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Necromancy
After
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Time
of
Troubles
1
Necromancy After the Time of Troubles
Before the return of Netheril, the dark arts flourished. mented at different times by different authors, or as
The Red Wizards, the Scabrous Society, and the Cult distinct spells for wizards and priests. Many spells
of the Dragon had collected vast knowledge of the here have been consolidated and combined to have a
Arts, which they preserved through the Time of Trou- single simple spell rather than many variants to
bles. Trade between Faerûn and Zakhara and Kara- track. Spectral senses, for example, was a popular
Tur flourished while the Anatomical Academy and concept, as it was redone in a few different forms in
Loviatar’s cult of pain facilitated the exchange of 2nd edition: corpselink, spectral eye, spectral ear,
knowledge. Netheril disrupted this network and, spectral senses, etc. Here it simply occurs as spectral
along with the loss of many masters of the Art at the senses. The Wizard’s Spell Compendium mentions
hands of adventurers, much of the old lore has been there were at least 6 different versions of lich touch
forgotten or burned. It is with a heavy heart that I published in the game before 1999, and both ghoul
write this new volume, which consolidates only a frac- touch and mummy touch were similarly duplicated,
tion of my destroyed library, in the hopes that philos- along with many spells duplicating what is now gen-
ophers in the ages to come can fully appreciate the tle repose. I’ve curated these updates with a relative-
achievements of those who came before them. ly narrow view of necromancy and a desire to update
—Kazarabet, Philosopher-Queen of Ysawis specific Realms spells. Thus you’ll notice some op-
tions—like low-level animation spells or necromantic
healing—have very few spells converted while a few
Introduction named spells stretch the bounds of necromancy.
Also note that some spells here are not necro-
The spells herein were unearthed from AD&D 2nd
mancy! Spells in AD&D first and second edition were
edition and before: this corresponds to the period in
often assigned to multiple schools. Many spells that
the Forgotten Realms setting around the Time of
simply affect undead were assigned to the school of
Troubles—also known as the Godswar—before the
necromancy in addition to another relevant school.
return of Netheril. Many of these spells are specific
The rules for 5th edition mean that, at least for a few
to the Forgotten Realms setting, and most were not
of these spells, necromancers only gain a minor ben-
brought back in later editions. This product updates
efit for these spells being necromancy spells (they’re
(and in a few cases slightly reimagines) 48 of these
easier to copy into the spellbook via necromancy sa-
classic spells that may be familiar to players of older
vant) while other arcane traditions gain more bene-
editions, and includes one feat to facilitate their use.
fits (like abjurers and diviners). In that spirit, a few
You’ll also find a comprehensive list of necromancy
of these “necromancy” spells have been given to oth-
spells as well as thematic spell lists and class spell
er schools of magic, and a few spells that necroman-
lists in the appendix.
cy specialists didn’t have access to make a return as
The goal of this product is largely to provide a
well. You may find that the “necromancer” you want
variety of utility spells for the necromancer and
to play isn’t a wizard following the arcane tradition of
death priests while staying within the bounds of ear-
necromancy, and a new feat—gifted in the dark
lier editions. Many spells here are so-called white or
arts—can complement any spellcaster interested in
benevolent necromancy, which may be more palata-
necromancy (including rangers or paladins).
ble for good aligned or heroic characters. Some of
these will even flesh out a deathslayer character,
who specifically hunts the undead. There are also
plenty of neutral and malevolent necromancy spells Using This Product
for a more archetypical necromancer. As a Dungeon Master, you can easily use these
D&D (and Advanced D&D) up through the 90s spells to flesh out a villain or rival NPC. They can be
was not a well-maintained and curated garden, but it rare scrolls or interesting spells a patron or ally
grew rather wild and free. Those familiar with earlier might cast as well. You’ll want to consider a few ram-
editions of D&D will know that often when a spell ifications of including some or all these spells in your
appeared on two class lists, it had slightly different game. If a player wants to be a reanimator, they’ll
properties in each version (range, duration, etc.). find plenty of spells here, but I’ve taken care to en-
Sometimes the same underlying idea was imple- sure these spells do not grant full undead servants
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Necromancy
After
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2
New Feat
Gifted in the Dark Arts
Prerequisite: Ability to cast 1st-level spells
Choose three 1st or 2nd level necromancy spells
from any list. You know them and can cast them
using your spell slots of the appropriate level.
If a necromancy spell that you know or have
prepared has the ritual tag, you can cast that
spell as a ritual without needing a ritual book or
spellbook, even if you cannot cast other rituals.
