooded Animas are NOT covered by ERP. If a fire aspect holds on and BURNS, you done get burned.
Steadfast Elemental Emperor Stance:
Here's the Glories Most High One- it basically removes the 'deliberate action' clause from environmental hazards. If I have charm or spell that says "I do this to you, and it has Trauma X, Y Damage, Z Penalty", SERS ignores it utterly.
The important part is the 'I Do This To You'.
If the effect was "I create a hazard, and then it's just there and persisting." You would only need ERP.
Hope this helps!