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.
I can leave a comment about a spell? I think it's a neat spell.
I find it interesting that the Sickened effect does not actually instill the poisoned condition, even though that's exactly what it does. This would technically mean that Dwarves and such would not have advantage on their saves against it.
Shouldn't this be enchantment?
I believe this spell is to high in level. Has the effect of 3 different first level spells. Use an action to activate. If it was a bonus action I could possibly get on board with the level of the spell. But 4th level seems more appropriate.
I think the power in the spell is getting to use your action each turn to do something powerful. The Sleep spell at higher levels becomes harder to pull off, whereas this just requires a saving throw. Putting an enemy unconscious is one way to break concentration on a spellcaster. Sickened doesn't actually cause the poisoned condition, which is nice as a lot of enemies are immune to the poison condition.
I love this spell the most in a hag coven, as it gives one of the hags something interesting to do each turn, and it feels very on flavor for a hag.
useful-
ended up killing 7 of my last party as they couldnt attack
It 's also good if used out side of combat. I can think of may applications, that being said I still think it feel more like a 5th lvl spell.
I was never the biggest fan of this spell but as a Sorcerer with quicken it actually seems pretty decent, since on your following turns you can quicken out real spells alongside this. Still seems a little over-costed.
I'm surprised a few people think it should be of a lower level. Thematically this is one of my favourite spells in the game, and it's nifty to have a spell that grants you access to multiple actions instead of just one.
Saying that, I do believe the strongest part of the spell is being able to knock creatures unconscious. Since they wake up if they take damage, you can target the same creature again on the next turn, since they never successfully made the save. Providing automatic critical hits to melee attackers can be devastating for enemies that can't make the save.
Sure it can't be used in every scenario, quite a few creatures would be unaffected by this spell, but I think it can shine in some.
This is a great spell for burning up legendary resistance.
So here's a question. Warforged have as part of their Constructed Resilience feature, "You don't need to sleep and magic can't put you to sleep" does this mean that the Asleep part of Eyebite wouldn't be able to affect warforged? It seems strange just because 'asleep' isn't like, a condition in the game, but 'unconscious' is.
This spell doesn't put you to sleep, it knocks you unconscious, which isn't the same thing in D&D. Unconsciousness is what happens when you're reduced to 0 hitpoints (minus the death saves), and warforged, elves etc. are fully susceptible to unconsciousness, despite being unable to be put to sleep.
Put another way, sleep is what happens when you go to bed tired, unconsciousness is what happens when someone smacks you round the head with a brick.
I'm a fan of this spell and actually think it's okay at 6th level. Instant unconsciousness is a very powerful effect, especially as you can potentially inflict it upon 10 enemies and it seemingly has no end (the spell doesn't say it when the spell does, only when damaged or shaken awake), or you can use it on an enemy multiple times if they have allies waking them, as even a single round is a huge benefit against something tough. As Zoltar99 says even against enemies with Legendary Resistances, this is a great way to force them to burn through them, as unconsciousness is not something you want to allow through when you have the choice.
For the handful of enemies that are immune to unconsciousness (there surprisingly aren't that many) the sickened effect is good too, as it's poison that ignores poison resistance (and effects that can clear it), and combos well with anything that can force ability checks, like Maze.
The frightened option is also good if you need an enemy to clear off while you focus on something else I guess, not usually my preference though.
But yeah, definitely a spell that favours sorcerers and their ability to quicken around its action requirement though; it being a bonus action on later turns would make it an easier sell for more classes.
But at the end of the sentence it says, another creature uses its action to shake the "sleeper" awake.
For those thinking that this should be a lower level spell, I offer my homebrew.
Nothing changes, save the last line of explanation in the main text: "[...] 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."
This changes to: "[...] you can use your action to target another creature, including creatures that have successfully saved against a previous effect."
Suddenly, this spell is definitely 6th level. Maybe higher.
Since not all of the effects target the mind I guess not.
Is it really? As I read it, the spell can only burn one legendary resistance at most.
The spell states: "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." This means that if a creature ever succeeds on the Saving Throw against eyebite, it can't be targeted by eyebite unless the spell is casted again.
Legendary Resistance states: "If you fail a saving throw, you can choose to succeed instead."
This means that once a Legendary Resistance has been used, the creature has succeeded on a Saving Throw and can no longer be targeted by that casting of eyebite.
At least that's how I interpret it Rules as Written.
This is also false according to what the spell says. The spell states:
"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."
In other words: As soon as the the duration of the spell ends (1 minute or until loss of Concentration), any effect of the spell ceases.
I originally thought this spell blinded people
I honestly wouldn't mind this being a 6th level spell if not for one detail:
The fact that you can't actually do anything with the spell the turn that you cast it (excluding Quickened metamagic, of course) is kind of brutal. Unless you're in a very safe location, you run the risk of casting it and then having your concentration broken before you can even use it one time. Even if you were in a situation where you safe from damage, you're still having to burn an entire turn doing effectively nothing and wasting one of the 10 rounds you have for the spell. Meanwhile you could cast a 3rd level spell like Fear or Hypnotic Pattern and cripple multiple enemies for (potentially) the whole duration.
Sorcerer's are a bit of a different story, since they can quicken to use the effect the first turn, and also quicken any other non-concentration spells on later turns.
Start-up turn aside, a good use I can see: A caster with a strong melee weapon build and misty step could do some real damage with Panicked. So long as there's nothing to hide behind or there's some sort of difficult terrain, any creature with a movement speed equal to (or less than) yours is effectively stunlocked. Allowing you your attack action, as well as an AoO on each of its turns while the creature itself can't fight back (unless they can bonus action attack, disengage, or, debatably, dash).
It is only the follow up rounds that require an action. The first turn you affect someone as part of casting the spell.
Except with this spell you can use it against 6 enemies, one at a time and one per round, with just casting it once.