You fling dark energy at a creature you can see in range. The target must make a Dexterity saving throw. On a failed save, the target is covered in about 2 cubic feet of dark energy, and can't remove it. On a successful save, the creature is merely grazed by it, and the darkness does not attach itself to them. Then the target makes a Constitution saving throw. On a failed save, the target takes 8d8 necrotic damage, or half as much on a successful one. Then the creature makes a Strength saving throw. On a failed save, the creature becomes incapacitated until the beginning of your next turn. On a successful save, they become restrained until the beginning of your next turn instead. Then the creature makes an Intelligence saving throw. On a failed save, they become frightened by dark energy until it can no longer see any. On a successful save, the creature loses the ability to communicate, or say anything intelligible until your next turn. Then the creature makes a Wisdom saving throw. On a failed save, the creature becomes blinded until the beginning of your next turn. On a successful save, the creature's line of sight is decreased to 60 feet, and cannot see anything farther than that range until the beginning of your next turn. Then the creature makes a Charisma saving throw. On a failed save, the creature must use its next action to attack one if its allies using the last available attack action it has used. If the creature has no other allies, it must attack itself instead. On a successful save, the creature lashes out in fear, and automatically fails its next charisma check.
If a creature begins its turn with the darkness attached to it, it makes a Dexterity, Constitution, Strength, Intelligence, Wisdom, and Charisma check. The creature takes 2d4 necrotic damage for each failed save. The creature may use its action to try remove the darkness from itself, and will succeed after having taken that action three times.
The DC for each save in this spell is 20 or more.
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