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Returning 35 results for 'Necromancy spells'.
Necromancer Legacy This doesn't reflect the latest rules and lore. Learn More
Monsters
hit with spell attacks). The necromancer has the following wizard spells prepared:Cantrips (at will): chill touch, dancing lights, mage hand, mending1st level (4 slots): false life,* mage armor
, stoneskin5th level (2 slots): Bigby's hand, cloudkill6th level (1 slot): circle of death**Necromancy spell of 1st level or higherGrim Harvest (1/Turn). When necromancer kills a creature that is
Gremorly's Ghost
Monsters
Strike", "rollDamageType":"necrotic"} necrotic damage.Fell Necromancy. Gremorly targets one creature he can see within 60 feet of himself. The target must make a DC 16 Constitution saving throw
, taking 61 (7d8 + 30);{"diceNotation":"7d8+30", "rollType":"damage", "rollAction":"Fell Necromancy", "rollDamageType":"necrotic"} necrotic damage on a failed save, or half as much damage on a successful
Scarab of Protection
Magic Items
advantage on saving throws against spells.The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your
Libram of Souls and Flesh
Magic Items
With covers made of skin and fittings of bone, this tome is cold to the touch, and it whispers faintly. When found, the book contains the following spells, which are wizard spells for you while you
you are holding the book, you can use it as a spellcasting focus for your wizard spells.The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the
Witherbloom Student
Backgrounds
and necromancy. Brewing strange concoctions with medicinal properties, exploring the anatomies of monsters, and cataloging swamp flora are the kinds of studies you might pursue at Witherbloom College
addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Lestheris Soldrei
monsters
teleports up to 60 feet to an unoccupied space she can see.Utility SpellsIn addition to any other spells in this stat block, Lestheris can cast the following spells, using Intelligence as the
and opportunities afforded her. As the half-elf grew into an insatiable arcane scholar, mentors assumed her academic interest in necromancy was mere morbid curiosity, but her fascination soon became
Crawling Claw (MCDM)
monsters
fell spells. The magic that granted them unlife also turns their fingernails into filth-covered blades. These tiny creatures are wickedly mischievous and make rude gestures at their opponents before
sustenance. These spells also halt decay, preserving the undead at the stage of deterioration when magic touched them. Some experienced necromancers can even reverse a corpse’s decay, making an
Ghoul Craver
monsters
focus: the destruction of all living things.Halted Processes. The magic that animates a corpse removes the need for air, sleep, and sustenance. These spells also halt decay, preserving the undead at
their death, and other seemingly spontaneous acts of necromancy. Some sages theorize that any place tainted with abundant evil could gradually animate a corpse with foul magic.UNDEAD OR DEAD DEAD
Sofina
Monsters
":"5d10+5", "rollType":"damage", "rollAction":"Necrotic Strike", "rollDamageType":"necrotic"} necrotic damage.Spellcasting. Sofina casts one of the following spells, using Intelligence as the
practitioner of magic with ties to Thay’s tyrannical magocracy. Sofina specializes in necromancy. Death magic and fear are both tools in her arsenal.As Red Wizards are shunned outside Thay
Shadow Touched (Wisdom)
Feats
invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot
. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Brain in a Jar
Monsters
is protected by a mind blank spell.Magic Resistance. The brain has advantage on saving throws against spells and other magical effects.Unusual Nature. The brain doesn’t require air, food
, ending the effect on itself on a success.Innate Spellcasting (Psionics). The brain casts one of the following spells, requiring no components and using Intelligence as the spellcasting ability
Vellynne Harpell
Monsters
ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following wizard spells prepared:Cantrips
family, based in the town of Longsaddle. Cold and dispassionate, she took to magic only a decade ago in her late forties and is skilled in the arcane tradition of necromancy. She has a lifelong struggle
Lady Illmarrow
Monsters
Legendary Resistance (3/Day). If Illmarrow fails a saving throw, she can choose to succeed instead.Magic Resistance. Illmarrow has advantage on saving throws against spells and other magical
). Illmarrow has the following wizard spells prepared:Cantrips (at will): chill touch (see “Actions” below), fire bolt, mage hand, prestidigitation, ray of frost1st level (4 slots): magic
Zombie (MCDM)
monsters
typically have a singular focus: the destruction of all living things.Halted Processes. The magic that animates a corpse removes the need for air, sleep, and sustenance. These spells also halt decay
the anniversary of their death, and other seemingly spontaneous acts of necromancy. Some sages theorize that any place tainted with abundant evil could gradually animate a corpse with foul magic
Shadow Touched (Intelligence)
Feats
invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot
. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Shadow Touched (Charisma)
Feats
invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot
. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Shadow Touched
feats
invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot
. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.
