You summon a sphere of shimmering darkness that radiates eldritch energy, both illuminating and corrupting the area around it.
Effects:
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Dark Illumination: You create a 20-foot-radius sphere of dim, shadowy light centered on a point you choose within range. The sphere moves with you, remaining centered on you. This light is not considered magical light for the purposes of dispelling or overcoming magical darkness.
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Necrotic Radiance: Any creature of your choice that starts its turn within the sphere or enters it for the first time on a turn must make a Constitution saving throw. On a failed save, the creature takes 3d8 necrotic damage and has disadvantage on saving throws until the start of its next turn. On a successful save, the creature takes half as much damage and isn't affected by the disadvantage.
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Healing Void: You and any allies within the sphere regain hit points equal to 1d8 + your spellcasting ability modifier at the start of each of your turns while you concentrate on this spell.
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