The Caster takes out a Glass Shard and allows it to Float within the middle of their palms of their hands. The Cast breaks the Glass Shard which deals 1d8 slashing damage to self, then targets a Creature, in which magical light with the look of the cracked Glass erupts from that creature. The creature must make a Constitution saving throw. That creature takes 4d10 on a failed save, or half as much damage on a successful one. A creature made of an inorganic material such as stone, crystal, or metal has a disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d10 for each slot level above 2nd.
* - (A Shard Of Glass)
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