You touch up to five pieces of nonmagical ammunition and instill them with spells of 1st-4th level that you know or have prepared, expending an additional spell slot for each spell you wish to instill into the ammunition. Any additional decisions required by an instilled spell must be made at the time they added to the ammunition (for example, the exact instructions of a suggestion spell). Each piece of ammunition can only be instilled with one spell.
For the duration, the ammunition is magical for the purpose of overcoming resistance and immunity to nonmagical damage. If they are fired a from a weapon, and the attack hits a creature or object, the instilled spell is released, targeting (or centering upon) the target of that attack.
If the instilled spell requires concentration, the creature that fired the ammunition must maintain concentration on the spell. If the instilled spell requires a saving throw, the DC is 11 + the instilled spell’s level, or your spell save DC, whichever is lower.
* - (metallic ink worth at least 100 gp for each spell slot level instilled, which the spell consumes, and the ammunition being instilled, which crumble to dust when this spell ends)
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