You gain resistance to the triggering damage type until the end of your next turn. Additionally, choose "absorb" or "redirect".
- Redirect: You focus some of the damaging energy through a glass bead and redirect it. Choose a creature that you can see within 60 ft. It makes a Dexterity saving throw, taking 4d8 of the triggering damage, or half as much on a success.
- Absorb: You store the elemental energy within the glass bead for later use. The bead turns into magical ammunition, that can be hurled at a point you can see within 60 ft. Any creature within a 5 ft radius of the impact must make a Dexterity saving throw. They take 4d8 of the triggering damage, or half as much on a success. If the bead is not used within 24 hours, it turs back into a regular glass bead
When you cast this spell at a higher level, the damage of "redirect" or "absorb" increases by 1d8 for each level above 4th, respectively.
* - if you take acid, cold, fire, lightning, poison or thunder damage ** - (a glass bead, which the spell consumes)Previous Versions
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