Absorb Elements
This spell was initially conceived by artificers, searching for a way to meet the high demand for Frost-brands, Flame-tounges, and the like. Although they were only partially successful, the artificers unwittingly created a defensive spell on par with the mighty Shield spell.
Few of these artificers, however, were pleased to find out that their spell was being used largely to save lives instead of murdering, so a few inventions have been put forward to rectify this.
Magical Item -- Weapon of the Elements: Requires attunement. A blunt, ineffective-looking weapon that has a -1 penalty to attack rolls. If the wielder successfully casts Absorb Elements, the weapon gains a +1 bonus to attack, and the extra damage granted by the spell lasts a full hour, regardless of how many attacks were made.
Elemental Adept -- Acid: Instead of dealing damage, you can cast Dragon’s Breath on yourself at the third level, without using a spell slot. The breath type is Acid and it does not require concentration. You must finish a long rest before you cast Dragon’s Breath in this way.
Elemental Adept -- Cold: Instead of dealing damage, you may heal yourself for 1d6 (or more if you upcast). Furthermore, you may also immediately use a spell slot to cast Armor of Agathys on yourself as a free action.
Elemental Adept -- Fire: After you cast the spell, you can summon a magical melee weapon in your hand as a bonus action. You are automatically proficient with the weapon and it disappears after it inflicts damage. The weapon appears to be made of red steel.
Elemental Adept -- Lightning: Instead of dealing damage, you can cast Heat Metal on your next turn without using a spell slot. The damage inflicted by this spell does 1d6 lightning damage instead of 2d8 fire damage (or more if you upcast). This casting of Heat Metal only lasts until the end of your next turn.
Elemental Adept -- Thunder: Instead of dealing damage, you can grant yourself +2 to your armor class. This improvement disappears after a creature makes an attack roll against you, or after an hour passes. If a creature within 10 feet of you makes an attack roll against you while your armor is still improved, that creature takes 1d6 thunder damage.
High Magic: If you cast this spell using a 9th Level Spell Slot, you can bestow the benefits of this spell to any number of creatures you can see within 20 feet of you.
Note: This post was originally a lot more detailed, but tumblr keeps eating my posts. So leave the rules up to your imagination, K?















