A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 damage on a failed save, or half as much damage on a successful one.
The Damage type is determined by rolling 2d8. Choose between the options determined by the D8 on the table below for the damage type of the explosion.
- Acid, Flames are a bright green color
- Cold, Flames are a cyan color
- Fire, Flames are a dark red color
- Force, Flames are a ethereal grey color
- Lightning, Flames are a dark blue color
- Poison, Flames are a dark green color
- Psychic, Flames are a ethereal purple color
- Thunder, Flames are a dark grey color
By spending a number of sorcery points equal to the level of the spell cast, you may forgo the random d8 rolls and choose the type of damage for the explosion. Whenever you a change this spell this way, roll a number of d20s equal to the amount of sorcery points used. If the number is a 1, you Wild Magic Surge. You only surge this way once per turn.
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.
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