You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range, which transforms and creates one of the following effects within a 20 ft. radius 20 ft. high cylinder centred on that point. When you cast this spell, you can designate certain creatures to be not affected by the spell.
Healing powder. A creature that ends its turn in the area or enters the area for the first time on a turn recieves 1d8 points of healing. The creature also reduces all incoming damage by your spellcasting ability modifier until the start of their next turn.
Affinity powder. A creature that ends its turn in the area or enters the area for the first time on a turn crits on a 19 or 20 and has advantage on strength based ability checks and saving throws, until the start of their next turn
Rock powder. A creature that ends its turn in the area or enters the area for the first time on a turn is pelted by rocks, and must make a dexterity saving throw, taking 3d12 bludgeoning damage, or half as much on a successful save. A creature that fails the saving throw in the air is pushed up to 10 ft. straight down. A creature on the ground that failed the saving throw cannot benifit from any flying speed it possesses, until it leaves the area. Whilst moving through the area, a creature spends 2 foot for every 1 foot it moves.
* - (one piece of ammunition or one thrown weapon)
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