Placing an orb between each finger on one hand, tracing arcane sigils into the air, and pulling back your other hand through your fingers forming an energy slingshot, you launch echoes of the orbs from your hand. These crackling arcane orbs whistle loudly as they fly through the air in an arc, then plummet to the ground at four different points you can see within range. You choose acid, fire, lightning, or thunder for the type of damage all of these burst impacts cause individually, they may each be of a different damage type from each other if you choose. Each creature in a 10-foot-radius sphere centered on each point you choose must make a Dexterity Saving Throw. A creature takes 5d8 damage of the chosen type and 2d8 piercing damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one burst is affected only once. You choose which one of the damage types they take if a creature is in the area of more than one burst of differing damage types.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the number of points you can choose increases by 1 for each spell slot above 5th.
* - (A set of four, one-inch diameter tungsten balls worth at least 25gp each, one additional ball is needed for each higher level spell slot used)
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