Furthermore, you can read any necromancy
scroll as though the spell were on your class list.
If you have a spellbook or ritual book, you
halve the time and cost of adding necromancy
spells to it (one quarter the time and cost if you
have the wizard’s necromancy savant feature). Spells
The following 48 new spells expand the options for
at first level, but the flavor of necromancy is pre-
all spellcasters interested in life, death, and undeath.
served with these spells from earlier editions. When
all is said and done, necromancer wizards, death Animate Skeleton or Zombie
clerics, and oathbreaker paladins do not gain too 2nd-level necromancy (ritual)
many benefits from adding these new options to your
game, and a few less sinister options for necromancy Casting Time: 1 action
spells can be found. Range: Touch
As a player, your DM has every right to reject any Components: V, S, M (a corpse or pile of bones)
of these spells from the campaign. You may want to Duration: Concentration, up to 1 hour
mark which of these spells you are interested in and
You imbue one corpse or pile of bones with a sem-
give them to your DM, who might then allow you to
blance of life. The corpse or pile of bones animates as
access some or all of them. Working with the DM
and pointing out potential combinations you’re inter- Low-level Animation Spells
ested in is usually the best way to do this (perhaps A number of spells have been crafted which es-
spectral senses, undead torch and others that create sentially grant necromancers the ability to create
and boost your animated minions), so you don’t have undead before they gain animate dead. Its under-
later problems with unexpected combinations. You’ll standable that someone would want their necro-
also need to fight the urge to overspecialize: Taking mancer to have undead minions right away, but
all and only necromancy spells might make a the- in most cases the spells would simply be discard-
matic character, but may ultimately leave you frus- ed once animate dead is accessible. Rather than
trated if you are either only effective against the liv- perpetuate this with an abundance of options (an-
ing or only effective against the dead. imate dead animals, animate skeleton, animate
zombie, dance macabre or others), I’ve adapted
Sources and Inspiration bone dance as a cantrip, undead servant as a first
AD&D 2nd Edition: Complete Book of Necromancers
AD&D 2nd Edition: Complete Wizard’s Handbook level ritual spell, and undead mount which should
AD&D 2nd Edition: Player’s Handbook fill some of this void without granting full undead
AD&D 2nd Edition: Priest’s Spell Compendium (Volumes 1-3) minions and useless spells that will just be
AD&D 2nd Edition: Tome of Magic
swapped out and forgotten later. Animate Skeleton
AD&D 2nd Edition: Wizard’s Spell Compendium (Volumes 1-4)
D&D 5th Edition: Player’s Handbook or Zombie is another option, but likely to be aban-
D&D 5th Edition: Dungeon Master’s Guide doned after Animate Dead becomes an option,
D&D 5th Edition: Monster Manual which is why it has the ritual tag. Some DM’s or
Dungeon Master’s Guild: Elemental Magic of Zakhara
players might prefer Animate Skeleton or Zombie
Dungeon Master’s Guild: Seers of Zakhara
Forgotten Realms 2nd Edition: Pages from the Mages over options like Bone Dance and Skeletal Servant
Forgotten Realms 2nd Edition: The Seven Sisters though so I’ve left this one in.
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After
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3
a zombie or skeleton under your control. As a bonus
action on your turn, you can command this creature.
You decide what action the creature will take and
where it will move during its next turn, or you can
issue a general command, such as to guard a partic-
ular chamber or corridor. If you issue no commands,
the creature only defends itself against hostile crea-
tures. Once given an order, the creature continues to
follow it until the task is complete.
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• An intact corpse or skeleton stands and moves at At Higher Levels. When you cast this spell using
a rate of 15 feet. a spell slot of level 3 or higher, you can target two
• An intact corpse or skeleton sits up. additional creatures for each slot level above 2nd.
• A head with eyes opens them.
Corpse Host
Cloak from Undead 6th-level necromancy
2nd-level necromancy
Casting Time: 10 minutes
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (a fresh corpse and bit of the
Components: V, S, M (a piece of bone and a pinch of target’s skin)
powdered silver) Duration: 24 hours
Duration: 1 hour
With a gruesome ceremony you move the lifeforce of
You create an invisible necromantic field to hide the one humanoid target into a corpse. The recipient is
target from undead. One target creature is invisible paralyzed while their life force animates the corpse.
and inaudible to undead with a challenge rating of 1 The target can will the corpse to act as though it
or less. Undead with a challenge rating of 2 or higher were their own body, including using spells, class,
must make a Wisdom saving throw when they would and racial features.
