#### 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.
Made by Llama513 @ Giant in the Playground
\page When a creature enters the spell’s area for the first time on a turn or starts its turn there, that living creature must make a Constitution saving throw. The creature takes 2d8 necrotic damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. Undead in the area are boosted by its necromantic power, gain a number of temporary hit points equal to your spellcasting ability modifier at the start of each of their turns as long as they are in the area of this spell. **At Higher Levels.** When you cast this spell using a spell slot of 6th level or higher, the damage and temporary hitpoints granted increases by 1d8 for each slot level above 5th. #### Taint the Soul *6th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V ,S - **Duration:** Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a Charisma saving throw or become tainted for the duration of the spell. A tainted creature takes 3d6 at the start of each of its turns, and it has disadvantage on its attack rolls for the duration. The creature repeats the Charisma saving throw at the end of its turn, ending the affect on a success. #### Crypt of the Damned *7th-level necromancy* ___ - **Casting Time:** 10 minutes - **Range:** 120 feet - **Components:** V ,S, M (A chunk of Stone from a crypt or mausoleum) - **Duration:** 12 hours
A mausoleum inside an area you choose that is a cube up to 30 feet on a side rises from the ground. Any creature that enters the mausoleum with out your permission takes 2d10 necrotic damge at the start of its turn. #### Fell Presence *8th-level necromancy* ___ - **Casting Time:** 10 minutes - **Range:** Self (7-mile radius) - **Components:** V ,S, M (burning incense and bits of flesh and blood) - **Duration:** Concentration up to, 8 hours
You make the Weather dark and gloomy and people can feel an evil presence within 7 miles of you for the duration. For the duration all spells cast in the area that deal necrotic damage add the casters spellcasting ability modifier to damage dealt. In addition all undead in the area gain temporary hit-points equal to your spellcaster level and deal an extra 2d8 necrotic damage with their attacks. Moving to a place where you don’t have a clear path to the sky ends the spell early. ``` ``` #### Mortal Coil *9th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V ,S, M (burning incense and bits of flesh and blood) - **Duration:** Instantaneus
You unleash a coil of dark green energy that drains power directly from your targets soul. You make a ranged spell attack against one creature within 60 feet of you. On a hit the target takes 30d8 necrotic damage. If this damage kills the target you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than five. As the coil returns to you and replenshes you with the energy it took. #### Soul Rend *9th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (20 foot radius) - **Components:** V ,S, M (burning incense and bits of flesh and blood) - **Duration:** Instantaneus
You unleash a burst of Necrotic energy that tears away at your opponents soul, seperating it from their bodies. All enemies within a 20 foot radius of you make a Charisma Save or take 30d8 necrotic damage. On a success the creature takes no damage. You heal for a quarter of the damage dealt to each creature killed by this spell.
Made by Llama513 @ Giant in the Playground