A small swirling orb appears at a point you choose within range. Choose acid, cold, fire, lightning, poison, or thunder damage. Once before this spell ends, when a creature other than you comes within 20 feet of the orb for the first time on a turn or ends its turn there, the orb erupts into a bright explosion of energy. Each creature in a 20-foot radius sphere centered on the orb must make a Dexterity saving throw. A creature takes 4d6 damage of the type you chose on a failed save, or half as much damage on a successful one. The spell ends after this explosion.
When you cast this spell, you can designate any creatures you choose that won't set off the explosion; however, they will still take damage from the explosion if they're within its radius when it occurs.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
* - (a short piece of candle wick)
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