A bleak, bright and dark light emits from the palm of your casting hand. You roll 1d6 to determine the element of the blast. Once the element is determined, you generate an explosion from the target point. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. The effects of the failed safe are determined by the element of the spell.
1: Fire: The target takes 12d6 of Fire damage, and is now burned for 60 seconds. Anything the target's carrying that's flammable also sets on fire.
2: Lightning: The target takes 8d8 of Lighting damage, and the spell jumps to one different target that is up to 30 feet away from the initial.
3. Poison: The target takes 10d6 of Poison damage, and is now poisoned for 60 seconds.
4. Ice: The target takes 12d6 of Ice damage and its speed is halved until the end of its next turn.
5. Necrotic: The target takes 10d6 of Necrotic damage and a 15 foot cube area is generated from the target.
6. Radiant: The target takes 10d6 of Radiant damage and is now blinded due to the intensity of the light blast until the end of its next turn.
If the target succeeds on the DC, it only receives half damage of any type and its not subject to any additional effects.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by one respective dice for each slot level above 4th.
* - (A rolling dice)
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