Arcane Armor
5th-level evocation (Wizard)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a glass orb)
- Duration: Up to 1 hour
You wreathe yourself in weightless magical armoring crafted from plates of pure energy, made as a choice at the time you prepare the spell. Until the spell ends you gain the following benefits for the duration, depending on the kind of energy the plates take on:
- You shed bright light in a 20-foot radius and dim light for an extra 20 feet.
- Attacks made against you have disadvantage.
- If you are critically hit before the spell ends, you can use your reaction to end the spell causing the plates to explode in a protective blast of the chosen energy type. The attack misses, and the attacker as well as each creature of your choice within 10 feet of you must succeed on a Constitution saving throw or become affected until the end of your next turn in a manner described below.
The energy types available and their effects are:
- Fire:
- When a creature within 10 feet of you hits you with a melee attack, the plates burst with jets of fire. The attacker takes 3d6 fire damage, and other creatures of your choice within 10 feet of you take half that damage.
- If you use your reaction to end the spell early on a critical hit, the attacker and additional creatures are blinded.
- You have resistance to cold damage.
- Cold:
- When a creature within 10 feet of you hits you with a melee attack, the plates burst with bursts of ice. The attacker takes 3d6 code damage, and other creatures of your choice within 10 feet of you take half that damage.
- If you use your reaction to end the spell early on a critical hit, the attacker and additional creatures are incapacitated.
- You have resistance to fire damage.
- Force:
- When a creature within 10 feet of you hits you with a melee attack, the plates burst with jets of fire. The attacker takes 3d6 fire damage, and other creatures of your choice within 10 feet of you take half that damage.
- If you use your reaction to end the spell early on a critical hit, the attacker and additional creatures are knocked prone.
- You have resistance to force damage.
- Lightning:
- When a creature within 10 feet of you hits you with a melee attack, the plates burst with jets of fire. The attacker takes 3d6 fire damage, and other creatures of your choice within 10 feet of you take half that damage.
- If you use your reaction to end the spell early on a critical hit, the attacker and additional creatures are paralyzed.
- You have resistance to thunder and lightning damage.
- Thunder:
- When a creature within 10 feet of you hits you with a melee attack, the plates burst with jets of fire. The attacker takes 3d6 fire damage, and other creatures of your choice within 10 feet of you take half that damage.
- If you use your reaction to end the spell early on a critical hit, the attacker and additional creatures are deafened.
- You have resistance to thunder and lightning damage.
When the spell ends, the magical plates vanish.