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Level6SchoolNecromancy

Level 6 · Necromancy

  • Casting time: Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard
  • Saving throw: Wisdom

Spell effect

For the duration, your eyes become an inky void.

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 take a Magic action to target another creature but can’t target a creature again if it has succeeded on a save against this casting of the spell.

Asleep.

The target has the Unconscious condition.

It wakes up if it takes any damage or if another creature takes an action to shake it awake.

Panicked.

The target has the Frightened condition.

On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available.

If the target moves to a space at least 60 feet away from you where it can’t see you, this effect ends.

Sickened.

The target has the Poisoned condition.

Source

Player’s Handbook (2024) — Wizards of the Coast.

All spells · By level · By class

Printed core rules

Source page references in your supplied Player's Handbook (2024). Open the original PDF at the linked page for complete printed tables and rules; use its wording if the searchable transcription differs.

PDF page 269

Open the original rulebook — PDF page 269 — source PDF is not included in this player reference.