see the cloaked creature. Failure indicates that they The corpse has the same statistics as the target
cannot see or hear the cloaked creature. Undead and its hit points equals the target’s normal maxi-
with a challenge rating of 6 or higher gain advantage mum. The corpse host can even be equipped with
on the saving throw. weapons and armor. While the corpse host is being
The cloaked creature benefits from this spell as animated, it ceases to rot and decay. The corpse
long as they do not attack or bother any undead host, however, may be recognizable as dead and
creature or use a spell or power that affect any un- speaks hoarsely with the original body’s voice.
dead creatures (such as a cleric or paladin using The target’s body and the corpse host must re-
their channel divinity feature to turn undead). If the main within 60 miles of one another, though the tar-
target touches, casts a spell upon, or attacks an un- get is aware when that limit is about to be reached. If
dead creature, that creature can perceive the target. the corpse host exceeds that range, the link is sev-
You can cancel the spell as an action on your ered and the corpse host is reduced to 0 hit points.
turn at any time. If the corpse host is reduced to 0 hit points, the tar-
get must make a Constitution saving throw (DC 15)
or also be reduced to 0 hit points as their life force
returns to their own body.
As a bonus action, the target can sever the link
and return to their own body. When the life force re-
turns to its original body the target suffers one level
of exhaustion.
At Higher Levels. When you cast this spell using
a spell slot of 7th level or higher, the maximum dis-
tance between the target and the corpse host in-
creases by 10 miles per slot level used above 6th.
Corpselight
1st-level necromancy (ritual)
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Necromancy
After
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5
You imbue the dead with magical energy, causing all turn if they are within 30 feet of the target, unless
corpses within range to emit dim or bright light in a they make a Constitution saving throw. This spell
color of your choice. You can use your action to does not distinguish between friends and foes, but
change the intensity or color of the light from one or creatures behind the target, along with others who
all corpses that you can see or to cancel the spell. cannot see the target’s face, are unaffected.
The light in no way hinders the corpse if it is ani-
mated. Only bones and flesh are affected by this Death Armor
spell: wood, incorporeal undead, and living creatures 2nd-level necromancy
are not affected. Casting Time: 1 action
Corpse Visage Range: Self
1st-level necromancy Components: V, S, M (a mix of herbs worth 50 gp)
Duration: 10 minutes
Casting Time: 1 action
Range: Touch When you cast this spell a black aura erupts from
your body, and all who can sense it know it will be
Components: V, S, M (cloth taken from a corpse
painful to attack you. Any creature within 5 feet of
with colored dots painted on it)
you that hits you with a melee attack—or any crea-
Duration: Concentration, up to 1 minute
ture that hits you with its own natural weapons or
You transform your face, or that of another creature unarmed strike as a melee attack, regardless of dis-
within range, into a rotting horror. The target’s face tance—suffers 2d8 damage. Beasts and plants are
is so terrifying that any beasts, celestials, giants, and terrified of you and will not attack you unless they
humanoids within 30 feet that can see it are taken are magically compelled to do so.
aback, suffering disadvantage on Dexterity checks If you die while your death armor is active, your
for initiative. body immediately starts to decay and you are treated
Furthermore, any beasts, celestials, giants, and as if you have been dead for a whole day.
humanoids with a challenge rating of less than 1 are At Higher Levels. When you cast this spell using
frightened of the target until the end of their next a spell slot of 3rd level or higher, the damage the
spell deals increases by 1d8 per slot level above 2nd.
Death Link
8th-level necromancy
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Necromancy
After
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Time
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6
At Higher Levels. If you cast this spell using a rambles at random. While babbling, the target will
9th level spell slot, the duration increases to 24 reveal one or more facts that it knows which may be
hours. relevant to your situation, including the name of a
contact, a description of a treasure, a confession of
Defoliate guilt, etc. You may not know how to interpret the
8th-level necromancy utterances, however.
Anyone targeted by this spell more than once in
Casting Time: 1 action
24 hours is not guaranteed to reveal any useful in-
Range: 300 feet
formation.
Components: S, M (a petal from a withered flower
At Higher Levels. When you cast this spell using
and a sliver of charred wood)
a spell slot of 2nd level or higher, you can target one
Duration: Instantaneous
additional creature for each slot level above 1st.
You snuff out all plant life within range, leaving a
landscape of withered ashes. Trees, flowers, mush- Disruption
rooms, and all forms of vegetation are reduced to 9th-level necromancy
ashes. Living creatures are unaffected, but creatures Casting Time: 1 action
in trees may take falling damage as the trees turn to Range: 40 feet
ash. Plant creatures in the area take 8d8 + 30 ne-
Components: V, S
crotic damage and may attempt a Constitution save
Duration: Instantaneous
for half damage.
