Spells of the Libris Mortis

The following are a selection of spells from the 3.5e book "Libris Mortis: The Book of Undead" updated for use in 5e Dungeons and Dragons. Some of the spells have been removed due to redundancy or personal taste and many have been changed slightly to better reflect the feel of 5e.

Cleric Spells

2nd Level
  • Ghost-Touched Armor
  • Spawn Screen
  • Summon Undead I
3rd Level
  • Clutch of Orcus
  • Protection from Negative Energy
  • Protection from Positive Energy
  • Summon Undead II
  • Undead Bane Weapon
4th Level
  • Consumptive Field
  • Death Ward
  • Ghost-Touched Weapon
  • Ghost Trap
  • Sheltered Vitality
  • Summon Undead III
5th Level
  • Haunt Shift
  • Summon Undead IV
6th Level
  • Incorporeal Nova
  • Spark of Life
7th Level
  • Energy Ebb
  • Summon Undead V
8th Level
  • Restoration, Mass
  • Veil of Undeath
9th Level
  • Plague of Undead

Druid Spells

4th Level
  • Death Ward
  • Sheltered Vitality
6th Level
  • Spark of Life

Paladin Spells

3rd Level
  • Undead Bane Weapon

Sorcerer Spells

Cantrips (o Level)
  • Blade of Pain and Fear
1st Level
  • Spectral Armor
2nd Level
  • Ghost-Touched Armor
  • Ghoul Glyph
  • Spawn Screen
3rd Level
  • Spectral Guard
  • Incorporeal Enhancement
4th Level
  • Bloodstar
5th Level
  • Haunt Shift
  • Kiss of the Vampire
  • Night's Caress
6th Level
  • Ghoul Gauntlet
  • Incorporeal Nova
  • Revive Undead
  • Spectral Touch
7th Level
  • Energy Ebb
8th Level
  • Avascular Mass
  • Ghostform
  • Veil of Undeath

Warlock Spells

Cantrips (o Level)
  • Blade of Pain and Fear
1st Level
  • Spectral Armor
2nd Level
  • Ghost-Touched Armor
  • Ghoul Glyph
  • Spawn Screen
  • Summon Undead I
3rd Level
  • Clutch of Orcus
  • Spectral Guard
  • Incorporeal Enhancement
  • Summon Undead II
4th Level
  • Bloodstar
  • Ghost Trap
  • Summon Undead III
  • Wither Limb
5th Level
  • Haunt Shift
  • Kiss of the Vampire
  • Night's Caress
  • Summon Undead IV
6th Level
  • Ghoul Gauntlet
  • Incorporeal Nova
  • Revive Undead
  • Spectral Touch
  • Summon Undead V
7th Level
  • Energy Ebb
8th Level
  • Avascular Mass
  • Ghostform
  • Veil of Undeath
9th Level
  • Plague of Undead

Wizard Spells

Cantrips (o Level)
  • Blade of Pain and Fear
1st Level
  • Spectral Armor
2nd Level
  • Ghost-Touched Armor
  • Ghoul Glyph
  • Spawn Screen
  • Summon Undead I
3rd Level
  • Spectral Guard
  • Incorporeal Enhancement
  • Summon Undead II
4th Level
  • Bloodstar
  • Ghost Trap
  • Necrotic Domination
  • Summon Undead III
  • Wither Limb
5th Level
  • Awaken Undead
  • Haunt Shift
  • Kiss of the Vampire
  • Night's Caress
  • Summon Undead IV

6th Level
  • Ghoul Gauntlet
  • Incorporeal Nova
  • Revive Undead
  • Spectral Touch
  • Summon Undead V
7th Level
  • Energy Ebb
8th Level
  • Avascular Mass
  • Ghostform
  • Veil of Undeath
9th Level
  • Necrotic Termination
  • Plague of Undead

Spell Descriptions

The spells are presented in alphabetical order.

Avascular Mass

8th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: 10 minutes

You shoot a ray of necromantic energy from your outstretched hand, causing the target to violently purge blood vessels through its skin. Make a ranged spell attack roll to hit the target. On a hit, the target loses half its current hit points and makes a Constitution saving throw. On a failure the target is also stunned, otherwise it is not.

