You conjure six bolts of volatile energy and launch them at points you can see within range. Each bolt detonates in a 10-foot-radius sphere. Each detonation must be centered on a point at least 10 feet away from any other detonation produced by this casting.
Each creature in a detonation area must make a Dexterity saving throw. On a failure, a creature takes 4d6 damage of a type chosen from the list below. On a success, it takes half as much damage. If a creature is caught in the area of multiple detonations, it only makes one saving throw and takes damage once.
When you cast this spell, choose one of the following elements:
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Igyol (Fire): Targets take fire damage. If a target fails its save by 5 or more, it ignites. An ignited creature takes 1d6 fire damage at the start of each of its turns until it or another creature uses an action to douse the flames.
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Krah (Cold): Targets take cold damage. If a target fails its save by 5 or more, its speed is reduced to 0 until the end of its next turn.
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Strun (Thunder/Force): Targets take thunder damage. If a target fails its save by 5 or more, it is knocked prone. To stand up, the creature must spend its entire movement on its next turn.
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Dinok (Acid): Targets take acid damage. If a target fails its save by 5 or more, it is coated in acid. It takes 1d6 acid damage at the start of each of its turns. The target can end this effect by using an action to wash or scrape off the acid.
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