Giant Zombie
monsters
destruction of all living things.Halted Processes. The magic that animates a corpse removes the need for air, sleep, and sustenance. These spells also halt decay, preserving the undead at the stage of
other seemingly spontaneous acts of necromancy. Some sages theorize that any place tainted with abundant evil could gradually animate a corpse with foul magic.UNDEAD OR DEAD DEAD?Many lesser
Rotting Zombie
monsters
.Halted Processes. The magic that animates a corpse removes the need for air, sleep, and sustenance. These spells also halt decay, preserving the undead at the stage of deterioration when magic touched them
of necromancy. Some sages theorize that any place tainted with abundant evil could gradually animate a corpse with foul magic.UNDEAD OR DEAD DEAD?Many lesser corporeal undead look no different
Decrepit Skeleton
monsters
spells also halt decay, preserving the undead at the stage of deterioration when magic touched them. Some experienced necromancers can even reverse a corpse’s decay, making an undead appear living
emerging from mass graves on the anniversary of their death, and other seemingly spontaneous acts of necromancy. Some sages theorize that any place tainted with abundant evil could gradually animate a
Wight (MCDM)
monsters
by others typically have a singular focus: the destruction of all living things.Halted Processes. The magic that animates a corpse removes the need for air, sleep, and sustenance. These spells also
from mass graves on the anniversary of their death, and other seemingly spontaneous acts of necromancy. Some sages theorize that any place tainted with abundant evil could gradually animate a corpse
Skeleton (MCDM)
monsters
removes the need for air, sleep, and sustenance. These spells also halt decay, preserving the undead at the stage of deterioration when magic touched them. Some experienced necromancers can even reverse a
rare astrological occurrences, skeletal soldiers emerging from mass graves on the anniversary of their death, and other seemingly spontaneous acts of necromancy. Some sages theorize that any place
Ghoul (MCDM)
monsters
spells also halt decay, preserving the undead at the stage of deterioration when magic touched them. Some experienced necromancers can even reverse a corpse’s decay, making an undead appear living
emerging from mass graves on the anniversary of their death, and other seemingly spontaneous acts of necromancy. Some sages theorize that any place tainted with abundant evil could gradually animate a
Wight Siphoner
monsters
.Halted Processes. The magic that animates a corpse removes the need for air, sleep, and sustenance. These spells also halt decay, preserving the undead at the stage of deterioration when magic touched them
of necromancy. Some sages theorize that any place tainted with abundant evil could gradually animate a corpse with foul magic.UNDEAD OR DEAD DEAD?Many lesser corporeal undead look no different
Warlock Spells
Compendium - Sources->Xanathar's Guide to Everything
Warlock Spells Cantrips (0 Level) Create bonfire (conjuration) Frostbite (evocation) Infestation (conjuration) Magic stone (transmutation) Thunderclap (evocation) Toll the dead
(necromancy) 1st Level Cause fear (necromancy) 2nd Level Earthbind (transmutation) Mind spike (divination) Shadow blade (illusion) 3rd Level Enemies abound (enchantment) Summon lesser demons
Cleric Spells
Compendium - Sources->Xanathar's Guide to Everything
Cleric Spells Cantrips (0 Level) Toll the dead (necromancy) Word of radiance (evocation) 1st Level Ceremony (abjuration, ritual) 3rd Level Life transference (necromancy) 5th Level Dawn (evocation) Holy weapon (evocation) 7th Level Temple of the gods (conjuration)
Wizard Spells
Compendium - Sources->Xanathar's Guide to Everything
Wizard Spells Cantrips (0 Level) Control flames (transmutation) Create bonfire (conjuration) Frostbite (evocation) Gust (transmutation) Infestation (conjuration) Mold earth
(transmutation) Shape water (transmutation) Thunderclap (evocation) Toll the dead (necromancy) 1st Level Absorb elements (abjuration) Catapult (transmutation) Cause fear (necromancy) Earth tremor
35. Necromancy Classroom
Compendium - Sources->Waterdeep: Dungeon of the Mad Mage
35. Necromancy Classroom Ghastly Decor. Plastered to the walls and roof of this domed, 25-foot-high room are hundreds of humanoid skeletons, arranged in a decorative but ghastly manner. Circle. A
magic spell reveals a strong aura of necromancy magic around the circle. A character who studies the circle and succeeds on a DC 20 Intelligence (Arcana) check can ascertain its properties. The check
Spells
Compendium - Sources->Tasha’s Cauldron of Everything
Spells Well, darn. Whatever could have happened to the spells Mordenkainen’s Bountiful Back-Patting, Heward’s Hot Air, and all the rest? I’m sure I submitted the spells they insisted I include herein
. Seems they got lost in the shuffle. Shame. Tasha This section contains new spells that the DM may add to a campaign, making them available to player character and monster spellcasters alike. The
Spells
Compendium - Sources->Strixhaven: A Curriculum of Chaos
Spells Created at Strixhaven, the spells presented in this section are available to the backgrounds offered in this chapter. The spells also appear on the class spell lists indicated in the Spells
table below. Spells Level Spell School Class 1st Silvery Barbs Enchantment Bard, Sorcerer, Wizard 2nd Borrowed Knowledge Divination Bard, Cleric, Warlock, Wizard 2nd Kinetic Jaunt Transmutation
Cleric: Death Domain
Compendium - Sources->Dungeon Master’s Guide
(Incabulos, Talona, or Morgion), and the underworld (Hades and Hel). Death Domain Spells Cleric Level Spells 1st false life, ray of sickness 3rd blindness/deafness, ray of enfeeblement 5th animate
1st level, the cleric learns one necromancy cantrip of his or her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead
Scarab of Protection
Compendium - Sources->Basic Rules
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a
Wizard Spells
Compendium - Sources->Princes of the Apocalypse
Wizard Spells One of the best ways to introduce these new spells is to include them in spellbooks that appear as treasure. Cantrips (0 Level) Control flames (transmutation) Create bonfire
of stone (transmutation) Investiture of wind (transmutation)7th Level Whirlwind (evocation) 8th Level Abi-Dalzim’s horrid wilting (necromancy)
Gentle Repose
Compendium - Sources->Player's Handbook
Gentle Repose 2nd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there
on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
Scarab of Protection
Compendium - Sources->Dungeon Master’s Guide
nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a