The purged blood vessels are magically animate, creating a mass of magically stengthened, adhesive tissue that traps those caught in the mass. The avascular mass instantaneously erupts from the target, and must anchor itself to at least two opposing anchors, such as a floor and ceiling or two trees. Without anchors, the mass collapses and has no effect. Creatures caught within a 20-foot-radius of the mass must make a Dexterity saving throw or become entangled by it.

An entangled creature has disadvantage on attack rolls, and Dexterity checks and saves. They also cannot move. A creature may escape the avascular mass by succeding at a DC 25 Acrobatics or Athletics check.

Once the spell duration ends, the blood vessel mass becomes only a mass of limp, decaying tissue.

Awaken Undead

5th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a humanoid fingerbone and a poppy)
  • Duration: Permanent

You touch one mindless undead such as a skeleton or a zombie. The affected undead gains the last Intelligence score it had in life and makes a DC 25 Intelligence saving throw. On a success, the undead remembers its previous life, regaining any skills, proficiencies (weapon, armor, etc.), and feats they had in life. On a failure, the undead does not remember their previous life, but regains all the armor and weapon proficiencies that they had in life, if any. Regardless of the result of the saving throw, the undead obeys your commands. You may choose to relinquish control of the undead at any time. If you die while any awakened undead are under your command, they regain their free will.

Awakened undead get advantage on saving throws to resist a cleric's turning powers, and advantage on saving throws to resist spells and effects which would put them under the necromantic control of a spellcaster.

Blade of Pain and Fear

Evocation cantrip


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute/level

A three foot long column of disembodied gnashing teeth springs forth from your hand, screaming and chanting with unholy vigor. You make melee attacks with the blade, dealing 1d6+ (your spellcasting modifier) points of necrotic damage

This spell's damage increases by 1d6 when you reach 5th level (2d8+ spellcasting mod), 11th level (3d8+ spellcasting mod), and 17th level (4d8+ spellcasting mod)

Bloodstar

4th-level conjuration


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a ruby worth at least 50 gp)
  • Duration: Concentration, up to 10 minutes

You create a magical construct called a bloodstar that shoots from your hand and hovers in the air anywhere within 100 feet of you. Each round you can move the bloodstar anywhere within range by using an action. The bloodstar pulses with ruby light which illuminates a 20-foot radius. Any enemy within 10 feet of the bloodstar must make a Constitution saving throw. On a failed save, the victim takes 1 point of Constitution damage. The target(s) are allowed a new saving throw each round. Blood from the wound caused by the bloodstar flows through the air towards the pulsing ruby star and is absorbed by it.

Clutch of Orcus

3rd-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Magical force grips the subject's heart (or similar vital organ) and begins crushing it. The victim reacts as if they are having a heart attack, and is paralyzed with pain. The subject takes 1d4 points of damage per round. A conscious victim may make a Constitution saving throw each round in an attempt to end the effect. If the victim dies as a result of this spell, their smoking heart appears in your hand.

Consumptive Field

4th-level necromancy


  • Casting Time: 1 action
  • Range: 30 foot radius, centered on caster
  • Components: V, S, M (one scrap of black cloth and a drop of blood)
  • Duration: 1 round/level

You draw forth the ebbing life force of all nearby badly wounded creatures and use it to fuel your own power. Upon casting this spell, you radiate a consumpive field of deathly, necrotic energy. All creatures in the area with 0 or fewer hit points must make a Wisdom saving throw. On a failure, the target dies and you gain 1d8 temporary hit points per victim killed by the spell's effect and +2 Strength until the spell's duration expires.

Creatures that fall to 0 hit points or lower within the area after the spell is cast are also affected by the dark sphere. If a creature succeeds its saving throw is immune to its effects until it is recast.

At Higher Levels: For each spell slot expended over 4th level, you effect creatures with 3 more hit points, up to 9 hit points. (5th level, the spell affects creatures at 3 hit points or fewer), (6th level, 6 hit points or fewer), (7th level, 9 hit points or fewer).

