Level
4th
Casting Time
1 Action
Range/Area
Self
Components
S
Duration
Concentration
3 Minutes
School
Abjuration
Attack/Save
None
Damage/Effect
As an action you choose one of the following elements upon casting this spell, you choose from Fire, Air, Water, Earth. The benefits you gain from this spell is decided by the element you choose during the casting process. As you do you create a set of glowing armor formed of the chosen element, this armor itself provides no bonus and its appearance is determined by you at the time of casting.
- Fire
- All melee weapon attacks you make deal an additional 2d6 fire damage
- Any creatures that hit you with a melee attack take fire damage equal to your spellcasting ability modifier
- Air
- Your movement speed increases by 10 feet
- You gain a flying speed equal to your walking speed
- Water
- As an action you can fire a jet of water at a creature you can see within 20 feet, forcing them to make a Strength saving throw or be pushed back 15 feet.
- You have resistance to fire damage
- Earth
- You have resistance to Bludgeoning, Piercing, and Slashing damage
- You gain a +2 to AC
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