You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes covered in prismatic light. Roll a d10 to determine the damage and a d10 to determine the effects.
This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 damage to the target on a hit at 5th level, damage rolls increase by 1d8 at 11th level (2d8) and again at 17th level (3d8).
1. Fire - On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it.
2. Cold - Until the start of your next turn, the target loses 10 feet of movement speed.
3. Lightning - If there is another target within 10, they take 5 lightning damage. This can chain a number of times equal to your proficiency modifier.
4. Thunder - If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
5. Force - If the target makes an attack that doesn't include you before the start of your next turn, it takes 1d8 force damage.
6. Psychic - Target subtracts 1d3 from it's next saving throw until the start of your next turn.
7. Radiant - Until the start of your next turn, any further attacks you make against this enemy have advantage.
8. Necrotic - The target cannot regain hit points this turn.
9. Poison - If the target uses the dash action or moves more than 30 feet, they must make a DC 12 CON save. If failed, they fall prone.
10. Roll twice and use both results.
* - (a melee weapon worth at least 1 sp)
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