The power of Hadar emanates from your person for one minute. Magical darkness spreads out in a 20-foot radius, centered on you. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. When you cast this spell you can designate creatures immune to the effect.
Any creature enveloped in the darkness as it is cast, or who start their turn in it must make a Wisdom Saving Throw as their mind, body and soul are wracked by otherworldly forces. On a failure, they take 2d6 cold, 2d6 necrotic, and 2d6 psychic damage, and are frightened until the end of their next turn. While frightened, their move speed becomes 0. If they successfully save, they take half the damage and are not frightened. They can repeat this save at the end of each of their turns. Creatures who succeed on the save gain advantage on saving throws against it until the dawn of the next day.
Previous Versions
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3/3/2026 10:29:12 PM
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16
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10
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Coming Soon
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