You hurl a chromatic sphere at a point you choose within range which explodes in a burst of chaotic energy. Each creature in a 20-foot-radius sphere centered on that point must make dexterity saving throw. On a failed save, a creature takes 1d8 of fire, cold, lightning, thunder, acid, poison, necrotic, and radiant damage for a total of 8d8 damage. If the creature's size is large or smaller, it is pushed 10 ft. away from the center of the blast and knocked prone. On a successful save, a creature takes half as much damage and is not pushed or knocked prone.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the sphere deals an additional 1d8 force damage for each slot level above 5th.
* - (a set of multiple paints)
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