Churning magical energy explodes in a 20-footradius 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 increased by 1d6 for each slot level above 4th.
* - (a tiny ball of bat guano and sulfur)
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