Eyebite
- Level: 6
- School: Necromancy
- Class: Bard, Sorcerer, Warlock, Wizard
- Casting Time: Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
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.
Tactical Usage
Gaze Attack: Eyebite provides versatile single-target debuffs through supernatural gaze effects. This 6th-level necromancy spell excels at disabling key enemies with various incapacitating conditions.
Optimal Timing: Deploy against priority targets, when single-target control is crucial, or when multiple debuff options provide tactical flexibility.
Resource Management: Uses a 6th-level spell slot - available from character level 11+. 1-minute concentration with action economy advantage.
Target Selection: Single creature within 60 feet. Different effects available each turn during concentration.
Spell Combinations
Synergistic Spells:
- Control Magic: Combine with hold spells for guaranteed gaze attack success
- Damage Enhancement: Layer with vulnerability effects to maximize follow-up damage
- Detection Magic: Pair with see invisibility to target hidden creatures
Class Feature Interactions:
- Spell Save DC: Higher spellcasting ability improves success against target saves
- Metamagic: Sorcerers can extend range or apply enhancements to gaze effects
- Necromancy Focus: Wizards specializing in necromancy gain enhanced debuff effectiveness
Multi-Caster Coordination: Multiple debuff casters can coordinate different control effects.
Material Component Details
Component Acquisition: No material components required - pure necromantic gaze magic.
Component Handling: Simple V, S casting represents channeling supernatural gaze power.
Roleplay Opportunities: Different gaze manifestations reflect necromantic traditions or supernatural connections.
Economic Considerations: No costs make this economically viable for high-level single-target control.
Creator Notes
Encounter Balancing: Multiple debuff options affect encounter balance significantly, especially against single powerful enemies.
NPC Usage: High-level necromancers, medusas, or gaze-focused creatures might use similar effects.
Environmental Considerations: 60-foot range requires line of sight. Different effects provide tactical flexibility.
Campaign Integration: Powerful necromantic magic for high-level encounters requiring flexible single-target control.
Environmental Interactions
Terrain Effects: 60-foot range allows tactical positioning. Line of sight required for gaze effects.
Weather Influence: Unaffected by weather, though visibility conditions affect targeting.
Structural Interactions: Line of sight requirement limits effectiveness around obstacles.
Elemental Interactions: Necromantic magic generally unaffected by elemental conditions.
Common Rulings & Clarifications
Timing Questions: Action casting time with 1-minute concentration. Can use action each turn for different effects.
Target Limitations: Single creature within 60 feet. Must see target. Different effects have different saves.
Duration Interactions: Concentration required. Can use different gaze effects each turn.
Mechanical Interactions: Three options: asleep (Wisdom save), panicked (Wisdom save), or sickened (Constitution save).
Alternative Applications
Non-Combat Uses: Intimidation displays, interrogation assistance, crowd control, or demonstrating necromantic power.
Social Encounters: Intimidation through supernatural gaze, demonstrating magical authority, or supernatural negotiations.
Exploration Applications: Disabling guardians, controlling dangerous creatures, or managing hostile encounters.
Utility Functions: Single-target control, intimidation assistance, creature management, or necromantic demonstration.
Related Spells
Same School: Other necromancy spells like fear (3rd level frightening), hold person (2nd level paralysis), finger of death (7th level death magic).
Similar Effects: hold person (2nd level paralysis), fear (3rd level frightening), banishment (4th level removal).
Progression Options: Early control spells, eyebite (6th level gaze effects), finger of death (7th level ultimate necromancy).
Complementary Magic: hold person (guaranteed targeting), fear (crowd control), counterspell (prevent enemy responses).
Scaling Analysis
Level Progression: Excellent single-target control for high-level play (11+) where flexible debuffs are valuable.
Upcast Benefits: No improvement from higher spell slots, making this a pure 6th-level control investment.
Campaign Phases: Most valuable in high-level campaigns where single powerful enemies require flexible control.
Comparative Value: Excellent control magic that provides multiple tactical options for challenging single-target encounters.
Narrative Flavor
Casting Description: Your eyes blaze with necromantic power as supernatural gaze effects manifest through dark magical energy.
Effect Manifestation: Your gaze becomes a weapon of supernatural dread, inducing sleep, panic, or sickness through necromantic force.
Personal Style: Necromancers channel deathly power through enhanced sight, while sorcerers manifest instinctive supernatural gaze abilities.
World Integration: Represents advanced necromantic magic available to death specialists, often associated with supernatural creatures, necromantic mastery, or gaze-based magical traditions.