Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
1 Hour
School
Abjuration
Attack/Save
None
Damage/Effect
You cloak yourself in magical energy, you gain 5 temporary hit points per spell level. This spell ends early if you lose these hit points. When you cast this spell choose an option from the following
- Acid - if attacked by a melee attack the Attacker takes 1d8 Acid damage, you regain 1d4 temporary hit points instead if you would be damaged by acid.
- Air - if attacked by a melee attack the Attacker must succeed on a strength saving throw or be flung 15ft directly away from you. Also your AC is treated as 2 higher for ranged attacks.
- Earth - if attacked by a melee attack the Attacker takes 1d4 bludgeoning damage, then the target must succeed on a Constitution save or become rasped for 1d4 rounds.
- Fire - if attacked by a melee attack the attacker takes 1d10 fire damage, you are resistant to cold, and are unaffected by cold environments, you lose all temporary hit points if submerged in water.
- Ice - if attacked by a melee attack the attacker takes 1d8 cold damage, you are resistant to fire, and are unaffected by hot environments. Water will freeze if you contact it.
- Light - if attacked by a melee attack the Attacker takes 1d10 radiant damage, also you shed light equal to a torch.
- Lightning - if attacked by a melee attack the Attacker takes 1d10 Lightning damage, then the target must succeed on a Constitution save or become stunned for 1 round.
- Poison - if attacked by a melee attack the Attacker takes 1d12 poison damage, then the target must succeed on a Constitution save or become stunned for 1d4 rounds.
- Water - your AC is treated as 2 higher, and you have resistance to fire.
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