Level
1st
Casting Time
1 Minute Ritual
Range/Area
Touch
Components
V, M *
Duration
6 Hours
School
Transmutation
Attack/Save
None
Damage/Effect
Fire

You murmur this spell over up to ten arrows, causing them to become magical for the duration. When you cast the cantrip, the DM rolls a d4 for each arrow to determine the effect, which you do not know until you fire the arrow. An identify spell reveals the purpose of each arrow. 

  1. Flaming Arrow: when fired, the arrow head sets alight, and deals an additional 1d8 fire damage
  2. Twinned Arrow: as it flies through the air, one arrow splits into two, each one dealing damage to the target
  3. Siphoning Arrow: as the arrow hits it's target, it heals you by the damage they have taken
  4. Nevermiss Arrow. The arrow atoumatically hits it's target and deals maximum damage. 
* - (The arrow you plan to make magical)

Available For: Ranger (Legacy) Wizard (Legacy) Fighter (Legacy) - Eldritch Knight (Legacy)

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