You manipulate necrotic energy in the area, destroy-
Detect Life ing all undead with 60 hit points or fewer and dispel-
1st-level divination ling necromancy spells of 5th level or lower. All other
Casting Time: 1 action undead must make a Constitution saving throw.
Failure indicates the creature suffers 60 force dam-
Range: Touch
age, while success indicates the creature suffers only
Components: V, S, M (a hair from a newborn ani-
half damage.
mal)
Duration: Concentration, up to 1 minute Ebony Hand
For the duration, you sense the presence of living Necromancy cantrip
creatures within 30 feet of you. If you sense a living Casting Time: 1 bonus action
creature in this way, you can use your action to ex- Range: Self
amine any creature or object and determine if it is
Components: V, S
alive, even if it is comatose or under an effect such
Duration: 1 round
as a feign death spell.
The spell can penetrate most barriers, but it is Your hand erupts in black flames, which power your
blocked by 2 feet of stone, 2 inches of common met- spell attacks until the beginning of your next turn.
al, a thin sheet of lead, or 6 feet of wood or dirt. When you make a melee spell attack against a target
within your reach with this spell active, you gain ad-
Detho’s Delirium vantage on the attack roll.
1st-level necromancy
Empathic Wound Transfer
Casting Time: 1 action
Necromancy cantrip
Range: Touch
Components: V, S, M (a small silver bell) Casting Time: 1 action
Duration: Concentration, up to 1 minute Range: Touch
Components: V, S, M (hair and blood from the recip-
You force the unwilling to babble, giving up their se-
ient and caster)
crets. You touch one intelligent creature that is
Duration: Instantaneous
sleeping, drugged, drunken, or unconscious who
must make a Constitution saving throw. If the target You lend your strength to an ally. You become a life
fails, it begins to babble in one or more languages it force donor: expend one hit die and choose a number
knows. The target cannot understand questions, and up hit points up to your current total (minimum of 2,
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Necromancy
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7
temporary hit points cannot be used in this way). For you target a swarm of non-magical beasts or plants,
every two hit points you expend, you restore one to you deal 2d6 necrotic damage to the swarm (there is
the target. This loss cannot be reduced in any way no save or attack roll necessary).
but can be healed as normal. This spell is not effective against magical crea-
At 5th level, you and the target can switch roles tures (such as familiars), or shapeshifted and poly-
so that you are the recipient of the healing and the morphed creatures.
target expends hit points as the donor. At 11th level You can target a Small beast or plant or deal 4d6
you can transfer life energy directly between two will- damage to a swarm at 5th level (Medium or 6d6
ing allies. One ally expends a hit die and any num- damage at 11th level; Large or 8d6 damage at 17th
ber of hit points as the donor to heal one target ally, level).
though you must still expend a hit die to do this. At
17th level, one donor may split their hit point dona- False Face
tion between two willing target recipients. 2nd-level necromancy (ritual)
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Necromancy
After
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throw, it takes half damage and is not paralyzed. A At Higher Levels. When you cast the spell using
creature that voluntarily fails its saving throw does a spell slot of 6th level the duration increases to 10
not take any damage but still suffers paralysis and minutes (7th level, 1 hour; 8th level 8 hours; 9th lev-
reverts to its natural form. el, 24 hours).
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Necromancy
After
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9
By intoning fell words of necromancy, you exchange YES, LIFE FORCE EXCHANGE WILL RUIN YOUR GAME
the life force—some would say the souls—of two Spells like life force exchange have the potential to
creatures of the same type (i.e. both humanoids,
really disrupt a campaign. Life force exchange is
both dragons, etc.). Both recipients must make a
black necromancy, and could be easily used to
Constitution or Wisdom saving throw (whichever is
boost a player’s hit points and physical statistics.
worse). The spell only functions properly if both crea-
By 17th level that might not be much of a prob-
tures fail their saving throw (one can voluntarily fail
lem, but a scroll when the PCs reach 5th level
the save). If one creature succeeds on its saving
might unbalance things (though a set of poor abil-
throw, it is stunned until the end of your next turn
ity score rolls could be remedied in this manner
while a creature that fails its save is paralyzed until
too). This spell works really well if a villain has
the end of your next turn if the other target makes
used it already: perhaps the king’s life force has
its save.
been exchanged with that of the necromancer’s
If the spell is successful, the two creature’s spir-
henchman. In this way the party wizard (or an
its are swapped. The physical characteristics of both
NPC the party can bargain with) is simply revers-
targets remain in the bodies while the mental char-
ing an evil act. If you need other ways to limit the
acteristics—including alignment, Intelligence, Wis-
spell’s use, you may require a sanity saving throw
dom, and Charisma scores—are swapped. Both
or it may automatically reduce a character’s sani-
minds retain the benefit of their original class fea-
ty score (See chapter 9 of the Dungeon Masters
tures in their new body and do not have access to
Guide). Powerful good aligned creatures, if not the
class features of their new body. Many aged necro-
gods themselves, may take note of this spell and
mancers use this spell to transfer their essence into
seek to right any wrongs caused by it.
a younger or stronger body, leaving their unfortunate
victim in an aged or diseased husk.
