You hurl the charge to a point within range. Each creature in a 10-feet-radius sphere centered on that point must make a DC 12 Constitution saving throw. On a failed save, the creature is blinded and deafened until the end of its next turn and takes 1d6 thunder damage, or half as much on a successful save.
You hurl the charge to a point within range and create a 20-foot-radius sphere of smolder centered around it. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
You hurl the charge to a point within range and create a 10-foot-square of adhesive fire. Each creature that starts or ends its turn in the fire takes 1d4 fire damage. Upon leaving the area, the creature is considered aflame and can use its bonus action to make a DC 12 Dexterity saving throw to get rid of the sticky fire or take 1d4 fire damage at the start of its next turn. The creature can use its bonus action in each subsequent turn to reattempt the save.