Magical darkness seeps up from the ground from a point you choose within range to fill a 20-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If any of this spell's area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled.
Each creature that starts its turn in the sphere’s area or enters that area for the first time on a turn must make a Wisdom saving throw. A creature takes 4d10 necrotic damage on a failed save, or half as much on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each spell slot level above 3rd.
* - (A piece of bone)Previous Versions
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