1st Level Necromancy Spells
Agony Warp
1st Level NecromancyCasting Time: 1 Action
Range: 60 Ft.
Components: V, S
Duration: 10 Minutes
Class: Warlock
A weird black mass springs towards two creatures of your choice, each creature must make a Constitution saving throw, if one of the targets fails, they either take disadvantage on all attack rolls until they succeed the constitution saving throw, or they take 2d6 necrotic damage, you can not use the same effect for both targets.
When you cast this spell using a spell slot of 2nd level or higher, you increase the amount of necrotic damage done by 1d6.
Animate Energy
1st Level NecromancyCasting Time: 1 Minute
Range: 30 Feet
Components: V,S,M (a drop of blood ,a pinch of bone dust, and a glass bottle ,which breaks to reveal the ball of necromantic energy)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
This spell creates an undead servant, choose a point, within 30 feet, at that point you concentrate necromantic energy and create a tiny ball of necromantic energy.
On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures made with this spell, you can command any or all of them at the same time, issuing the same command to each one). 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 particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures and keeps attacking a creature that it is attached on to. Once given an order, the creature continues to follow it until its task is complete.
You can animate up to 2 creatures using this spell, when you try to animate a third one, one of the ones you have disappears.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher ,you can animate one more tiny ball of necromantic energy per spell slot above the first, and the number of tiny balls of necromantic energy you can control increases by 1,for every spell slot you cast this spell with, but it cannot increase over 4,for example, casting this spell with a level 2 spell slot, having 2 creatures, would only animate one more, and casting it with a level 4 spell slot, having no creatures, would animate four creatures.
Animate Shadow
1st Level NecromancyCasting Time: 1 Action
Range: 60 Feet
Components: V, S, M (Piece of Coal, Candle)
Duration: 1 Minute
Class: Bard, Cleric, Warlock, Wizard
You bring to life the shadow of a creature you can see within range. The target must make a Wisdom saving throw: On a failed save, their shadow animates into a malevolent attacker. For the duration of the spell, the shadow stays attached to the target, sharing its space and constantly assailing the target, granting advantage on all attacks against it. In addition, the shadow deals 1d6 necrotic damage at the beginning of each of the target's turns. At the end of each turn, the target can attempt a Wisdom saving throw to dispel the shadow and end the effect.
Bind Skeletal Familiar
1st Level NecromancyCasting Time: 1 Minute
Range: 10 Feet
Components: V, S, M (a skull and 10 gp worth of ground pearl, which the spell consumes)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
You bind a lost soul to a skull, creating a floating skull that serves you. The floating skull appears in an unoccupied space within range.
The skull acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn.
While the skull is within 100 feet of you, you can communicate with it telepathically. It deals 1d6 necrotic damage when attacking and can deal 2d6 extra necrotic damage to the target, however this destroys the familiar.
The skull has the same hit points as the caster caster who summoned it halved. when the skull drops to 0 it is destroyed and turns into a pile of dust, and nothing short of the wish spell can bring the soul bound to the skull back to life.
You can have up to three floating skulls bound to you with this spell. If you create another floating skull after that with this spell, a skull chosen by the DM is destroyed and turns into a pile of dust.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you can create more floating skulls at the same time; two floating skulls with a 3rd-level slot and three floating skulls with a 5th-level slot. You must prepare separate material components for each skull created this way.
Blood Lust
1st Level NecromancyCasting Time: 1 Bonus Action
Range: Self
Components: S, M (Caster's Blood)
Duration: 1 Action
Class: Artificer, Paladin, Ranger, Sorcerer
You feel your blood leave your body and increase the power of your weapon attack. Your weapon is surrounded by a bloody aura. You sacrifice hit points to deal extra damage on your melee or ranged attack (this can include spells as long as you have to roll to hit). For every 5 hit points, your attack deals an additional 1d6 force damage.
Blood Tentacles
1st Level NecromancyCasting Time: 1 Reaction, which you take when a creature takes physical or necrotic damage
Range: 30 Feet
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
You target a creature within range that has just received bludgeoning, piercing, necrótic or slashing damage and manipulate the blood that spills out of its wound, creating blood tentacles that lash out in every direction. Any creature within 10 feet of the target must make a dexterity saving throw or take 2d8 slashing damage. Creatures that don't have blood cannot be targeted by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher the damage increases in 1d8 for every spell slot level above first.
Bloodbridge
1st Level NecromancyCasting Time: 1 Action
Range: 15 Feet
Components: V, S, M (2 golden needles)
Duration: Instantaneous
Class: Cleric, Druid, Paladin, Warlock
You choose two creatures within 15 feet of yourself and draw blood from one of them, the "donor", channel it through yourself, and infuse it into the other, the "recipient". This causes the donor to lose 1d6 + spell attack bonus hit points, and the recipient to receive hit points equal to the total lost. The donor does not need to be a willing creature, and may make a Constitution saving throw to resist the effects of the spell. On a successful throw, the spell is half as effective. Undead and Constructs are immune to this spell.
