Necromancer's Supplementary Spellbook

Contained within these pages is a supply of magical secrets encompassing knowledge of how to properly wield and control the forces of life and death. This knowledge and power can be used to great effect, be it raising and controlling the dead or draining the life from your foes.

Grave bolt

1st-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
  • Class: Cleric, Warlock, Wizard

You fire a bolt of purple and black lightning at a creature or object you can see within range. Make a ranged spell attack roll against the target, dealing 4d6 necrotic damage on hit. A creature damaged by this spell begins to blister and rot, and the next time that creature takes damgage from an attack roll, it takes additional necrotic damage equal to your spellcasting ability modifier.

Higher level casting: When you cast this spell using a spell slot of 2nd level or higher, increase the damage by 1d6 for every slot level above 1st.

Soulfire

4th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a clump of ashes and a stick of incense)
  • Duration: Concentration, up to 1 minute
  • Class: Sorcerer, Warlock, Wizard

Choose up to 5 creatures you can see within range. Those creatures are bathed in a bright blue and green flame and must make a Dexterity saving throw. Creatures that fail take 2d6 fire damage and 4d6 necrotic damage and are ignited or half damage and not ignited on a success. Creatures ignited by this spell give off 10 feet of bright light and a further 10 feet of dim light and at the start of their turns take 2d6 necrotic damage. A creature can repeat the saving throw at the end of their turns, ending the spell on success, and a humanoid that dies while ignited by this spell rises as an uncontrolled zombie that is hostile to all creatures it can see.

Higher Level Casting: When you cast this spell using a spell slot of 5th level or higher, the fire damage or the necrotic damage (your choice) increases by 1d6 for each slot level above 4th.


Wall of Dead

7th-level necromancy


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: M (a shrunken human head and a pint of blood)
  • Duration: Concentration, up to 10 minutes
  • Class: Warlock, Wizard

A wall of writhing corpses with grasping limbs appears at a point you choose within range. The wall is composed of ten 5 feet wide segments that are 20 feet tall. These segments can be arranged in any way as long as they are all connected. Each segment has AC 15 and 50 hp. During your turn you can use an action to cause a number of skeletons equal to your spellcasting ability modifier to emerge from the wall at points you choose within 5 feet of any wall segment, these skeletons are considered friendly towards you and your allies and are hostile to and will pursue and attack all others. Doing so reduces all segments’ AC by 1 and hp by 5. Any Huge or smaller creature that comes within 5 feet of the wall must make a Strength saving throw against your spell save DC, getting grappled by the wall’s writhing limbs on a failure. A creature grappled by the wall takes 2d10 bludgeoning damage at the start of their turns and can repeat the save at the end of their turns. When a creature breaks free of being grappled by the wall they are thrown 10 feet away from the nearest segment. When the spell ends all segments of the wall disappear along with any skeletons summoned from them.

Animate Shadow

1st-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Sorcerer, Warlock, Wizard

This spell animates the shadow of a Large or smaller creature you can see within range. A creature whose shadow is animated by this spell must make a Strength saving throw or take 2d6 necrotic damage and become restrained by their shadow or half damage on a success and not restrained. A creature restrained in this way takes 1d6 necrotic damage at the start of their turn and can use their action to make a Strength(Athletics) check against your spell save DC, ending the spell on a success.

Higher Level Casting: When you cast this spell using a spell slot of 2nd level or higher, you can target an additional creature for each slot level above 1st.

Lifeforce Shield

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour
  • Class: Druid, Paladin, Sorcerer, Wizard

When you cast this spell you can expend up to three of your hit dice and a creature you touch gains 1d6 temporary hit points for every hit die spent when casting this spell. While you have these temporary hit points reduce all damage you take by an amount equal to your spellcasting ability modifier (to a minimum of 1).

Higher Level Casting: When you cast this spell using a spell slot of 3rd level or higher, add 1d6 to the amount of temporary hit points per slot level above 2nd. If you cast this spell using a spell slot of 5th level or higher, you can target an additional creature.

Summon Spirits

2nd-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Class: Bard, Cleric, Warlock, Wizard

You reach out to the souls of the deceased and command them to return to the realm of the living to serve you. Two specters appear in unoccupied spaces of your choice within range (The GM has game statistics for these creatures). As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 120 feet of you (if you control multiple creatures, 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. If you issue no commands, the creature will defend you to the best of its ability but will not actively seek out enemies. All creatures summoned by this spell disappear when the spell ends.

