You summon elemental energies to conjure a suit of magical armor. Choose one of the options below or roll a d6 to decide which one is used.
- 1: Armor of Elemental Air: (M component = a hollow, air-filled orb) You create a thin film of permanently fresh air around a target. The target has 5 temporary hit points, and if the target doesn't choose to keep the hit points, the rest of the spell still works. The air also allows a air-breathing creature to breathe underwater and without air at all.
- 2: Armor of Elemental Earth: (M = a small stone or piece of dirt) A suit of armor made of dirt and rocks springs into being around a creature you touch, adding a +10 bonus to armor class and only allowing the wearer's DEX MOD to be added if it is 2 or less. The armor falls apart and the spell ends if it is doffed. A creature wearing the armor of elemental earth has tremorsense within a radius equal to its walking speed and a burrowing speed equal to twice its walking speed.
- 3: Armor of Elemental Fire: (M= a small flame or wisp of smoke) You form a pillar of roaring flames around a creature you touch. The creature is immune to fire damage and has 20 temporary hit points, which cannot be reduced by fire damage, and deals 1d4+20 fire damage to a creature that deals damage to the temporary hit points. At higher levels. The temporary hit points and modifier to the fire damage increase by 10 for each spell slot above 2nd.
- 4: Armor of Elemental Ice: (M = a small shard of ice, which is consumed by the spell)
You create plate armor made of unmelting ice around a humanoid creature you touch. Anyone who hits with a nonspell attack must succeed on a CON saving throw or take 2d4 cold damage on a failed save or half as much damage on a successful one. Besides the AC bonus, the armor gives the wearer immunity to cold damage. It has an AC (while unworn) of 20, immunity to poison, psychic, and cold damage, and vulnerability to fire. It has 25 hit points and melts after 1d6+1 hours unworn in non-arctic weather. At higher levels. The cold damage increases by 1d4 for each spell level above 2nd.
- 5: Armor of Elemental Ooze: (M = a blob of mud, a piece of dirt and some water, or part of an Ooze-type creature) Summoning a combination of Elemental Water and Elemental Earth, you form a dripping layer of protective muck around a creature you touch's body. While they have this 'armor', they have +1 to AC and deal 2d4 acid damage to anyone who fails to hit the creature. At higher levels. The acid damage increases by 1d4 for each spell level above 2nd.
- 6: Armor of Elemental Water: (M = a drop of water and two tiny glass orbs) You conjure a sleek, full body suit of clear water, which allows the wearer to breathe in water and causes any attacks not made with a net to miss if the attack roll is less than or equal to the creature's armor class. The wearer also has a swimming speed equal to its walking speed.
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