Level
3rd
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, M *
Duration
Until Dispelled
School
Enchantment
Attack/Save
None
Damage/Effect

When the spell is cast the different elements will come forth to aid you. There are 4 different types of armor you can make with this spell. 

Air.  The air will come forth and make a minor whirl wind around your body. You feel ten times lighter and your will have a easier time with movement. The armor gives you a 15 FT movement bonus it will also give advantege to every dexterity rolles execpt stealth and sleight of hand. 

Water. The water will make a thick layer around your body healing wounds on the go but also refreshing it. The armor can also turn into ice destorying it self then making an ice attack. The water form heals 1d4+wis every round. The ice form will shoot out an ice attack in a cone form dealing 1d8+wis. Then the creatures in that cone will make a con save if saved there movement speed is halfed for 4 rounds. If failed there movment speed is 0 as they are frozen to the ground the can still attack but will suffer with a -2 to hit rolls for the next 3 rounds. they will get unstuck after 2 rounds but if they want to get unstuck before make str with a dc 14.

Earth. The earth will come forth and bind big chunks to your body procting your body. +4 to ac and have resistance to slashing and pircing damage.

Fire. The fire will come forth and bind to your body. you have resistance to fire damage. When attacking a creature with a weapon add 1d4+wis fire damage if you hit the creature. you can use the armor to set flambe things on fire as an bonus action.

* - (Air, Water, Earth or Fire has to be in a 80 FT radius of the person)

Available For: Druid (Legacy)

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