You touch up to three coins and imbue them with magic. As part of the bonus action used to cast this spell, and as a bonus action on subsequent turns, you can flip up to three of these coins into the air in spaces you can see within 10 feet of you. The coins remain in the air until the end of your turn, at which point the coins land on the ground and cease being magical. While the coin is in midair, it has an AC of 14, and if hit by a ranged attack, the attack instead targets one creature of your choice within range of the coin as if it originated from the coin’s position as both the coin and the attack ricochet towards the chosen creature. The attack gains a +1 bonus to the result of the attack roll, and a target hit by the attack suffers all of the attack's normal effects. Hit or miss, the target takes 1d8 piercing damage as the coin strikes it, becoming nonmagical.
If more than one coin is in the air when a coin is hit by a ranged attack, you can choose to have the attack target another coin that has not yet been hit, rather than the creature targeted by the coin, increasing the attack roll bonus by +1 per coin hit in this way.
At higher levels:
When casting this spell using a 2nd level spell slot or higher, you imbue one additional coin for each level above 1st, and may toss one additional coin for each level above 1st as part of the same bonus action.
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