Holding your hands out, a giant orb of chaotic yellow light and sharp, jagged spikes that are black in color erupt from you to wherever or whatever you aimed at, and blossoms into a 25-foot sphere of chaotic energy. Any creature within the sphere must make a Dexterity saving throw. On a successful save, the target take half damage and is knocked prone. One a failed save, the target is petrified for 10 minutes, while also taking 9d6 Force/Bludgeoning damage(depending on which one isn't resisted).
After the original impact, shrapnel flies out, dealing 2d6 piercing damage. The shrapnel is very dangerous, being able to pierce through even the hardiest metals. If heavy armor is hit by the shrapnel, the armor incurs a -1 AC debuff until a short rest.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 3rd. The damage for the shrapnel also increases by 1d6 each slot level above 3rd.
* - (some sand and flint.)
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