Casting Time: 1 action
Range: 150 ft
Components: V, S, M
Duration: Concentration
, up to 1 minute
Damage Type: Force
Save: Constitution
This spell creates a sphere centered on a point within in range. The sphere can have a radius up to 40 feet. The area is filled with magical darkness and crushing gravitational force.
For the duration, the area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. Any creature/object inside the sphere is immune to thunder dmg, and are deafened while entirely inside it. Casting a spell with a verbal component is impossible there.
Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Con saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a success. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of dust.
Material Component:
shard of onyx and a drop of the caster's blood (both consumed)
Verbal Component:
Nox Stella
Verbal Component (Alternative):
Deafness, darkness, a crushing sphere; An orb of power, I summon here.
Class: Wizard
Tags: Damage, Protection
Source: Explorer's Guide to Wildemount (page 186)
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Other Planes and Effects
Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
Underwater - Verbal Component
Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).