You plant four pieces of nonmagical ammunition in the ground within range and lay your divine magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition soars up in a flash of fire and light to strike it and must make a Dexterity check. The creature takes 1d6 fire damage and becomes blinded until the end of your next turn on a failed save, otherwise there's no effect. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.
When you cast this spell, you can designate any creatures you choose, and the spell ignores them.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd (to a maximum of 10 pieces of ammunition).
* - (four or more arrows or bolts)
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