Ward yourself in a volatile energy to damage those who may harm you. Each time you take damage, take an extra 2d6 of that damage type (prioritize elemental damage if possible; if you take 4 slashing and 1 fire damage, you will add 2d6 fire). After taking damage, the energy splashes out from you, damaging all creatures within 5 ft of you (not yourself) for 2d10 of the same damage type.
This effect remains for the duration (1 minute) unless removed by dispel magic or another similar effect, meaning that attacks made against an unconscious or dead target with this effect will still follow the above rules. When the spell ends, roll 1d8 to select a random damage type (seen below)- all creatures within 10 ft of you (including yourself) must make a Dex saving throw, taking 4d8+(your spellcasting modifier) damage of the random type on a failure, and half on a success.
(1-Cold, 2-Fire, 3-Force, 4-Lightning, 5-Necrotic, 6-Psychic, 7-Radiant, 8-Thunder)
*You are required to keep concentration on this spell. When taking damage, you must make concentration checks as you normally would. On a success, nothing happens. If you fail to hold concentration willingly, take 1d6 psychic damage (this damage does not trigger the main effect of the spell or another concentration check).
Level
3rd
Casting Time
1 Action
Range/Area
Self
Components
S
Duration
Concentration
1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Comments