Higher Level Casting When you cast this spell using a 3rd level spell slot you can summon three specters or two will-o-the-wisps. When you cast this spell with a 4th level spell slot you can summon four specters or one ghost or banshee. When you cast this spell using a 5th level spell slot you can summon five specters or two flameskulls or two deathlocks.


Cursed Wind

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self (60-foot cone)
  • Components: V, S, M (a miniature bellows and a vial of poison)
  • Duration: Concentration, up to 1 minute
  • Class: Druid, Warlock, Wizard

The air is filled with the stench of decay and one can hear the wailing of the dead as a 60 foot cone of wind blasts from you in a direction you choose for the spell's Duration. Each creature that starts its turn in the cone must succeed on a Constitution saving throw or take 2d8 cold and 4d8 necrotic damage or half on a success. Creatures that fail the saving throw have their movement speed halved and are unable to take reactions until the start of their next turn as the cursed wind saps their strength. Humanoids killed by this spell rise at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

Higher level casting: When you cast this spell using a spell slot of 6th level or higher, increase both the cold and necrotic damage by 1d8 each for each slot level above 6th.

Writhing Limbs

5th-level necromancy


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Class: Wizard

Spectral, skeletal arms burst from the ground in a 20 foot radius centered on a point you can see within range. For every foot a creature moves through this area, it must spend 3 feet of movement as the phantom limbs reach out to grab them. A creature that starts its turn in the area must make a Dexterity saving throw or take 2d10 necrotic damage and have their speed reduced to 0 until the start of their next turn. When you cast this spell you can designate a number of creatures up to your spellcasting ability modifier, those creatures are immune to this spell's effects for the duration.

Higher Level Casting: When you cast this spell with a spell slot of 6th level or higher, increase the radius of this spell's effect by 10 feet.

Negative Energy Field

8th-level necromancy


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S, M (an ornamental skull made of diamond and onyx worth at least 500gp)
  • Duration: 1 hour
  • Class: Sorcerer, Wizard

Choose a point you can see within range, for the duration the following effects are active in a 60 foot radius centered on that point:

  • When a creature enters the area or starts its turn there for the first time, it must make a Constitution saving throw, creatures that fail become vulnerable to necrotic damage while in the area. Creatures resistant or immune to necrotic damage make the saving throw with advantage and undead and this spell's caster automatically succeed.
  • When a creature takes spell damage in the spell's area, they take an additional 1d10 necrotic damage.
  • Undead deal an extra 2d10 necrotic damage to targets in the area.
  • Non undead creatures can not regain hit points in the area
  • The area counts as difficult terrain for non undead creatures.
  • Creatures that die in the spell's area immediately rise as zombies, following your verbal orders (no action required) to the best of their ability.

Necrosis

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a pinch of salt)
  • Duration: Concentration, up to 1 minute
  • Class: Cleric, Druid, Sorcerer, Wizard

A creature of your choice within range must make a Constitution saving throw or take 3d10 necrotic damage or half on a success. If the target fails its saving throw, its hit point maximum is reduced by an amount equal to the necrotic damage it took as its flesh begins to rot and wither away, and you can use your action on subsequent turns to force the creature to repeat the saving throw, having its hit point maximum reduced by 2d10 on a failure or ending the spell on a success. An affected creature's hit point maximum returns to normal when it finishes a long rest. A creature affected by this spell has disadvantage on all attack rolls, and ability checks for the duration and a creature reduced to zero hit points by this spell dies.


Miasma of Death

9th-level necromancy


  • Casting Time: 1 action
  • Range: 300 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Class: Warlock, Wizard

You conjure a cloud of purple and black mist in a 60 foot radius sphere centered on a point you can see within range. The area within the mist is heavily obscured and is treated as difficult terrain. Creatures that enter the area or start their turn there must make a Constitution saving throw, taking 10d8 necrotic damage on a failure or half on a success. Creatures that fail their saving throw are also unable to take reactions until the start of their next turn. Undead and constructs are unaffected by this spell. Creatures that drop to 0 hit points in the mist die. At the start of your turn all non-undead corpses in the mist disintegrate and become clouds of Vampiric Mist under your control (the GM has the statistics for these creatures). You can mentally command these creatures (no action required) and they act immediately after you in initiative. All creatures created by this spell turn to dust when the spell ends.