Casting Time: 1 reaction, which you take when you take
acid, cold, fire, lightning, or thunder damage
Duration: 1 round
Most of the time this absorb elements spell captures some of the incoming energy and lessening its effect upon you and also storing it for your next melee attack. Also, until the start of your next turn, you have the best resistance for the triggering damage type. The target will take an extra 1d6 damage of the triggering type this happens at the first time you hit with the melee attack on your next turn and the spell also will be end.
At Higher Levels
Whenever you cast this spell by using the spell slot of the 2nd level or more than it then the extra damage will be increased by the 1d6 for each slot above the 1st level.