Level
6th
Casting Time
1 Reaction *
Range/Area
Self
Components
S
Duration
Concentration
1 Minute
School
Abjuration
Attack/Save
None
Damage/Effect
Acid (...)
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have immunity to the triggering damage type until the start of your next turn. Also, the first time you hit with an attack (spell, melee, ranged, anything) on your next turn, the target takes extra damage of the triggering type equal to half to damage you would have taken, and the spell ends. However, if you are dealt more than fifty of the triggering damage, this ward only blocks fifty and the rest gets through (therefor, only 25 damage dealt).
* - which you take when you take acid, cold, fire, lightning, or thunder damage
Any suggestions for improvements are more than welcome.
Was interested in making a greater version of absorb elements myself so this caught my eye.
Hmm, I have some nit picky nonsense that don't really matter and one question.
I feel like having this for the opening description "The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack." is a little bit contradictory in relation to the immunity and "spell, melee, ranged anything" parts. I know what you mean, just pointing it out... XD
Also, I feel like the duration should be 1 round without concentration like normal Absorb Elements is. Unless you were trying to go for being able to hold onto the damage for up to 1 minute, in which case I don't feel like it needs to be, or even should be, a reaction. Not to mention you still limit it to "on your next turn" in the rest of the description.
As for the question, why do you even feel you need the damage limit?