A protective magical sheen surrounds you. You gain 5 Temporary Hit Points. If a creature hits you with a melee attack roll before the spell ends, the creature takes 5 damage. The damage type is determined at random when you cast the spell, roll a d10 and consult the table below. The spell ends early if you have no Temporary Hit Points.
1-2: Fire Damage. The sheen becomes a shimmer of flickering red flames.
3-4: Cold Damage. The sheen becomes a coat of frozen white snowdrift.
5-6: Acid Damage. The sheen becomes a cloak of black shadowy whisps.
7-8: Poison Damage. The sheen becomes a miasma of dripping green liquid.
9-10: Lightning Damage. The sheen becomes a flurry of crackling blue energy.
Using a Higher-Level Spell Slot. The Temporary Hit Points and the damage both increase by 5 for each spell slot level above 1.
* - (a shard of clear glass)
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