Magical darkness spreads from your Dark Armor and fills a 15-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 the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light created by a spell equal level or lower, the spell that created the light is dispelled.
Casting causes 1D4 Damage to self.
At Higher Levels For each Character Level add 5 feet of to the radius of The Darkness.
Physic Damage 4th Spell Level or higher: Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 2d8 psychic damage on a failed save, or half as much damage on a successful one.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/20/2023 5:13:51 PM
|
1
|
0
|
--
|
Coming Soon
|
Comments