As part of the action used to cast this spell, you must make a melee or ranged attack with the prepared weapon against one creature within the weapon's range. On a hit, the target suffers the attack's normal effects + your spellcasting modifier as random elemental damage. The weapon sticks to the target (on a hit) or to the surface it hits (on a miss) and gets charged with an element. Roll 1d8 on the table below to determine the damage type.
- Necrotic
- Acid
- Lightning
- Poison
- Thunder
- Fire
- Cold
- Radiant
The spike explodes for 2d8 elemental damage after 1d4 rounds (at the end of the caster's turn) or on a critical failure during the attack. Only the DM knows the timer. A character adjacent to the spike can spend an action to pull it and repeat the spell’s weapon attack against a new target (if it is equipped to do so); or toss it up to 10ft away. This forces a reroll on the elements table. Creatures in a 5ft radius from the spike when it explodes must succeed on a DEX Saving Throw or take the elemental damage (half damage on a success, a stuck target gets no save). The weapon/projectile is destroyed when the spell ends.
At higher levels: You can delay the explosion by an extra round and the weapon damage increases by 1d6 for every 2 spells slots after 1st (3rd, 5th, 7th and 9th). The damage for the spike's elemental explosion increases by 1d8 for every spell slot after the 1st.
* - (a specially prepared small piercing weapon or projectile)