Magical darkness spreads from a point you choose within range to fill a 30-foot-radius sphere for the duration. The darkness can go through solid objects or spread around them. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
When a creature enters the darkness for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw, taking 2d8 necrotic damage on a failed save, or half as much damage on a successful one. You can choose to move the darkness up to 10 feet at the start of each of your turns.
If any of this spell's area overlaps with an area of light created by a spell of 3rd level or lower, the spell that created the light is dispelled.
* - (bat fur and a drop of pitch or piece of coal)
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