Spells of Ancient Cynarra

Once a land of cruel necromancers and eldritch secrets, the land of Cynarra fell after decades of war with its neighbor, Tomeria. Left behind were hundreds of towers, repositories, libraries, citadels, and temples. Within these, can be found shelves of scrolls. Some of these are endless ramblings on magical theory, descriptions of failed experiments, or simple records of events long since passed and better forgotten. But some give instructions for creating the various necromantic beasts that lurk in Cynarran ruins. Others, especially, contain the spells that these necromancers once cast. If found, they can make a valuable addition to any magic user's collection.

Spells

Avasculate

6th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Black energy shoots from your hand to the target, dripping blood along its length. Choose a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, a creature takes 10d10 necrotic damage and is stunned until the start of your next turn. On a successful save, it takes half as much damage and isn’t stunned by this spell. If this damage reduces a creature to 0 hit points, it dies as its blood is violently purged from its body, and strands of its blood congeal and stick to 1d4 creatures within 20 feet of the target. You choose which creatures are affected. Each of those creatures must succeed on a Dexterity saving throw or be restrained. A creature restrained by the strands can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. This spell has no effect on creatures that do not have blood or a circulatory system.

Necrotic Surge

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

Dark energy surges through your body, lashing out at nearby creatures. When you cast this spell, you take 4d8 necrotic damage. You choose up to six target creatures within range. Each creature chosen must make a Constitution saving throw. A target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.


Crucium's Hex

6th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

Choose one creature within range. That creature must succeed on a Wisdom saving throw or be wracked with pain for the duration, becoming stunned and taking 3d6 psychic damage at the start of each of its turns. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Inkfire

5th-level conjuration


  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You conjure a 5-foot square area of inky black fire. At the end of each of your turns, roll 1d8 and add that many 5-foot squares to the fire as it spreads. You may place these squares as you please, but they must all be adjacent to squares that existed at the start of your turn. Whenever a creature starts its turn in a square containing the fire, or moves into a square containing the fire for the first time on that turn, that creature takes 3d6 necrotic damage. A creature reduced to 0 hit points by the fire dies, and rises as a zombie permanently under your command at the start of your next turn. Zombies created by this spell have immunity to necrotic damage.

Necrotic Aegis

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a black onyx costing 300 gp or more)
  • Duration: Concentration, up to 1 minute

You touch a willing creature, which is surrounded by swirls of black mist. For the duration of the spell, the creature gains the following benefits:

  • The target is immune to necrotic damage.
  • Whenever a creature hits the target with a melee attack, that creature takes 2d10 necrotic damage.
  • As a bonus action, the target may choose to end the spell. A shadowy burst of necrotic energy rushes into a creature within 5 feet of the target. The affected creature must make a Constitution saving throw. It takes 6d6 necrotic damage on a failed save, or half as much damage on a successful one.

If the target takes any radiant damage during the duration of the spell, the spell immediately ends.