At Higher Levels. When casting this spell with a spell slot higher than 1st level, the damage/healing increases by 1d6 for every level after 1st level.
Bloodsurge
1st Level NecromancyCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute.
Class: Warlock, Wizard
You touch a creature, and transfer your life force to it. You take necrotic damage equal to 1d10 plus your spellcasting ability modifier, which can't be negated or reduced in any way. The target gains hit points equal to the amount of life lost this way, and temporary hit points equal to half that amount.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you take 1d10 additional necrotic damage and the target gains that many additional hit points for every level above 1st.
Bodysnatch
1st Level NecromancyCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: 1 Day
Class: Bard, Warlock
This spell allows the user to touch a corpse and turn it into a disguise. Once the disguise is worn, the wearer becomes functionally identical in appearance to how the deceased appeared in life, unless the corpse is older than 1 day at which point the disguise will show signs of decay and not hold up under inspection. The disguise can also only be worn by wearers of the same size class. After 24 hours, the disguise will return to being a corpse and be too worn out to be used as a disguise again.
Should you fail to act as the deceased realistically, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
At Higher Levels. For every spell slot level past 1st level, you can use this spell on a creature who has been dead for another day, per spell level.
Crimson Enhancement
1st Level NecromancyCasting Time: 1 Bonus Action
Range: Self
Components: S, M (10 Millilitres of blood from caster)
Duration: Up to 1 hour
Class: Warlock
You coat your weapon in blood, black runes coagulating on its surface, taking 1d4 slashing damage as you do so. While this effect persists, each attack made with the affected weapon deals an extra 1d6 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, you take an additional 1d4 damage and deal an additional 1d6 necrotic damage per spell level above 1st.
Curse Water
1st Level NecromancyCasting Time: 1 Action
Range: Touch
Components: V, S, M (Powdered silver worth at least 25 GP, which the spell consumes)
Duration: Instantaneous
Class: Cleric, Druid, Paladin
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages celestials the way holy water damages undead and fiends.
Dark Bead
1st Level NecromancyCasting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: Instantaneous
Class: Warlock
You create three small black beads that seem to sap away the light around them. Each bead targets a creature of your choice that you can see within range. The targets must succeed on a Dexterity saving throw or take 1d6 necrotic damage per bead on a failed save, or half as much on a success.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more bead for each slot level above 1st.
Death Blossom
1st Level NecromancyCasting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous
Class: Ranger, Sorcerer, Warlock, Wizard
You invoke the power of the Shadowfell, and darkness wreathes your body as you assault everything nearby.
This spell may only be used if you are below half of your maximum Hit Points. You assault all creatures within 10ft., who each make a Constitution Saving Throw. They take 4d6 necrotic damage, which is halved on a successful save. Using this spell is tiring, and you will lose 10% of your Hit Points after the spell has taken effect. This damage cannot damage you past 1 Hit Point.
At Higher Levels. When you cast this spell using a spell slot of 2 or higher, the damage increases by 1d8 for each spell slot above 1st.
Desecration
1st Level NecromancyCasting Time: 1 Action
Range: Self (5 Foot Square)
Components: V, S, M (An ounce of fungus)
Duration: Instantaneous
Class: Cleric, Sorcerer, Warlock, Wizard
When there is some form of dirt beneath your feet, you spread your necrotic touch into the ground to desecrate the area, creating a 5 foot square area of desecrated land as described in page 110 of the Dungeon Master's Guide.
Draining Smite
1st Level NecromancyCasting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Class: Paladin
You imbue your weapon with your faith so that it leaches life from your target. The next time you hit a creature with a melee weapon attack during the spell's duration, life energy is sapped from the target. The target must succeed on a constitution saving throw or take an additional 1d12 necrotic damage, or half as much damage on a success, and you regain hit points equal to the necrotic damage dealt.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d12 for every two slot levels above 1st.
Flame of Life
1st Level NecromancyCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Instantaneous
Class: Cleric, Druid, Paladin, Sorcerer, Warlock
You revitalize a creature by creating fire within your palm and planting it within their core. The creature regains hit points equal to 1 plus your spellcasting modifier, and loses a level of exhaustion.
This spell can affect constructs and undead, but the opposite effects occur on plants.
