Make a weapon attack against an enemy, the weapon is imbued with a magical power of the caster's choice. If the attack succeeds the target will suffer the weapons damage and 1d6 ( Acid, Fire, Thunder, Lightning, Frost, Poison ) elemental damage, and be afflicted with a special effect based upon the chosen element.
ACID: The target suffers –1AC until the beginning of the casters next turn.
FIRE: The target will take 1d8 FIRE damage, additionaly the taget will need to make a DC 13 Dexterity saving throw, if failed the target will go PRONE, if succeeded nothing happens.
THUNDER: The target will need to make a DC 13 Strength saving throw, if failed the target will be pushed away 10ft of empty space, if succeeded nothing happens.
LIGHTNING: The target is charged with lightning, this lightning can jump to nearby enemies within 10ft, it it leaps it will deal 1d8 LIGHTNING damage.
FROST: The target needs to make a DC 13 Constitution saving throw, if failed the targes movment will be reduced to 10ft and 20ft if dashing, if succeeded nothing happens.
POISON: The target needs to make a DC 13 Constitution saving throw, if failed the targes takes 1d8 POISON damage and will need to make a saving throw on their own turn or suffer the same effect, if succeeded the target takes only 1d8 POISON damage.
AT HIGHER LEVELS: +1d6 to the base damage, and +1d8 to any damaging effects.
* - (A diamond worth at least 50 gp)
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