You touch up to three pieces of ammunition and infuse them with elemental power. The magic works with any ranged weapon attack, thrown weapon, or piece of ammunition. When you cast the spell, choose one of the following damage types: fire, cold, lightning, or thunder. The ammunition gains an additional effect based on the chosen element.
The magic on a piece of ammunition ends after it is used, whether the attack hits or misses. Upon casting, you choose one of the four elemental options.
Flame (Dexterity Save). On a hit, the target takes an extra 1d6 fire damage. It must succeed on a Dexterity saving throw or take 1d6 fire damage at the start of its next turn.
Frost (Constitution Save). On a hit, the target takes an extra 1d6 cold damage. On a failed save, its speed becomes 0 until the start of your next turn. On a successful save, its speed is reduced by 10 feet until the start of your next turn.
Spark (Constitution Save). On a hit, the target takes an extra 1d6 lightning damage. On a failed save, the creature can’t take reactions until the start of its next turn. On a successful save, it has a disadvantage on the next opportunity attack it makes before the end of its next turn.
Thunder (Strength Save). On a hit, the target takes an extra 1d6 thunder damage. On a failed save, it is pushed 10 feet directly away from the point of impact and knocked prone. On a successful save, it is pushed 5 feet and isn’t knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you imbue additional pieces of ammunition and extend the spell’s duration.
- 3rd level: Four pieces of ammunition; duration 1 hour
- 4th level: Five pieces of ammunition; duration 4 hours
- 5th level: Six pieces of ammunition; duration 8 hours
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