Shrieking Skull (5e Spell)

The skull in your hand begins to sing a beautiful hymnal of your choice. All characters who begin their turn within 30 feet of the shrieking skull, including you, have to make a Wisdom saving throw. On a failure, they suffer 1d3 (psychic) damage. At the end of your turn, if you moved while carrying the Shrieking Skull, the damage of the spell increases by +1d3 (up to a maximum of 4d3). If you let go of the skull or if the skull is pulled out of your grasp with a successful grapple check, then the skull turns to dust, and concentration is lost. Damage from this spell can cause you to lose concentration on this spell.

Shrieking Skull
Necromancy cantrip
Casting time: 1 action
Range: 5 feet
Components: V,M (a humanoid skull)
Duration: Concentration

At Higher Levels. This spell’s damage increases to 1d4 when you reach 5th level, to 1d6 at 11th level, and to 1d8 at 17th level.


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