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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 ...
Discussion. For a first level spell, absorb elements seems to be pretty useful in the early, middle and even late stages of the game. But then again, certain first level spells can fall often at certain levels. For instance, I've heard that the shield spell can fall off in effectiveness due to higher attack rolls put up by higher level enemies ...
Absorb Elements says: Absorb Elements 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
You walk into a natural occuring fire. You weren't targetted, but you take fire damage so you can cast absorb elements. You suffer the secondary effect of green-flame blade (the caster's level is less than 5). You didn't make a save, and no damage was rolled, but you take fire damage so you can cast absorb elements.
dying Sword burst * Thorn whip Thunderclap ** 1st Level Absorb elements ** Alarm (ritual) Catapult ** Cure wounds Detect magic (ritual) Disguise self Expeditious retreat Faerie. elements. Splashing at least three flasks of holy water on the altar destroys the desecrating elements and purifies the altar.
6. Scenario: A sorcerer with Elemental Adept (Fire) casts Fireball at a wizard, who uses their reaction to cast absorb elements. The wizard claims that his spell protects him and he takes half damage (or 1/4 with a successful save) while the sorcerer claims that his fire spells ignore resistance and therefore the wizard only gained an extra 1d6 ...
Read the Absorb Elements text carefully: 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. (emphasis added by me) The spell only provides a benefit during the turn after you cast Absorb Elements. You cannot "store" the extra damage across multiple ...
Absorb Elements, as part of its effects, has this line. [T]he 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. But what happens if you score a critical hit? When you score a critical hit, you get to roll extra dice for the attack's damage against the target.
The description of the Absorb Elements spell says: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
In the depicted case, if the character has resistance to Fire Damage and casts Absorb Elements then the damage will be halved just once. The phrase. The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. is just a description of the spell, translated in mechanical terms in the next ...