The caster curls their hand (or any hand like appendages capable of casting the spell), and pulls all their magical energy they can into it. Their hand becomes a bright, color-shifting ball of energy. Then, a bolt of pure power strikes the first thing the bolt strikes, dealing 5d10 of any type of damage (including pure damage that has no type). The caster may choose to expend spell slots to increase the damage, as follows:
Level 1: 2 damage per slot
Level 2: 4 damage per slot
Level 3: 6 damage per slot
Level 4: 8 damage per slot
Level 5: 10 damage per slot
Level 6: 12 damage per slot
Level 7: 14 damage per slot
Level 8: 16 damage per slot
When cast at 9th Level, the spell explodes on contact, dealing the total damage over a 3 meter sphere
The caster may not use any spells for 1d6 rounds.