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.
Necromancy cantrip | |
Casting time: | 1 action |
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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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