Death Ward

4th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 minute/level

The subject is immune to necrotic damage, and is immune to negative effects from undead creatures such as a vampire's bite, a mummy's rotting touch, a ghast's paralyzation, or a ghost's aging. The target also gains advantage on death saving throws.

At Higher Levels For each spell slot expended over 4th level, you can affect one additional target with the effects of this spell, as long as all desired targets are within 30 feet of each other.

Spectral Armor

1st-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V
  • Duration: 1 hour/level

You envelope your body with a cloak resembling either thick black smoke, or curling, whispy, mist which resembles a ghostlike facsimile of armor. You gain +5 AC against attacks from ghosts and other similar incorporeal beings, and necrotic attacks.

At Higher Levels For every four caster levels you have you gain an additional +1 to the AC bonus (maximum +9 bonus at 16th level).

Spectral Guard

3rd-level abjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 1 minute/level

A sheath of energy covers your body and reacts to incorporeal attacks from ghosts and other such creatures. Any creature that hits you with an incorporeal attack takes 1d6+1 points of force damage.

Energy Ebb

7th-level necromancy


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S, V, M (a sewing needle or shard of obsidian)
  • Duration: Concentration, up to 10 minutes

You point your finger and utter the incantation, releasing a black needle of crackling negative energy that supresses the life force of any living creature it strikes. Make a ranged spell attack. If the attack hits, the subject takes one point of Constitution damage and takes 10d6+10 necrotic damage. In each subsequent round the target takes an additional point of Constitution damage and 1d6 necrotic damage. The target continues to take this damage every round until they die. Magical healing, restoration, greater restoration, or a DC 25 medicine check can end the effect of this spell.

Undead hit by the black needle gain 4d4+40 temporary hit points which last for 1 hour.

Ghost-Touched Armor

2nd-level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a tiny shield made of resin)
  • Duration: 10 minutes

The target's armor and shield become translucent and ethereal. The target gains resistance against attacks made by ghosts and other similar undead. Additionally they gain advantage on saving throws against a ghost's horrifying visage.

Ghost-Touched Weapon

4th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 30 minutes

You touch any weapon already imbued with magic, gifting the item with a translucent apperance. This weapon now has advantage on attack rolls against incorporeal creatures such as ghosts, specters, wraiths, and shadows. Additionally, the weapon is capable of being wielded by such creatures and used on corporeal creatures.

Ghost Trap

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (one rock, weighing at least three pounds)
  • Duration: 10 minutes

You imbue a rock with positive energy, creating a 5-foot-radius field centered on the rock that brings creatures from the Ethereal Plane into the Material Plane and severs the connection between the two planes. All incorporeal creatures (ghosts, specters, wraiths, shadows, etc.) which enter the field solidify and become corporeal. Corporeal creatures within the area cannot become incorporeal. The field stays centered on the rock and thus throwing it to a different location will move the spell's area of effect.

Ghostform

8th-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Until dispelled

You step through the border between the Material and Ethereal Plane, becoming a whispy, spectral version of yourself. You have no physical body while in this state. You can only be harmed by other incorporeal creatures, magic weapons, creatures that strike as magic weapons, spells, spell-like abilities, or supernatural abilities. You are immune to all nonmagical attack forms. You gain resistance against any spells or magic weapons and ignore all corporeal forms of damage. (attacks from ghost-touched weapons are not affected by your ghostform).While under the effect of ghostform your attack rolls have advantage against corporeal targets without magical armor. You cannot be grappled or otherwise restrained by normal means while in this form.

You can enter or pass through solid objects while in ghostform. You can sense the presence of creatures or objects within 5 feet of you, but creatures remain hidden to you so long as you are inside an object. You cannot attack while within an object. While within an object you have full cover bonuses until you emerge or attack.

You move silently and cannot be heard with Perception checks if you do not wish to be heard. You have no Strength score. Your Dexterity modifier applies to all attack rolls which would normally have a Strength modifier applied. You nave no scent, you can be detected by blindsight. You gain an innate sense of direction even while you cannot see.

