Level
2nd
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
1 Round
School
Abjuration
Attack/Save
None
Damage/Effect
Acid (...)

You create a barrier of elemental force to protect you. As a part of casting the spell, choose an element of your choice (acid, cold, fire, lightning, poison, or thunder). Until the start of your next turn, you have a +3 bonus to AC and you take no damage from magic missile. In addition, if you are targeted by a melee attack, the attacker takes 1d6 damage of your chosen element.

If the bonus AC granted by this spell causes an attack to miss, the attacker takes an additional 1d6 damage and must make a saving throw. If they fail the saving throw, they receive an effect that lasts until the end of their next turn. On a success, nothing happens. The saving throw and effect are determined by the element chosen, and are shown on the table below:

Acid The target must succeed a Dexterity saving throw or become blinded
Cold The target must succeed a Strength saving throw or become restrained
Fire The target must succeed a Wisdom saving throw or become frightened
Lightning The target must succeed a Dexterity saving throw or become paralyzed
Poison The target must succeed a Constitution saving throw or become poisoned
Thunder The target must succeed a Constitution saving throw or become stunned

 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage to the attacker increases by 1d6 for each slot level above 2nd.

Previous Versions

Name Date Modified Views Adds Version Actions
10/20/2021 3:31:10 AM
3
0
1
Coming Soon
4/24/2023 4:03:41 AM
10
3
1
Coming Soon
10/11/2023 3:56:24 AM
12
1
--
Coming Soon

Spell Tags: Damage Warding

Available For: Sorcerer (Legacy) Wizard (Legacy) Warlock (Legacy) - The Hexblade Artificer (Legacy) - Artillerist (Legacy) Artificer (Legacy) - Battle Smith (Legacy)

Splernic

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