Once cast, this spell can only be reversed by an- Duration: Concentration, up to 10 minutes
other application of this spell or possibly a wish.
For the duration, you can sense the presence and
location of corpses and bones within 30 feet of you. If
Life or Death Field
you spend your action, you can determine if any of
4th-level necromancy
the remains are undead.
Casting Time: 1 action Alternately, you can cast this spell to seek out a
Range: Touch specific individual if you have a piece of their corpse
Components: V, S or a personal item of theirs. When you cast the spell
Duration: Concentration, up to 1 minute in this way, you detect only their remains but the
range extends to 1000 feet.
You imbue an object with the powers of life or death. The spell can penetrate most barriers, but it is
If you choose life, it deals radiant damage only to blocked by 2 feet of stone, 2 inches of common met-
undead creatures. If you choose death, it only deals al, a thin sheet of lead, or 6 feet of wood or dirt.
necrotic damage to living creatures (i.e. not undead
or constructs). Lich Touch
If a creature vulnerable to the field touches the 6th-level necromancy
object or is forced into contact by movement, it takes
2d6 damage. If the item is a melee weapon, it deals Casting Time: 1 action
an additional 2d6 damage per attack. Range: Self
At Higher Levels. When you cast this spell using Components: V, S, M (a scrap of rotting flesh or
a spell slot of 5th level or higher, the damage in- meat)
creases by 1d6 per slot level above 4th. Duration: Concentration, up to 1 minute
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creases by 1d4 per slot level above 3rd and the radi- Undead and Necrotic Damage
us increases by 10 feet per slot level above 3rd. Not all undead are immune to necrotic damage,
but some definitely are: this includes incorporeal
Resist Turning
undead like banshees, ghosts, shadows, specters,
2nd-level necromancy
and wraiths. Wizards will benefit from preparing
Casting Time: 1 reaction that you take when a pow- spells to match their opponents, which gives some
er or spell would target only undead within incentive to do research on one’s enemies.
range.
Range: 90 feet in the line, or true resurrection if their body was re-
duced to bones when this spell was cast.
Components: V, S
At Higher Levels. When you cast this spell using
Duration: Instantaneous
a spell slot of 7th level or higher, the damage in-
You flood the area with necrotic power, blocking creases by 2d12 per slot level above 6th.
spells and other abilities that target only undead
creatures. Choose a point within range. Until the end Skull Watch
of your next turn, all undead within 15 feet of that 3rd-level necromancy
point are immune to being turned and spells of 2nd
Casting Time: 1 minute
level or lower that target only undead.
Range: Touch
At Higher Levels. When you cast this spell using
Components: V, S, M (an intact skull from a living,
a spell slot of 3rd level or higher, undead within 15
intelligent creature and a bit of earwax)
feet of your chosen point are immune to undead tar-
Duration: 8 hours
geting spells equal to the slot level you used or lower.
You hang a skull in the air and leave it to alert you
Augmenting Animated Minions of danger. The skull must be intact and come from a
Some of these spells, including resist turning, un- living, intelligent creature (not a construct or beast).
dead torch, and undead spell focus are useless Once you cast the spell, the skull hovers 2 two to six
without undead under your control. That’s the feet off the ground and watches a line 90 feet long
nature of the game, and other spells like undead and 20 feet wide, originating from it with darkvision.
servant will be helpful if you don’t have access to Any living, intelligent creature (not a construct, un-
animate dead or create undead. dead, or beast) that enters the line activates the
skull, which begins to shriek and wail: the noise can
be heard in a quarter-mile radius and continues for
Shatterbone one minute. You are also mentally alerted as long as
6th-level necromancy you are on the same plane of existence as the skull.
