Choose four pieces of ammunition or weapons with the thrown property. These pieces of ammunition gain one of the following properties:
- The projectile glows with flame. Creatures and objects adjacent to the target of this spell take 1d10 fire damage on a failed DEX save, or half damage on a success.
- The projectile is shrouded in darkness. A creature hit with this must make a CON save or be blinded until the start of the caster's next turn.
- The projectile is encrusted with ice. Any adjacent creatures must make a DEX save, or take 1d8 cold damage, and have its movement speed reduced by 10 ft.
- The projectile swirls in thunderous energy. All adjacent creatures, along with the one attacked, must make a STR save, or be pushed away 10 ft from the targeted location.
You may also choose different effects for each individual piece of ammunition, they do not need to be the same.
These projectiles can be used by making a ranged weapon attack roll with the weapon or ammunition. Once it is used in this way, the weapon or ammunition looses the above effects.
If the spell is cast again before each piece of ammunition has been used, or if the duration has not yet expired while the original casting is still active, any remaining pieces of ammunition or weapons return to their original form. For each spell slot above 1st, you can transmute two additional pieces of ammunition or weapon.
* - (The ammunition or throwing weapon to be transmuted)
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