-You take a piece of metal, as long it is a component that is on your person or from a willing creature, and magically transmute it into a spike, ball, or blade. Once you decide what shape the metal turns into, you then can make your attack roll on a target within your given spell range. You do not impose disadvantage for being within melee range of said target, instead you still treat it as a ranged spell attack.
-If you turn your given piece of metal into a spike, it does 1D10 piercing damage and it has advantage on attacking creatures of size small or lesser. If you kill or crit a creature with a spike of size small or less, you pin them to the nearest surface or wall as long as the target is in between the surface and from where the spell is cast. If the target is still alive, it is under the restrained condition and must make a DC 13 + your PB strength save to remove the spike from them.
-If you turn your given piece of metal into a ball, it does 1D10 bludgeoning damage and has advantage on constructs and structures and you can crit them on a 19, or 20. Also the AC of constructs and structures is reduced by 3 when targeted by this spell.
-If you turn your given piece of metal into a blade, it does 2D6 slashing damage and you have advantage on hostile creatures in melee range of yourself, and as long as you use it for attacking creatures within melee range it counts as a finesse weapon and is silent to cast.
-At 5th level you get an additional projectile and can attack one additional target. For the spike and ball, you add an additional 1D10, and for the blade you an additional 2D6 The additional projectile does not have to be the same as the first projectile. You repeat this benefit at 15th and 17th level gaining the same bonus.
NOTE:
*The DM can rule that the said metal used for the spell to be consumed or possibly retrievable, or if the variety of metal adds any benefit or detriment to the potency of the spell.
* - (1/2 lb. of metal of any type)
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