Casting Time: 1 action If you cast this spell multiple times, you cannot de-
Range: Self termine which of the skulls has been activated, only
that one has. After it activates, the skull floats to the
Components: V, S, M (a faceted crystal or gem that
ground and can be recovered and used again.
has been exposed to the light of the midday sun)
You can move the skull, as long as you do not
Duration: Instantaneous
step into its line of vision, though no one else can
You call up a line of lancing grey light to disrupt un- move it. The skull can be destroyed; it has 5 hit
dead. The line is 20-feet wide and 30-feet long. Any points and AC 10.
undead in the line must make a Constitution saving At Higher Levels. When you cast this spell using
throw or suffer 10d6 necrotic damage that ignores a spell slot of 6th level or higher, the skull remains
necrotic resistance (but not immunity). Those that enchanted for up to one year, and when activated
make their saving throw take half damage. the caster gains a glimpse of the creature that acti-
Undead creatures destroyed by this spell dissolve vated it though the details are obscured as if the ac-
into dust, and cannot be reanimated later. Mundane tivating creature were in dim light (regardless of your
bones are also reduced to dust, and ordinary corpses normal vision or ability to see in the dark).
cannot be animated or raised. A resurrection spell is You may target two adjacent creatures at 5th lev-
required to restore anyone whose corpse was caught el, three at 11th level, and four at 17th level.
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Spectral Hand corpse’s mouth and are not sickened by the rotting
Necromancy cantrip flesh of the corpse itself (if any).
Additionally, if you target an undead creature
Casting Time: 1 bonus action
that is bound to follow your commands, you can di-
Range: Self rect the creature with the same action.
Components: V, S At Higher Levels. When you cast this spell with
Duration: 1 round a spell slot of 4th level or higher, the duration in-
You send your life force out in the shape of a ghostly creases to 1 hour (6th level or higher, 4 hours; 8th
hand to deliver your magical attacks. Until the be- level or higher, 8 hours).
ginning of your next turn, your reach for melee spell
Spectral Voice
attacks extends to 15 feet.
Necromancy cantrip
At 5th level, your range extends to 20 feet (25
feet at 11th level, 30 feet at 17th level). Casting Time: 1 action
Range: 30 feet
Spectral Hand Revised Components: V, S, M (a preserved tongue)
Spectral hand makes touch attacks safer to use. It
Duration: 10 minutes
was a staple of wizardly necromancy through se-
cond and third editions. In 5th edition, however, You awaken the voice of a corpse, allowing you to
chill touch, became a ranged so this cantrip is speak through it. You target one corpse with a
much more useful at higher levels. I’m including a mouth or skull within range. When you speak, the
version because it is so iconic, though it doesn’t corpse instead speaks. The target doesn’t speak with
fill much of a void (unlike ebony hand for clerics your voice, but rather a dull and hollow version of
which works well with inflict wounds). the corpse’s original voice, or an unnerving whisper
Because this affects your reach for all your for a skull or skeleton. You can end this spell on
melee spell attacks, it does mean shocking grasp, your turn without taking an action.
planeshift, and flame blade might get a reach bo- Because your voice emits from the target, you
nus, alongside vampiric touch, inflict wounds, con- must end this spell in order to cast any others.
tagion and dispel evil and good. That’s just how it
goes, it seems.
Spendelarde’s Chaser
4th-level necromancy
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Undead Spell Focus Casting Time: 1 action
5th-level necromancy Range: Self (10-foot radius)
Casting Time: 1 action Components: V, S
Duration: Concentration, up to 1 minute
Range: Touch
Components: V, S You ban undead creatures from entering a zone
Duration: 10 minutes around you. The zone is a 10-foot radius that creates
dim light when you cast the spell and cannot be
You link your life force with that of one undead that
moved. Undead creatures must make a Wisdom sav-
you control. For the duration of the spell, you can
ing throw to be able to enter the zone. They can
choose your location to be your own location or that
make the save each turn they attempt to enter the
of your undead spell focus for the purpose of casting
zone. Undead who start their turn within the zone
spells, and you can control your undead spell focus
must make a Wisdom saving throw or be frightened
using your own actions. You can even have a spell
of the zone, even if they are normally immune to fear
with a range of “self” affect your undead spell focus.
effects. This spell does not prevent undead from us-
Thus, you might cast shield to protect your focus
ing ranged attacks, spells, or powers into the zone
(assuming you can see it) or cast vampiric touch af-
even if they cannot enter.
fecting your spell focus allowing the undead to make
At Higher Levels. When you cast this spell using
the attacks for you while you gain the benefits of
a spell slot of 4th level or higher, the radius of the
healing, or you can have your spell focus be the
zone increases by 10 feet per slot level above 4th.
origin of your wail of the banshee.
