Tarro's Transmuted Fireball

5th-level Transmutation

Casting Time: 1 action

1 action Range: 150 feet

150 feet Components: S, V, M (a prismatic gem that changes colors worth at least 100 gp)

S, V, M (a prismatic gem that changes colors worth at least 100 gp) Duration: Instantaneous

Instantaneous Class: Sorcerer, Wizard

You create a small bead of arcane energy at a point you can see within range, the bead of arcane energy then detonates in a 20-foot radius sphere. When the bead detonates, you can choose what type of damage you want to deal, the damage can be acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage. All creatures in the area must then make a saving throw relevent to damaage type (see below).

On a failed save, the creature takes 8d6 damage of that type, or half as much on a successful save. Any creature that is immune to the damage type inflicted automatically succeeds the saving throw.

The damage type may also inflict a conditional effect. If a creature succeeds the initial save, they are unaffected.

Acid. The creature makes a dexterity saving throw. On a failed save, the creature takes a -1 penalty to any metal weapons and armor they wearing, if the creature has a penatly of -5 or higher, the item is destroyed.

Cold. The creature makes a constitution saving throw. On a failed save, the creature is frozen in place for 1 round. While frozen, the creature cannot take any reactions, or use it's movement and can take only a bonus action or action, but not both.

Fire. The creature makes a dexterity saving throw. On a failed save any flammible items near or on the creature ignite and deal an additional 1d6 fire damage for 1 round.

Force. The creature makes a constitution saving throw. On a failed save, the creature's movement speed is reduced by half and can't take any reactions for 1 round.

Lightning. The creature makes a dexterty saving throw. Creatures wearing metal armor, or drenched with a conductive material like water, makes the saving throw with disadvantage. On a failed save, the creature becomes restrained for 1 round.

Necrotic. The creature makes a constitution saving throw. On a failed save, the creature then suffers disadvantage on it's next attack roll or saving throw.

Poison. The creature makes a constitution saving throw. On a failed save, the creature becomes poisoned for 1 round.

Psychic. The creature makes an intelligence saving throw. On a failed save, the creature is stunned for 1 round.

Radiant. The creature makes a dexterty saving throw. On a failed save the creature is blinded 1 round.

Thunder. The creature makes a constitution saving throw. On a failed save, the creature is deafened 1 round.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.