You place up to two 15ft cubes of magical darkness within range. The cubes aren't filled with darkness, only their edges are covered with opaque writhing black and grey shadows. Each cube can be placed adjacent to another but they can't overlap.
When casting this spell, you can designate any number of creatures that you can see to automatically succeed on saving throws against this spell. They still can't see through the magical darkness unless they have a special ability to do so.
Whenever a creature that can see moves within 5ft of the Walls of Shadow or starts their turn there, they must make a Wisdom Saving Throw. On fail, they become frightened of the horrific images displayed in the walls, and on their turn they must use all available movement to get at least 5ft away from all walls. They can use actions to cast spells or use abilities to move or teleport away, but otherwise must use their movement to get away before taking any other action. Having an ability to see through illusions or magical darkness gives advantage on this roll.
Whenever a creature moves through a wall, they must make a Wisdom Saving Throw. On fail, magical shadows cling to their eyes, blinding them. They can repeat this saving throw at the beginning of their turn to end the blindness. Creatures that have an ability to see through illusions or magical darkness automatically succeed on these rolls.
As a bonus action you can cause a wall to reach an inky black tendril to one creature that you can see that is within 5ft of the wall. That creature must make a Wisdom Saving Throw or take 3d6 psychic or cold damage (your choice) on fail, or half as much on success. Creatures affected by fear or blindness caused by this spell have disadvantage on the saving throw.
At higher levels. When you cast this spell using a spell slot of 5th level or higher, for each slot above 4th you can create one more 15ft cube of darkness and the damage increases by 1d6.
* - (a pinch of coal dust)
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