Absorb Elements

5th Edition
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
 

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Spell Descriptors
Acid, Cold, Electricity, Fire, Sonic, Rare
2nd Edition
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3.5th Edition
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4th Edition

 
5th Edition
Level
Bard 1, Druid 1, Sorcerer 1, Wizard 1
Casting Time
1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range
Self
Components
S
Duration
1 Round

 
Pathfinder 2e
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Somatic Components

The caster swiftly clenches one hand into a tight fist as if seizing the oncoming energy, then draws it across their chest in a sharp motion, as if pulling the elemental force inward. A faint shimmer of matching elemental hue—red for fire, white for cold, green for acid, blue for lightning, or yellow for thunder—flickers across the caster’s skin or clothing before vanishing into their form.

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