You summon four tiny elemental orbs that float around you. Each orb has a different element between: Fire, Acid, Cold, and Lightning. On your next attacks an orb will imbue your melee weapon or natural melee weapon (for example, your claws or fangs) and they will do an additional 2d6 damage, the type of damage depends on the orb you choose. Once you hit, the weapon is infused with a new orb and the previous one disappears, so it can no longer be chosen. When you have spent 3 orbs, the last one will infuse your body and make you resistant to damage from the element it belongs to until the spell is over.
At Higher Levels. If you cast the spell at 4th level, 4 more orbs appear, each with a different element between: Radiant, Necrotic, Psychic, and Thunder. Additionally, when you have used 6 orbs, the remaining 2 will give you resistance to the element they belong to until the spell ends.
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