#### Animate Limb *Cantrip necromancy* ___ - **Casting Time:** 1 action - **Range:** 10 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute
You target the limb of a dead humanoid, within 10 feet of you. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a crawling claw (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command the creature you made with this spell if the creature is within 60 feet of you. 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. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 1 minute or you lose concentration, after which it stops obeying any command you’ve given it and it returns to being a limb. If the creature looses all of its hitpoints it is destroyed and you can not use this spell on it again. You can only have one crawling claw under your control at a time with this spell. #### Sacrifice *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous You point at an undead within 60 feet of you as it begins to glow, closing your hand you draw necrotic energy from it into your own body to grant yourself life. The targeted creature must make a Constitution Saving throw or take 3d8 Necrotic Damage. On a success the target takes half damage. You heal for half the damage done on a success or failure. #### Screams of the Damned *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You target a dead, dying or undead creature within 30 feet. Foes within 30 feet of the creature must make a Wisdom save or be Frightened of it. A creature frightened in this way must used their movement to move as far as possible from the spell's target. They may repeat the save at the end of their turns. ``` ``` #### Exploding Corpses *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V ,S, M (dead bodies) - **Duration:** Instantaneous You send a burst of necrotic energy into an area you can see within 120ft of you, 3 dead creatures within a 60 foot radius of the position you selected explode, dealing 4d6 piercing damage in a 20 foot radius. All creatures in the area must make a Dexterity save, taking half damage on a successful save. If the explosion of corpses overlap, a creature that is in the overlap still only makes on Dexterity save, but they take the damage from each explosion that overlaps. For example if they were in the overlap of two explosions they would take 8d6 piercing damage. **At Higher Levels.** If you cast this spell using a spell slot of 4th level or higher, you can selct one additional corpse for every two spell slots above 2nd. #### Wall of Bones *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V ,S, M (a small piece of bone) - **Duration:** Concentration, up to 1 minute You create a wall of bones on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall blocks line of sight and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d4 necrotic damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 3d4 necrotic damage to each creature that ends its turn within 5 feet of that side or inside the wall, the creature must then make a Dexterity save or be grappled. If a creature starts its turn grappled by the wall they repeat the Dexterity saving throw, being released on a success. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d4 for each slot level above 4th. #### Graveyard Fog *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V ,S - **Duration:** Concentration, up to 10 minutes You create a 60-foot-radius sphere of necrotic, wispy fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell.