You summon a ball of energy that leaps into the air in front of you and strike it with your material component, launching it towards a target you can see within range. On a hit the target takes 1d12 + your spellcasting modifier of your choice of acid, cold, fire or lightning damage. Hit or miss, the target and each creature within 10 feet of it must succeed on a Dexterity saving throw or take 2d6 of the same damage type on a fail or half damage on a success. On a natural 1 roll, you whiff and the ball detonates at your space.
At Higher Levels. When you cast this spell using a slot of 2nd level or higher, the damage for the initial hit increases by 1d12 and by 1d6 for the area of effect for each slot level above 1st.
* - (a blunt metal object worth at least 1 sp)
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