Ghoul Gauntlet

6th-level Necromancy


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

Your touch gradually transforms a living victim into a ravening, flesh-eating ghoul. The target makes a Constitution saving throw. On a success, the effects are negated and the target is immune to this spell for the next 24 hours. On a faliure, the transformation begins. Starting at the body part touched, the victim takes 3d6 points of necrotic damage per round as their body slowly dies at is transformed into a ghoul. When the victim reaches 0 hit points, they can make a DC 30 Intelligence saving throw. On a success, they retain their mind. On a failure, both their mind and body are transformed into that of a ghoul.

If the victim fails their initial Constitution saving throw, cure disease, dispel magic, remove curse, restoration, greater restoration, or wish negates the gradual change, Healing spells may temporarily prolong the process by increasing the victim's hit points, but the transformation continues unabated.

The ghoul that you create remains under your control indefinitely. You can keep generating ghouls with this spell, but can only control up to an amount of ghouls generated by this spell equal to your caster level (up to 20). If you exceed this number, any new ghouls still fall under your control, but the ghoul which has been controlled by you for the longest time becomes uncontrolled.

Ghoul Glyph

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (earth from the grave or lair of a ghoul)
  • Duration: Permanent

You inscribe a glyph that paralyzes any living creature of Large of smaller size that enters, passes, or opens the warded area. You scribe the glyph to be visible as faintly glowing lines which require a DC 15 Investigation check or DC 20 Perception check to notice. You can inscribe the glyph on a portable object.

Conditions for triggering a ghoul glyph are stringent. It takes effect on any creature except yourself that moves to or within 2 feet of it. It affects invisible creatures normally but is not triggered by those on the Ethereal Plane such as ghosts. Only one ghoul glyph may be inscribed in a 5 foot square. If one attepts to make two such glyphs within fewer than 5 feet of each other, they both discharge and are destroyed. Additionally, the conflicting glyphs target anyone who happens to be within 5 feet of either of them at the moment, including the caster.

Ghoul glyphs cannot be affected or bypassed by physical or magical probing, but can be dispelled using dispel magic. Nondetection can fool a ghoul glyph.

A successful DC 15 Arcana check allows one to read the ghoul glyph and decypher its purpose, so long as it is noticed before it is activated. A DC 25 Arcana or Slight of Hand check can disable it.

When activated, the subject is paralyzed for 1d6+2 rounds and makes a Constitution saving throw. If the subject fails their saving throw, they exhude a carrion stench that causes retching and nausea within a 10-foot radius. Those in the radius must make a Constitution saving throw or have disadvantage on all rolls until the spell ends or they leave the area of effect.

Haunt Shift

5th-level necromancy


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (a pinch of powdered skull)
  • Duration: Instantaneous

You convert 1d6+3 undead creatures that you can see into haunting presences. Undead creatures with the fewest Hit Dice are affected first. If two creatures have the same number of Hit Dice, the ones that are closest to the spellcaster are affected first. No creature of 9 or more Hit Dice can be affected.

Haunting presences are similar to poltergeists, and cannot manifest in the same ways that other incorporeal undead can. Haunting presences are tied to a specific location or object which is closest when created. Intelligent haunting presences may choose to whisper into the ears of nearby creatures, often in an airy voice or incoherently. Haunting presences can choose to effect their enviroments in other ways, such as subtly moving objects, closing doors, or snuffing out small fires.

Incorporeal Enhancement

3rd-level necromancy


  • Casting Time: 1 round
  • Range: Touch
  • Components: V, S, M (a pinch of iron dust a pinch of bone dust mixed together)
  • Duration: 24 hours

You touch one undead creature with this spell. This undead gains a +1 AC bonus, 1d8 temporary hit points, +1 to attack rolls, and advantage against turning. For every five caster levels, the effect of the Armor Class, Hit Point, and Attack enhancements doubles. (For example a 20th-level caster grants an undead +4 to AC, 4d8 temporary hit points, +4 to attack rolls).

