A bright streak flashes from your pointing finger to a point you choose within range and then blossoms into an explosion of energy. Choose one of the following options when you cast this spell:
Fire. Each creature in a 20-foot-radius sphere centered on the point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.
Lightning. Each creature in a 20-foot-radius sphere centered on the point must make a Dexterity saving throw. Targets wearing metal armor have disadvantage on the save. A target takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning spreads around corners.
Acid. Each creature in a 20-foot-radius sphere centered on the point must make a Dexterity saving throw. A target takes 6d6 acid damage on a failed save, or half as much damage on a successful one. Each creature that fails the save is covered in acid, taking 1d8 acid damage at the start of each of their turns until they use an Action to scrape the acid off.
Poison. Each creature in a 20-foot-radius sphere centered on the point must make a Constitution saving throw. A target takes 7d6 poison damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also poisoned until the end of your next turn. The poison spreads around corners.
Cold. Each creature in a 20-foot-radius sphere centered on the point must make a Constitution saving throw. A target takes 6d6 cold damage on a failed save, or half as much damage on a successful one. Creatures that fail the save have their speed reduced by 10 feet until the end of your next turn. The cold spreads around corners.
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.
* - (a scale from a chromatic dragon or dragonborn)
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