Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Touch
Components
S, M *
Duration
3 Rounds
School
Transmutation
Attack/Save
CON Save
Damage/Effect
Fire (...)

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)

Spell Tags: Buff

Available For: Ranger (Legacy)

Megapute

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