Incorporeal Nova

6th-level necromancy


  • Casting Time: 1 action
  • Range: 100 feet
  • Components: V, S, M (one empty glass bottle or a white lily)
  • Duration: 1 round

You outstretch both hands, sending a ball of distorted energy towards its destination. Once reaching its destination, the ball bursts into a nova of light with a 50-foot radius and dissipates the immaterial bodies of incorporeal and gaseous creatures, destroying them instantly. All targets get a Wisdom saving throw to negate the effect of this spell.

The spell destroys 1d4 Hit Dice worth of creatures per caster level (to a maximum of 20d4). Usually, creatures such as shadows, wraiths, specters, ghosts, and similar creatures are destroyed. Vampires and living creatures in gaseous forms are also affected. Creatures with the fewest Hit dice are affected first; among creatures with an equal amount of Hit Dice, those that are closest to the origin of the nova are affected first. No creature with 9 or more Hit Dice is affected.

Kiss of the Vampire

5th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a black onyx worth at least 50 gp that has been carved with the image of a bat)
  • Duration: 1 round/level

You draw upon the powers of unlife to give yourself abilities similar to those of a vampire. You become gaunt and pale with feral, red eyes, and you gain the following abilities to use as many times as you wish for the spell's duration.

  • spider climb
  • vampiric touch
  • charm person
  • gaseous form
  • resistance to spell damage

While you are using this spell, spells such as inflict wounds heal you and healing spells such as cure wounds hurt you. You are treated as if you were undead for the purpose of all spells and effects. You can be affected by turning as other undead are. On a turn attempt make a Wisdom saving throw against the caster's spell save DC or be turned.

Any charm effect you create with this spell ends when the spell ends, but all other effects remain until their normal duration expires.

Night's Caress

5th-level necromancy


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

A touch from your hand, which sheds darkness like the blackest night, disrupts the life force of a living creature. Your touch deals 1d6 points of damage per caster level (maximum of 15d6), and the target makes a Constitution saving throw. On a faliure the target also takes 1d6+2 points of Constitution damage, otherwise they do not.

This spell has a special effect on undead creatures. An undead creature touched by you takes no damage or Constitution loss, but must make a Wisdome saving throw. On a failure, the undead creature flees as if panicked for 1d4 rounds +1 round per caster level.

Plague of Undead

9th-level necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a black sapphire worth at least 100 gp or several black sapphires with a total value of 100 gp which the spell consumes)
  • Duration: Instantaneous

This spell unleashes great necromantic power, raising a host of undead creatures. This spell turns the bones or bodies of dead creatures within the spell's range into undead skeletons or zombies that follow your spoken commands. The undead remain animated until destroyed. A destroyed undead cannot be reanimated.

Regardless of the specific numbers or kinds of undead created with this spell, you can't create more than twice your caster level's worth of undead with a single casting of this spell.

The undead you create remain under your control indefinitely. No matter how many times you use this spell, you can only control up to four times your caster level worth of undead using it. Any undead which exceeds this limit becomes controlled by you but causes the undead you have controlled the longest to become uncontrolled.

The bones and bodies required for this spell follow the same basic restrictions as animate dead. All of the bones and bodies to be animated by this spell must be within range when the spell is cast.

Protection from Negative Energy

3rd-level abjuration


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

The warded creature gains resistance against necrotic damage and therefore only takes half damage from spells such as inflict wounds. If a creature wishes not to have this effect, they may make a Wisdom saving throw to negate its effects.

Protection from Positive Energy

3rd-level abjuration


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

The warded creature gains resistance against the effects of any spell which would heal it by channeling positive energy, such as cure wounds, and healing word and is therefore only affected by half of the spell's total power. If a creature wishes not to have this effect, they may make a Wisdom saving throw to negate its effects.

