EYEBITE

Necromancy level 6

STANDARD

Casting Time 1 action
Range Self
Components V, S
Duration Concentration, up to 1 minute

For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.

Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.

Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.

Spell Variants & Exotic Components – level 6
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SPELL VARIANT #1

Casting Time 1 action
Range Self
Components V, S, M
Duration Concentration, up to 1 minute (see below)

For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.

On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.

Asleep. The target falls unconscious, it may wake up if it takes any damage (or if another creature uses its action to shake the sleeper awake) and even then, the target must make a Wisdom saving throw with disadvantage. While asleep, the target dreams are haunted by dreadful nightmares. Each round spent asleep, will cause 1d4 psychic damage. The target may attempt a Wisdom saving throw every round to avoid damage.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increase by 1 minute for each slot level above 6th and the psychic damage inflicted every round increase to 1d6 (7th level spell slot); 1d8 (8th level spell slot); 1d10 (9th level spell slot).
Components. Powder of evil Fey, Dream (spell), Sleep (spell).

Charm. The target is charmed and becomes absolutely loyal and docile to the you, even to the point of putting itself in personal danger. However, if you force the target to accomplish an objectively dangerous (and potentially lethal) action then it can make a new Wisdom saving throw to refuse to take that action.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increase by 1 minute for each slot level above 6th.
Components. Charm Monster (spell), Friends (spell), Staff of Charming (not consumed).

Madness. The target is driven mad and becomes hostile and unpredictable. It will attack the nearest target at the best of its capabilities for 1 round, and then move close to another target. For the duration, it makes any Wisdom saving throw with disadvantage. If the target rolls a 1 while making the Wisdom saving throw to resist the spell, then the madness becomes permanent and must be removed by standard magical means.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the duration increase by 1 minute for each slot level above 6th.
Components. Dried tongue of Gibbering Mouther, Confusion (spell), Crown of Madness (spell).