You call forth elemental spirits to protect you. They flit around you to a distance of 15 feet for the duration. You choose which element the spirits take.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 damage on the element of the spirits (Lightning, Fire, Cold, Acid.). On a successful save, the creature takes half as much damage.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
* - (air, a pebble, ash, and water inside a gold-inlaid vial worth at least 300 gp)
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