You touch a nonmagical arrow and choose an element -- fire, air, earth, water, or plasma. Until the spell ends, that weapon is imbued with properties of the element with a +1 bonus to attack rolls and a +1 additional elemental damage at the start of the target's next turn.
Only one element may be chosen per casting, with only one arrow type active at a time. Dismissing the spell requires an Action. When a target takes Damage, roll a Saving Throw against CON -- on a failed saving throw, target suffers additional elemental damage at the start of the target's next turn.
Fire: Flaming Arrows deal +1 fire damage.
Air: Lighting Arrows deal +1 lightning damage.
Earth: Toxic Arrows deal +1 poison damage.
Water: Water Arrows deal +1 cold damage.
Plasma: Plasma Arrows deal +5 acid damage -- available after level 10.
At Higher Levels. When you cast this spell at 4th level or higher, the damage bonus increases to +2. When you cast at 6th level or higher, the damage bonus increases to +3. At level 10 or higher, the damage bonus increases to +4, and your new studies and insight gain you access to Plasma Arrows.
* - (Nonmagical Arrow)
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