Wail of the Banshee
Undead Torch
9th-level necromancy
3rd-level necromancy
Casting Time: 1 action
Casting Time: 1 action
Range: 30 feet
Range: 30 feet
Components: V, S, M (a lock of hair from an evil fe-
Components: V, S, M (a firefly or glow worm, living
male elf)
or dead)
Duration: Instantaneous
Duration: 10 minutes
You let out an unearthly shriek and those who hear
You imbue one undead creature within range with a
you fall down dead. All creatures within range that
glowing aura of necrotic power. The undead creature
are not deafened other than you suffer 40d6 psychic
sheds bright light in a 5-foot radius and dim light in
damage or half with a successful Constitution saving
a 20-foot radius. The glowing aura resembles flames,
throw. Your shriek is audible to all within 300 feet
but never harms any creatures or items that are not
but only those within the spell’s range take damage.
alive. If the target makes a melee attack against a
living creature within 5 feet, it deals an additional Wound Bind
2d6 necrotic damage. 2nd-level necromancy
Any living creature within 5 feet that hits the tar-
get with a melee attack or otherwise comes into di- Casting Time: 1 reaction that you take when an ally
rect physical contact with the target also takes 2d6 takes acid, fire, piercing, or slashing damage
necrotic damage. Range: 30 feet
If the target is reduced to 0 hit points while un- Components: V, S
der the effect of this spell, the aura flares and then Duration: Instantaneous
vanishes. Living creatures within 5 feet of the target
You call out Stavros’ necromantic chant to cause
when it is reduced to 0 hit points must make a Dex-
wounds to close up. The creature whose wounds
terity saving throw or suffer 2d6 necrotic damage.
triggered the spell has the damage reduced by 2d4
At Higher Levels. When you cast this spell using
hit points (to a maximum of 0 damage) and the tar-
a spell slot of 4th level or higher, you can affect an-
get gains advantage on any saving throws against
other undead creature for each slot level above 3rd.
conditions or effects due to the wound (including
Ward Against Undead poison or disease). The target automatically passes
3rd-level abjuration
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any save against these conditions if the wound deals Necromancers
no damage.
Necromancer wizards benefit from these spells large-
At Higher Levels. When you cast this spell using ly for two of their features: damaging spells such as
a spell slot of 3rd level or higher, the damage is re- Beltyn’s burning blood, lich touch, or wail of the ban-
duced by an additional 1d4 per slot level used above shee benefit from the necromancer’s grim harvest
2nd. feature. The undead thralls feature specifically bene-
fits the animate dead spell, but any undead created
Which conditions?
in another way, such as undead mount, are also
The idea behind wound bind is it will seal up the
more powerful. As most of the spells presented here
wound before any ill effects can take hold, possi-
were originally wizard spells, wizards gain the most
bly ejecting any toxins or foreign objects in the
options of any class.
process. This, however, only affects the conditions
imposed by acid, fire, piercing, and slashing dam-
age. So a ghoul’s paralysis should count, while
Death Clerics
Clerics with the death domain (see the Dungeon Mas-
the paralysis from a lich’s touch—dealing necrotic
ter’s Guide, chapter 4) gain a few benefits from these
damage—wouldn’t.
spells. Their reaper feature lets them gain any nec-
romancy cantrip, and target an additional creature
with it, which makes chill touch or exterminate quite
useful, or even bone dance. Death Clerics could in-
Making Necromantic Characters stead grab spectral hand to use inflict wounds at a
If you’re playing a cleric, druid, paladin or war- distance. In addition, ebony hand only appears on
lock you may gain a few spells added to your class
the cleric list, granting clerics a bonus to using inflict
list from a domain, circle, sacred oath, or patron.
wounds and other melee spell attacks with a range of
These are great candidates to swap for some of the
touch at the cost of one cantrip. Improved reaper at
new spells presented here when they make sense for
17th level extends this utility to spells of 1st through
your character. If you add more than a handful of
5th level spells. Most of the spells that were restrict-
spell to the cleric or druid spell list, I recommend
ed to clerics in 2nd edition were also restricted to
removing a few non-thematic spells to balance things
specific deities or domains, such as gods of murder,
out. Bards might select any of these spells with their
undeath, and plague. I’ve avoided updating these
magical secrets feature. Any class may be allowed to
spells, as they’re not likely to be taken by heroic
add a new spell to its class list via divine boon or
characters.
training, though this is a larger bonus for clerics,
druids, and wizards who prepare spells daily.
