2nd-level transmutation
Casting Time: 1 action
Range: 5 feet
Components: V, S, M (four or more arrows or bolts)
Duration: 8 hours
You do plant four pieces of the non magical ammunition like- arrows or else crossbow bolts- in the ground within a range and also lay magic upon them for the sake of protect an area. Here one piece of ammunition files up to the strike it, but it happens whenever a creature but other than you will come within the 30ft of the ammunition for the very first time on a turn or else it ends its turn over there only until the spell ends it happens.
Here the creature must and should succeed on the dexterity saving throw or else it will take 1d6 piercing damage. Then the piece of ammunition will be destroyed. Whenever there is no ammunition remains then the spell will end.
You can easily designate any creature whatever you chose and also the spell ignores them, but to happen this you should cast this spell whenever it may be.
At Higher Levels:
By using the spell slot of 3rd level or higher than the 3rd level you can cast this spell, whenever you cast this spell like this then the amount of ammunition which can be affected will increase by two for the each and every slot above the 2nd level.