This spell can have two effects. Choose one:
Absorb
As a reaction, you prevent two dice worth of damage that is not
A. Acid, Poison, Psychic, or Thunder
B. Slashing, Piercing or Bludgeoning damage from non magical weapon attacks
Note the damage of all damage absorbed this way. Note them in die form, by damage.
(i.e. an opponent casts Fireball, and you cast this spell in response. The caster will only roll 6d6 for fire damage, and the other 2d6 is left noted somewhere as 2d6 fire damage, NOT what those dice roll.)
Release
You release two dice worth of stored damage. The damage must be of the same type, and you can do two things with it.
1. Make a ranged spell attack using those dice as damage dice plus your spellcasting modifier.
2. Create an area no more than ten feet on any side, and any creature that enters the area of effect must make a dexterity saving throw, or take those dice of damage.
* - When you would take damage(as outlined in the spell)
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