Warlocks and Undying Warlocks
Warlocks with the undying patron from the Sword
Eldritch knights and arcane tricksters Coast Adventurer’s Guide gain access to some addi-
Both eldritch knights and arcane tricksters can be
tional necromancy spells and may further benefit
easily transformed into necromantic knights and
from the gifted in the dark arts feat as warlocks have
necromantic tricksters by altering the restrictions of
fewer spells than clerics or wizards. Some of the un-
abjuration/evocation or enchantment/illusion spells
dying features are similar to some of the spells pre-
to necromancy spells, though without access to a
sented here, so graft flesh, for example, may not be
good number of spells in this book (or elsewhere)
as necessary for them. Any warlock can be given a
players are likely to find those options quite limited
deathly theme by swapping some of the patron spells
in terms of spell choice (they may only swap out one
for spells presented here, though these spells may be
school, or take either necromancy and abjuration or
most appropriate for the undying and fiend patrons.
necromancy and divination). You may opt to make a
necromantic assassin by swapping some of the as-
Paladins and Oathbreaker Paladins
sassin and arcane trickster features as well (though
Paladins gain a few defensive spell options here. Pal-
spellcasting and assassinate should probably not be
adins with the oathbreaker oath may have an easier
swapped).
time gaining undead under their control due to their
control undead channel divinity option. Thus, spells
like resist turning or undead torch may be quite use-
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ful for an oathbreaker paladin or their allies. The DM situation, unless you’re using intelligent plant crea-
may also allow oathbreaker paladins to exchange tures as a major enemy.
defensive and divination spells like cloak from un- Resist turning, spectral voice, undead spell
dead or detect life for some more malevolent spells. focus, undead torch. These spells need undead
servants to function well. Without animate dead, an-
imate skeleton or zombie, undead mount, or undead
Necromancies to be wary of servant these spells are a bit of a waste for PCs.
A few of these spells may have major impacts upon Defoliate, putrefaction, wail of the banshee.
your game. Including any of these in your game These spells are pretty vile (maybe more so than
might have some interesting consequences. some others?) and their use may involve some moral
Animate skeleton or zombie, bone dance, un- discussions.
dead mount, undead servant. These spells can Corpse host, death link, life force transfer.
give undead thralls before the PCs have access to These higher-level spells can be used either for good
animate dead. or evil, but might be game-changing in the hands of
Ebony hand, spectral hand. These spells PCs. Those that use them often may have some ra-
change how melee spell attacks work. They can’t be ther sinister ends.
used in tandem because they’re both bonus action Bone club, cloak from undead, disruption,
cantrips. hold undead, life bolt, life or death field, shat-
Empathic wound transfer, wound bind. Nec- terbone, ward against undead. These deathslayer
romantic healing. These are a bit weak compared to spells are good against undead, but not necessarily
the healing you’d gain from the healer feat or a cure over powered. Including them will let a player shine
wounds spell. But they’re included so a necromancer a bit, and you can always include some non-undead
doesn’t have to go with one of those routes. servitors or allies as a foil now and then.
Exterminate. This spell will cut through beasts
and plants but might not be the most optimal in any
It is said that all things that will change the hearts of
men must first wear great and terrible masks. Surely
the Art is one of these, for once we understand the
nature of life and death the world will never be the
same. Those of us with the fortitude for this research
must conduct it, for the world will surely thank us for
our efforts once the fear of our Art subsides.
—Kazarabet, Philosopher-Queen of Ysawis
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Spell Lists
Spells marked PHB come from the Player’s Handbook, EE come from the Elemental Evil Player’s Companion or
Princes of the Apocalypse, EMZ come from Elemental Magic of Zakhara, SZ come from Seers of Zakhara. Un-
marked spells are found in this work.
Resist Turning Corpse Visage
Bard Spells Spectral Senses Detect Life
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Hold Undead Wizard Level 1 Wizard Level 9
Past Life Bone Club Disruption
Resist Turning Corpselight Life Force Exchange
Corpse Visage Wail of the Banshee
Warlock Level 3 Detho’s Delirium
Putrefaction Detect Life Necromancy Spells
Skullwatch Locate Remains This list contains every spell from
Spirit Armor Undead Servant the school of necromancy.
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Anatomy & Healing Level 4 Anatomy & Healing Level 5 Anatomy & Healing Level 7
Beltyn’s Burning Blood Force Shapechange Finger of Death PHB
Graft Flesh Harm PHB Resurrection PHB
Lifesurge SZ Grimwald’s Graymantle
Mask of Death Anatomy & Healing Level 8
Spendelarde’s Chaser Anatomy & Healing Level 6 Abi-Dalzim’s Horrid Wilting EE
Skullwatch
Undead Torch
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