You must cast this spell as part of a ranged attack with a boomerang. On a hit, the target creature suffers the normal weapon damage, plus an additional 2d4 of lightning damage and must make an Intelligence check. On a failed save the target is confused until the end of its next turn. An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.
| d10 | Behavior |
|---|---|
| 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
| 2-6 | The creature doesn't move or take actions this turn. |
| 7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
| 9-10 | The creature can act and move normally. |
If the initial hit is successful, the caster may spend 1 sorcery point and cause the boomerang to bounce, making additional ranged weapon attacks on a number of targets up to their spellcasting modifier. If at any time, the boomerang misses a target it returns to the caster, regardless of the remaining additional attacks.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
* - (A pinch of copper dust)