Freezing Clutches
1st Level NecromancyCasting Time: 1 Action
Range: Touch
Components: M (A finger of a humanoid)
Duration: 4 Hours
Class: Warlock, Wizard
After touching an object that is not being carried or worn, you place a curse on it that harvests the cold regrets of a creature that you've killed. The next creature that attempts to pick up the object must succeed on a Wisdom saving throw or be grabbed by a ghastly transparent claw manifesting from the object. The claw deals 2d4 cold damage and 1d4 necrotic damage when this happens. If the Wisdom save succeeds, no necrotic damage is dealt, the cold damage dealt is halved, and the claw manifests only to slap whoever picks up the object.
Hand of the Dead
1st Level NecromancyCasting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute.
Class: Sorcerer, Warlock, Wizard
You cause 2 skeletal limbs to come out of the ground to grasp a target within range. The targets must make a strength Save or become restrained for the duration. The targets can use a action to attempt to break out of the hand which on success the limb would break.
At Higher Levels. When casting this spell at 2nd of higher, the amount of targets increase by 1 per level above 1st.
Hand of the Undead
1st Level NecromancyCasting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute
Class: Paladin, Sorcerer, Warlock, Wizard
You summon a spiritual hand from the ground grappling an enemy. The target must make a Strength or Dexterity save against your spell DC. On a fail the enemy is grappled. The target can keep attempting to escape on their turn. This hand can be attacked by magical means, if an outside enemy attacks the hand, they must roll against your spell DC. If this happens the victim that the hand holds takes half of the damage from the blow.
At Higher Levels. When you cast this spell using a spell slot of 2th level or higher you can summon 1 more hand per spell slot. 3rd lvl is 3 hands and so forth.
Life Sap
1st Level NecromancyCasting Time: 1 Action
Range: 60 Feet
Components: S, M (A drop of blood)
Duration: Instantaneous
Class: Bard, Cleric, Warlock
Choose a creature that you can see within range. That creature must succeed on a Constitution saving throw or take an amount of necrotic damage equal to 1d4 + your spellcasting ability modifier.
You can then choose another creature in range. That creature gains a number of temporary hit points equal to the damage taken by the original creature.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the necrotic damage increases by 1d4 per slot level above 1st.
Nauseate
1st Level NecromancyCasting Time: 1 Action
Range: 60 Feet
Components: V, M (Decaying Flesh, and any item deemed disgusting)
Duration: Concentration, up to 1 minute
Class: Bard, Cleric, Sorcerer, Warlock, Wizard
You attempt to cause a creature that you can see in range to have its vision distorted and to feel a terrible stomach ache. They must succeed on a Constitution saving throw or be poisoned for the duration. While poisoned in this way, a creature also has disadvantage on saving throws and attack rolls against the creature have advantage. An affected creature can repeat the save at the end of each of its turns and each time it takes damage (without the disadvantage), ending the effect on itself on a success.
Creatures that do not need to eat or that do not have a functioning biological stomach are immune to this effect.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can choose one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you.
Necrostrike
1st Level NecromancyCasting Time: 1 bonus action
Range: Self
Components: V, S, M (A melee weapon)
Duration: Concentration, up to 1 minute
Class: Cleric, Paladin, Warlock
You fill the weapon used in casting with necrotic power. The next time you make an attack with this weapon in the duration of this spell, their hitpoint maximum is reduced by the damage you dealt with the attack. The hitpoint maximum reduction is undone upon finishing a long rest.
At Higher Levels. When cast at 2nd level or higher, your first hit deals an extra 1d8 necrotic damage for every level above 1st.
Nightwalk
1st Level NecromancyCasting Time: 1 Action
Range: Self
Components: V
Duration: Instantaneous
Class: Wizard
You are briefly shrouded by a silver and red mist, and teleport onto a creature up to 30 feet away. They take 1d4 necrotic damage, and you regain hp equal to the damage dealt. The creature is then displaced to your original location.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of this spell increases by 1d4 per slot level above 1st, and the range increases by 10 feet.
Sculpt Corpse
1st Level NecromancyCasting Time: 1 Minute
Range: Touch
Components: V, S
Duration: Instantaneous
Class: Sorcerer, Warlock, Wizard
You alter the appearance of a corpse in one of several ways: Edit Appearance - You mold the appearance of the corpse to look like another creature; you may only copy specific faces if you have a solid understanding of their appearance. Doctor Evidence - You doctor the evidence leading toward this creature's death. Clean Corpse - You make the corpse presentable. Remove Flesh - You turn the corpse into a skeleton. Add Flesh - You turn a skeleton into a full corpse.
At Higher Levels. When you cast this spell using a spell slot of X or higher you may target multiple undead.
Spear of Rot
1st Level NecromancyCasting Time: 1 Action
Range: 120 Feet
Components: V, S
Duration: Instantaneous
Class: Warlock
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
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