Absorb Elements
You capture some of the incoming energy (acid,
cold, fire, lightning, or thunder), lessening effect
on you & store it for your next melee ATK. You
have resistance to absorbed DMG type until start
of your next turn. Also, the 1st time you hit with
a melee ATK on your next turn, target takes an
extra 1d6 damage of absorbed type, & spell ends.
At higher level
When cast using a 2nd level spell slot or higher,
the extra damage increases by 1d6 for each slot
level above 1st. Reaction, S, Self r
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