Mass Restoration

8th-level abjuration


  • Casting Time: 1 round
  • Range: 30 feet
  • Components: V, S, M (a diamond worth at least 250 gp, which the spell consumes)
  • Duration: Instantaneous

You target one creature per caster level, no two of which are more than 30 feet apart. The targets are imbued with the positive energy to undo a debilitating effect. You can choose a different effect for each target. You can reduce the target's exhaustion level by one, or end one of the following effects on each of the targets.

  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum

Revive Undead

6th-level necromancy


  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (a black pearl worth at least 500 gp, which the spell consumes)
  • Duration: Instantaneous

You restore animation to an undead creature which is at 0 hp or lower (even skeletons and zombies that can't normally be reanimated once destroyed). You can revive a destroyed undead that has been inactive for up to one day per caster level. In addition, the subject's animating spirit must be free and willing to return. If the subject's animating spirit is not willing to return, the spell does not work.

Revive undead heals hit point damage up to a total of 1 Hit Point per Hit Die to an undead. The body of the undead to be revived must be whole. Otherwise, the missing parts are still missing when the creature is reanimated. None of the dead creature's equipment or possessions are affected in any way by this spell.

An undead that has been turned to dust by a turning effect or by sunlight cannot be revived by this spell.

Sheltered Vitality

4th-level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round/level

You reach out with two fingers bathed in golden light and touch the target. The target gains immunity to fatigue, exhaustion, and ability damage, regardless of the source.

Spark of Life

6th-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 round/level

A touch from your hand limns an undead creature in a faint yellow glow, making it vulnerable to many of the dangers that can harm living creatures. For the duration of the spell, the undead creature is subject to poisoning, sleep effects, stunning, paralysis, nonlethal damage, ability drain, exhaustion, and necrotic damage. Additionally they must breathe, eat, sleep, and drink as a living version of their undead form would. Zombies and similar creatures lose their undead fortitude.

While under the effect of this spell, both negative energy (such as inflict wounds) and positive energy (such as cure wounds) heal damage to the undead creature, rather than damaging it.

Spawn Screen

2nd-level necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 hours

For the duration of the spell the subject cannot rise as undead spawn should they die within the duration from an attack that normally would turn them into a spawn (such as by a vampire or an animate dead spell). This spell does not prevent the target's deat but merely provides protection from the subject being forcefully raised as a member of the undead.

The protection applies if the duration is still in effect when the subject first dies; the spell need not linger in its effect over the period immediately prior to a spawn's rise. This spell cannot be cast on the body of a subject which was already killed. If the target wishes to negate the effects of this spell, they may make a Wisdom saving throw against the caster's spell save DC.

Spectral Touch

6th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes

You sheathe your hand in black energy, which crackles into the form of a large, clawed hand around your own. Whenever you touch a target with this hand, you channel negative energy into them, causing them to make a Constitution saving throw. On a failure, the energy crackles through their body, bestowing one level of exhaustion on the target and granting you 5 Temporary Hit Points. Both the level of exhaustion and the Temporary Hit Points last for up to 1 hour. You can use this melee touch attack once per round for the spell's duration.

Any undead creature you touch with this spell gains 5 Temporary Hit Points, draining you of 5 of your own Hit Points. Temporary Hit Points gained this way last for up to 1 hour.

Summon Undead I

2nd-level necromancy


  • Casting Time: 1 round
  • Range: 20 feet
  • Components: V, S, M ( a tiny bag, a small unlit candle, and a carved bone from any humanoid which are not consumed by the spell)
  • Duration: 1 round/level

From deep within the earth, you summon forth an undead creature. Choose one creature from the 1st-level Summon Undead list. You summon this creature and can change this choice the next time you use this spell.

Unlike undead risen using the animate dead spell, summoned undead cannot follow specific orders and are not mentally controlled by you. Instead the undead will only mindlessly attack anything that it percieves to be your enemy until it is destroyed or you dispell the animation.

Summon Undead II

3rd-level necromancy


  • Casting Time: 1 round
  • Range: 20 feet
  • Components: V, S, M ( a tiny bag, a small unlit candle, and a carved bone from any humanoid which are not consumed by the spell)
  • Duration: 1 round/level

From deep within the earth, you summon forth one or more undead creatures. Choose one creature from the 2nd-level Summon Undead list or two undead of the same kind from the 1st-level list. You summon this creature and can change this choice the next time you use this spell.

