Energy Burst
Level 4 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 150 feet
Components: V, S
Duration: Instantaneous
A bright streak of energy flashes from you to a point you choose within range and then bursts into an explosion. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder. Each creature in a 20-foot-radius Sphere centered on the chosen point makes a Dexterity saving throw, taking 6d6 damage of the chosen type on a failed save or half as much damage on a successful one. Additionally, on a failed save, a creature suffers a different condition depending on the damage type chosen for the burst.
If the burst dealt Acid damage, the creature has the Blinded condition until the start of your next turn. If the burst dealt Cold damage, the creature has the Exhaustion condition until the start of your next turn. If burst wave dealt Lightning damage, the creature has the Prone condition and cannot stand up until the start of your next turn. If the burst dealt Fire damage, the creature can’t move or take Reactions until the start of your next turn. If the burst dealt Poison damage, the creature has the Poisoned condition until the start of your next turn. If the burst dealt Thunder damage, the creature has the Deafened condition until the start of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.






