You evoke two elemental javelins in unoccupied spaces that you can see within 15 feet of you, which levitate in place. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder and nominate a target you can see within range for each javelin you create. The javelins have an AC equal to twice your spell save DC, 5 HP, and Immunity to their chosen damage type.
At the start of each of your following turns you can expend any number of javelins by launching them towards their nominated target(s). You no longer need to be able to see the target. Make a ranged spell attack with advantage for each javelin. On a hit, the target takes 3d8 damage of the chosen type for that javelin. After making the attack roll the javelin is destroyed.
If you roll the same number on two or more of the d8s for the damage of a javelin, you can evoke another javelin in an unoccupied space that you can see within 15 feet of you. These new javelins are not created with a nominated target.
As a Bonus Action on your following turns, you may nominate a new target you can see within range for each of your remaining javelins. As part of this bonus action you can move any javelin you can see up to 15 feet to a point you can see.
Using a Higher-Level Spell Slot. You create one additional javelin for each spell slot level above 2.
* - (a diamond worth 100+ GP)
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