Unlike undead risen using the animate dead spell, summoned undead cannot follow specific orders and are not mentally controlled by you. Instead the undead will only mindlessly attack anything that it percieves to be your enemy until it is destroyed or you dispell the animation.


Summon Undead III

4th-level necromancy


  • Casting Time: 1 round
  • Range: 20 feet
  • Components: V, S, M ( a tiny bag, a small unlit candle, and a carved bone from any humanoid which are not consumed by the spell)
  • Duration: 1 round/level

From deep within the earth, you summon forth one or more undead creatures. Choose one creature from the 3rd-level Summon Undead list, two undead of the same kind from the 2nd-level list, or four undead of the same kind from the 1st-level list. You summon this creature and can change this choice the next time you use this spell.

Unlike undead risen using the animate dead spell, summoned undead cannot follow specific orders and are not mentally controlled by you. Instead the undead will only mindlessly attack anything that it percieves to be your enemy until it is destroyed or you dispell the animation.

Summon Undead IV

5th-level necromancy


  • Casting Time: 1 round
  • Range: 20 feet
  • Components: V, S, M ( a tiny bag, a small unlit candle, and a carved bone from any humanoid which are not consumed by the spell)
  • Duration: 1 round/level

From deep within the earth, you summon forth one or more undead creatures. Choose one creature from the 4th-level Summon Undead list, two undead of the same kind from the 3rd-level list, or four undead of the same kind from the 2nd or 1st-level lists. You summon this creature and can change this choice the next time you use this spell.

Unlike undead risen using the animate dead spell, summoned undead cannot follow specific orders and are not mentally controlled by you. Instead the undead will only mindlessly attack anything that it percieves to be your enemy until it is destroyed or you dispell the animation.

Summon Undead V

6th-level necromancy


  • Casting Time: 1 round
  • Range: 20 feet
  • Components: V, S, M ( a tiny bag, a small unlit candle, and a carved bone from any humanoid which are not consumed by the spell)
  • Duration: 1 round/level

From deep within the earth, you summon forth one or more undead creatures. Choose one creature from the 5th-level Summon Undead list, two undead of the same kind from the 4th-level list, or four undead of the same kind from the 3rd, 2nd, or 1st level lists. You summon this creature and can change this choice the next time you use this spell.

Unlike undead risen using the animate dead spell, summoned undead cannot follow specific orders and are not mentally controlled by you. Instead the undead will only mindlessly attack anything that it percieves to be your enemy until it is destroyed or you dispell the animation.

Summon Undead
Level Undead
1st Skeleton (Medium), Zombie (Medium)
2nd Shadow, Warhorse Skeleton
3rd Ghoul, Specter, Will-O'-Wisp
4th Ghast, Skeleton (Large), Zombie(Large)
5th Mummy, Banshee, Ghost

Undead Bane Weapon

3rd-level transmutation


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 1 hour

You bestow a weapon with a holy silver light, about as bright as a candle, making it more effective against undead. The weapon has advantage on attack rolls to hit undead creatures and deals an additional 1d6 points of damage against undead.

Alternately, you can affect up to fifty arrows, bolts, or similar projectile ammunition. The projectiles must be of the same kind, and they must all be within 1 foot of each other. Projectiles (but not thrown weapons) lose the enchantment once it is discharged into an undead.

Veil of Undeath

8th-level necromancy


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a black sapphire worth at least 1,000 gp)
  • Duration: 2 hours

You gain many of the traits common to undead creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, ability score damage, hunger, thirst, aging, and suffocation.

For the duration of the spell you are damaged by positive energy spells such as cure wounds and healed by negative energy spells such as inflict wounds.

Wither Limb

4th-level necromancy


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: Permanent

The caster chooses to wither either the arms or legs of a humanoid. Withered legs force a subject to fall prone and their speed falls to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components.

A withered limb can be restored by dispel magic, remove curse, greater restoration, or wish.