You shoot a beam of light from your hand. Upon hitting an area it erupts into a massive ball of light before collapsing in on itself and exploding again into a giant fireball. Each creature in a 50-foot-radius Sphere centered on that point makes a Dexterity saving throw with a DC of 19, taking 8d6 Radiant damage on a failed save or half as much damage on a successful one. All creatures within the 50-foot-radius Sphere are pulled into the center taking 6d6 force damage. It then explodes again dealing 6d10 Fire damage to anyone in a 75-foot-radius Sphere, with a Dexterity saving throw with a DC of 19, if you were pulling into the center this save is automatically failed. The boom of this explosion causes 6d6 of thunder damage to everyone in a 200-foot-radius Sphere unless you succeed in a wisdom saving throw with a DC of 15 to cover your ears, if you are hit with the explosion this save is automatically failed.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. If you cast this spell with the 9th level you cast it with both hands, doubling the amount of dice rolled for all damage.
This spell can only be used once, with uses being replenished after a long rest. Using this spell causes burns on the casters hand(s), rendering them unable to make an unarmed strike, cast spells, wield any item, and causes disadvantage on Strength and Dexterity saving throws. This effect lasts for 3 minutes per hand burnt, or until it is healed by another mean, note only one hand can be healed at a time and all effects still apply until both hands are healed.
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