The user of the spell holds the coin(s) in their hand(s) and send them forwards at tremendous speed causing damage to the target(s) hit. The spell has variations depending on the type and amount of coins held.
-using 250 cp will cause the coins to fly forwards in a 15 ft. cone hitting any and all enemies in range. target(s) must make a dexterity saving throw, on a failed throw target(s) takes 2d10 piercing damage or half as muchon a successful throw.
-using 25 sp will cause the coins to fly forwards in a 30 ft. cone hitting a maximum of 25 individual targets with priority placed on the closer ones, targets may not be hit more than once by this attack. target(s) must make a dexterity saving throw, on a failed throw the target(s) take 2d10 piercing damage or half as much on a successful throw.
-using 5 gp will cause the coins to fly forwards in a 60 ft. cone hitting a maximum of 5 individual targets with priority placed on the closer ones, targets may not be hit more than once by this attack. target(s) must make a dexterity saving throw, on a failed throw the target(s) take 4d10 piercing damage or half as much on a successful throw.
-using 1 pp will cause the coin to fly forwards up to 150 ft. to hit 1 target. target must make a dexterity saving throw, on a failed throw the target takes 6d10 piercing damage or half as much on a successful throw.
if the caster does not have the desired amount of coins they can use one turn to transmute the coins to another type of coin (ex. 5gp to 50 sp, 25 sp to 250 cp, etc.) but then those coins must be used as the material component of the spell or they will return to normal on casters next turn.
At Higher Levels. when cast as a spell slot 2nd level or higher the spell gets 2d10 added for every level above 1st, when spell is cast as a 5th level or higher the range of the attack doubles.
* - ((1 pp, 5 gp, 25 sp, or 250 cp))