A wall of jet black darkness appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It absorbs light within 30 feet making it into magical darkness. For another 30 feet it makes dim light darkness and making light into dim light.
When the wall appears, each creature in its area must make a Wisdom saving throw. On a failed save, a creature takes 4d8 necrotic damage, and it is frightened for 1 minute. On a successful save, it takes half as much damage and isn’t frightened. A frightened creature can make a Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.
A creature that ends its turn in the wall’s area takes 4d8 necrotic damage.
Until the spell ends, you can use an action to launch tentacles of darkness from the wall at all creatures within 30 feet of it on one side or the other. Targets must make dexterity saving throw. If the target relies on sight, they make this save with disadvantage. On a failed save, the target takes 4d8 necrotic damage. On a successful or failed save, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
* - (a broken mirror)
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