You imbue a weapon you touch with unholy power. Until the spell ends, the weapon emits darkness in a 30-foot radius and shadow for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 necrotic damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of necrotic energy. Each creature of your choice that you can see within 30 feet of the weapon must make a Wisdom saving throw. On a failed save, a creature takes 4d8 necrotic damage, and it is sickened for 1 minute. On a successful save, a creature takes half as much damage and isn’t sickened. At the end of each of its turns, a sickened creature can make a Wisdom saving throw, ending the effect on itself on a success.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.
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