You summon a roiling sphere of howling black wind centred on a point you can see within range. The area is heavily obscured, and dim light within the sphere becomes darkness. The ground within the sphere becomes difficult terrain for hostile creatures. The black wind extinguishes nonmagical flames within the area and muffles sound to a dull roar.
When a creature enters the area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. On a failed save, the creature takes 6d10 necrotic damage and is restrained by grasping currents of shadow until the start of its next turn. On a successful save, the creature takes half as much damage and is not restrained.
While restrained in this way, a creature’s speed is reduced to 0 and it has disadvantage on Strength and Dexterity saving throws as the wind tears at its body and soul.
At Higher Levels. When you cast this spell using an 8th-level spell slot or higher, the necrotic damage increases by 1d10 for each slot level above 7th.
- Created for Satheryn Chronicles -
* - (a fragment of charred bone, gemstone dust worth at least 50gp)
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