A bright streak flashes from you to a point you choose within range and then blossoms with a loud roar into a fiery explosion. This spell has a maximum explosion radius of 50 feet, with damage falloff. Each creature in a 15-foot-radius Sphere centered on the point takes 8d12 Fire damage. Each creature beyond 15 feet of that point but within 25 feet takes 6d12 Fire damage. Each creature beyond 25 feet of the point but within 50 feet takes 4d12 Fire damage. Each creature in a 20-foot-radius Sphere centered on the point makes a Constitution saving throw, and is set alight on a failed save, dealing 2d4 Fire damage per turn for three turns.
A creature that has been set on fire may expend an action to douse the flames if they are within movement range of water, or have a spell or scroll that allows them to create water or ice.
Every creature within the blast radius becomes stunned and deafened for 5 turns, and every creature that was looking at the blast from less than 100 feet away becomes blinded for 3 turns base plus 1 additional turn for each 10 feet proximity to the blast (I.E., a creature 50 feet away is blinded for 8 turns).
Flammable objects within 20 feet of the center of the explosion are automatically set alight, but carried or worn objects are not set aflame if the holder/wearer succeeds on a dexterity saving throw and is at least 10 feet away.
This spell must be charged using the casters first action and is released after their second. If the caster receives damage or is forcefully moved whilst charging the spell, they must make a Wisdom saving throw to maintain control of the flow of magic. The DC for this save is equal to double Character Level minus Wisdom score (I.E., a Level 15 Wizard with 12 Wisdom must beat a 6, and a level 20 wizard with 8 wisdom must to beat 24), and on a failed save the spell is cancelled and a 15-foot magic dead-space is created, centered on the caster. If the caster receives damage or is forcefully moved whilst releasing the spell, they must make a Wisdom saving throw to maintain control of the direction of the spell. The DC for this save is freely determined by the DM. On a failed save, the spell is released in a random direction within 160 degrees of where the caster was facing, at a range determined by the DM. If the caster is killed or rendered unconscious while releasing the spell, it automatically releases using the caster as the centered point.
While casting, the caster becomes vulnerable to all basic damage types (Slashing, Piercing, Bludgeoning) and has disadvantage on saves for attacks made against them.
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