Blazing orbs of elemental power plummet to the ground at four different points you can see within range. The caster can choose which of the four elements these orbs are aligned to - Fire, Earth, Water or Air, causing fire, thunder, cold or lightning damage respectively. Each creature in a 40-foot-radius sphere centred on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 bludgeoning damage and 20d6 of the chosen elemental type on a failed save, or half as much damage on a successful one. A creature in the area of more than one elemental burst is affected only once.
The spell damages objects in the area that aren't being worn or carried.
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