Creates a rune Mark on any inorganic Item. At the time of casting the caster can decide if the rune is to be visible or not (if invisible can only be detected by detect magic or similar means).
You can only have one Rune of Absorption at any given time.
While wielding / wearing an item with this rune inscribed, you can use your Reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is cancelled, and the spell’s energy—not the spell itself—is stored in the rune. The energy has the same level as the spell level when it was cast. The rune can absorb and store up to the level this spell was cast at -1 levels of energy over the course of its existence (i.e if cast using a 5th level slot Rune can absorb 4 levels worth of spells). Once the rune absorbs it's maximum levels of energy, it can absorb no more. Once those levels are subsequently expended the Rune fades. If you are targeted by a spell that the rune can’t store, the rune has no effect on that spell.
The stored energy can be released when you hit a creature dealing 1d6 Force damge per charge of energy expended (max 6 charges in any single Hit). You determine what (if any) charges are used once you have determined if a hit is succesful or not. The expelled energy reduces the number of energy levels stored by a equivalent number of charges expended.
The rune can be dispelled via normal methods against the DC of the original caster.
* - (requires an item on which to inscribe the rune)
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