As an action, darkness spreads from a point you choose within 35 meters to fill a sphere for the duration. The darkness spreads around corners.
If any of this spell’s area overlaps with an area of light created by a spell using equal or less mana, the spell that created the light is dispelled.
The darkness is a gateway to the dark between the stars, a region infested with unknown horrors. It is filled with a cacophony of soft whispers and slurping noises that can be heard up to 9 meters away. Whenever a creature starts its turn in the sphere, it must make a Reflex saving throw, taking 1d4 cold damage on a failed save as milky, otherworldly tentacles rub against it, or half as much damage on a successful one. You can increase the damage by 1d4 for each additional mana or psi expended.
You can increase the damage by 1d4 for each additional mana or psi expended.
You can expend 1 additional mana or psi so the darkness is magical. A creature with darkvision can’t see through this darkness. Non-magical light, as well as light created by spells of using equal or less mana, can’t illuminate the area.