A brilliant flash extends from your pointing finger to a point you choose within range and then detonates with a concussive blast. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 thunder damage on a failed save, or half as much damage on a successful one. Constructs and crystalline creatures have disadvantage on this saving throw. A creature that succeeds by less than 4 is oriented by the ringing in their ears and has disadvantage on their next attack.
Any inorganic object in the area of the spell that is not being worn or carried is shattered by this spell
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
* - (dried grass and drops of water)
Comments