A 30-foot-radius sphere of shimmering yet ominous light appears, centered on a point with range and lasting for the duration. This light is filled with a cacophony of incoherent voices and dissonant screams that can be heard up to 40 feet away. No other light, or darkness, magical or otherwise, can penetrate the area, and creatures fully within the area are blinded.
Any creature that starts its turn in the area takes 3D8 damage. Any creature that ends its turn in the area must succeed on an Intelligence saving throw or take 2D8 damage as skeletal hands reach out with a daunting aura. On a successful save, the targets take half damage. The damage can be either psychic or necrotic. The caster chooses.
On each of your turns after you cast this spell, you can use a bonus action to move the sphere up to 20 feet in any direction.
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