Churning magical energy explodes in a 20-foot-radius sphere centered on a point you choose within range. When you cast the spell, you select the type of damage dealt by the explosion: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Each creature in the sphere must make a Constitution saving throw. On a failed save, a creature takes 6d6 damage of the chosen type. On a successful save, a creature takes half as much damage.
Choose one of those d6s. The number rolled on that die determines a condition that’s applied to each creature that failed the save, as shown below. A creature has the condition until the end of your next turn.
| D6 | Additional Effect |
|---|---|
| 1 | Incapacitated |
| 2 | Blinded |
| 3 | Frightened |
| 4 | Poisoned |
| 5 | Charmed |
| 6 | Deafened |
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 4th.
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