Level
6th
Casting Time
1 Bonus Action
Range/Area
Touch
Components
S, M *
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect
Buff (...)
You turn 4 enchanted cards that you are touching into elemental cards and each card does a different thing. You can give these cards to other creatures within 5ft of you as a bonus action. A creature can activate these cards as an action when ever they like and they disappear after they are used.
Spades: Water
- Ace of spades creates a ball of water that deals 8d6 cold damage.
- 2 of spades creates a water shield that gives +5 to AC, resistance to cold damage and deals 2d6 cold damage to any creature that hits the creature using the shield. The shield last for 10 minutes.
- 3 of spades heals 5d6 hit points and gets resistance to cold damage for 30 seconds to a creature that the card is touching when activated.
- 4 of spades multiplies your speed by 2, a bonus of +5 to initiative, and you have advantage on stealth checks for 30 seconds. It also gives a swim speed equal to the creatures walking speed for 10 minutes.
Diamonds: Earth
- Ace of diamonds creates a ball of earth that deals 8d6 bludgeoning damage.
- 2 of diamonds creates a stone shield that gives +5 to AC, resistance to all non magical damage to the creature using the shield. The shield last for 10 minutes.
- 3 of diamonds heals 5d6 hit points and gets resistance to bludgeoning damage for 30 seconds to a creature that the card is touching when activated.
- 4 of diamonds multiplies your speed by 2, a bonus of +5 to initiative, and you have advantage on stealth checks for 30 seconds. It also gives a burrowing or climb speed equal to the creatures walking speed for 10 minutes.
Clubs: Wind/Air
- Ace of clubs creates a ball of wind that deals 8d6 slashing damage.
- 2 of clubs creates a wind shield that gives +5 to AC, resistance to piercing and slashing damage and deals 2d6 slashing damage to any creature that attacks the creature using the shield. The shield last for 10 minutes.
- 3 of clubs heals 5d6 hit points and gets resistance to piercing and slashing damage for 30 seconds to a creature that the card is touching when activated.
- 4 of clubs multiplies your speed by 2, a bonus of +5 to initiative, and you have advantage on stealth checks for 30 seconds. It also gives a magical flying speed equal to the creatures walking speed for 10 minutes.
Hearts: Fire
- Ace of hearts creates a ball of fire that deals 8d6 fire damage.
- 2 of hearts creates a flaming shield that gives +5 to AC, resistance to fire damage and deals 2d6 fire damage to any creature that hits the creature using the shield. The shield last for 10 minutes.
- 3 of hearts heals 5d6 hit points and gets resistance to fire damage for 30 seconds to a creature that the card is touching when activated.
- 4 of hearts multiplies your speed by 2, a bonus of +5 to initiative, and you have advantage on stealth checks for 30 seconds. It also gives you and your allies a magical flying speed equal to half the creatures walking speed for 10 minutes.
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