Magical darkness spreads from a point you choose within range to fill a 2640-foot-radius sphere, which grows by 2640 feet at the start of each of your turns. The darkness can go through 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 succeed on a Constitution saving throw, taking 20d8 necrotic damage on a failed save, or half as much damage on a successful one. If the damage from this spell kills a creature, a shadow arises from its corpse 1d4 rounds later, after which the corpse is consumed by the darkness leaving no remains.
If any of this spell's area overlaps with an area of light created by a spell, the spell that created the light is dispelled.
* - (dark crystal from the shadowfell)
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