As an action, you hurl a small sphere of energy at a creature that you can touch or see within 5 meters. The creature must make a Reflex saving throw.
On a failure, it takes 1d8 damage.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The number rolled determines the damage type, as shown on the table.
At higher levels
This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8). When you roll multiple d8s, choose one of the d8s to determine the damage type.