One willing target within range that has at least 1 Hit Point begins to glow with a fiery orange light. At the end of the target's turn, they explode, and each creature in a 20-foot-radius Sphere centered on the target makes a Dexterity saving throw. A creature takes Fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The target only takes the base damage, which cannot reduce them to less than 1 Hit Point.
The spell’s base damage is 4d6, and the damage increases by 1d6 for each time the target takes damage before the explosion.
If the target is reduced to 0 Hit Points before the explosion, it explodes early and takes no Fire damage.
When the target creature explodes, flammable objects in the explosion that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The base damage increases by 1d6 for each spell slot level above 4.
* - (a ball of bat guano and sulfur)
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