You harness the chaotic energies of crystalline magic, creating a burst of razor-sharp crystals that explode in a targeted area. Choose a point within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 5d6 piercing damage on a failed save, or half as much damage on a successful one.
In addition to the damage, the area becomes filled with jagged crystal shards. The ground in the affected area is considered difficult terrain until the shards are removed. A creature that moves through the area for the first time on a turn or starts its turn there must succeed on a Dexterity saving throw or take 2d6 slashing damage from the sharp crystals.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the piercing damage increases by 1d6 for each slot level above 3rd.
* - (A shard of crystal)
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