Evocation Level 2
STANDARD
Casting Time 1 action
Range 60 feet
Components V, M
Duration Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Components. Bat fur and a drop of pitch or piece of coal.
Spell Variants & Exotic Components – level 2
Add-on for D&D 5e.
Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 action
Range 60 feet
Components V, M
Duration Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 20-foot-radius sphere for the duration. Any target caught in the darkness must succeed a wisdom saving throw or lose 1 point of strength every minute until the spell ends or it leaves the area of effect. The strength loss is recovered with a short rest or any restoration spell. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Components. Flask of Shadow‘s essence.
SPELL VARIANT #2
Casting Time 1 action
Range 60 feet
Components V, M
Duration Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 30-foot-radius sphere for the duration. Any target caught in the darkness must succeed a constitution saving throw or suffer 4d6 necrotic damage every round until the spell ends or it leaves the area of effect. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the spellcaster in the initiative count. The shadow acts as a free-willed undead, but can be controlled by magical means. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 3rd.
Components. Horn of Shadow Dragon.