Necromancer Spell List
Necromancers can learn spells from the following list when they gain certain levels in their class. Spells marked with an asterisk (*) are new to this class.
Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Flesh Ripper*
Hocuspocus*
Light
Mage Hand
Mending
Minor Lifesteal
Poison Spray
Shocking Grasp
Spark of Life*
True Strike
1st Level
Alarm
Bane
Command
Detect Evil and Good
Detect Magic
Exhume*
Expeditious Retreat
False Life
Flawed Reconstruction*
Fog Cloud
Grease
Identify
Inflict Wounds
Mage Armor
Might of the Abyss*
Protection from Evil and Good
Sleep
Unseen Servant
2nd Level
Acid Arrow
Blindness/Deafness
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Gentle Repose
Invisibility
Knock
Locate Object
Misty Step
Pass Without Trace
Ray of Enfeeblement
Silence
Spider Climb
Web
3rd Level
Animate Dead
Bestow Curse
Call Lightning
Clairvoyance
Counterspell
Dispel Magic
Fear
Gaseous Form
Glyph of Warding
Nondetection
Phantom Steed
Remove Curse
Revivify
Speak with Dead
Stinking Cloud
Vampiric Touch
4th Level
Arcane Eye
Blight
Death Ward
Dimension Door
Grasp of the Grave*
Greater Invisibility
Locate Creature
Phantasmal Killer
Secret Chest
5th Level
Antilife Shell
Cloudkill
Contagion
Dispel Evil and Good
Dream
Insect Plague
Modify Memory
Scrying
Teleportation Circle
6th Level
Circle of Death
Contingency
Create Undead
Eyebite
Flesh to Stone
Harm
Magic Jar
7th Level
Etherealness
Finger of Death
Plane Shift
Sequester
Teleport
8th Level
Antimagic Field
Clone
Feeblemind
Gahoul’s Glorious Gothic*
Mind Blank
Power Word Stun
9th Level
Imprisonment
Power Word Kill
Storm of Vengeance
Weird
Spell Descriptions
The spells are presented in alphabetical order.
Exhume
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of blood)
Duration: Instantaneous
Flawed Reconstruction
Casting Time: 1 action
Range: Touch
Components: V, S, M (a needle and thread)
Duration: Instantaneous
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d6 for each slot level above 1st.
Flesh Ripper
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Gahoul’s Glorious Gothic
Casting Time: 1 hour
Range: 1 mile
Components: V, S, M (a decorated gothic manor miniature worth at least 1,000 gp)
Duration: 7 days
You can create any floor plan you like for the manor, but the space can’t exceed 50 cubes, each cube being 10 feet on each side, or five stories in total, including basements. The manor is adorned with barred windows and decorative gargoyles, but is furnished and decorated as you choose. Once the manor is first created, these details are recorded in the miniature manor used to cast the spell and can’t be changed. The manor is staffed by 50 skeletons obedient to you, and contains enough food to serve 50 people each day for a week. The skeletons can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature.
The manor contains a 15-foot cube vault, which is an extradimensional space. Items placed within the vault will be present next time you cast this spell.
The courtyard is drenched in necromantic magic, such that any Humanoid buried in its grounds rises 24 hours later as a ghoul under your control, as per the create undead spell. When the spell is cast, 3 ghouls are animated in the courtyard. These Undead are under your control, but can’t leave the estate. They patrol the estate if given no other instructions. Undead can’t be turned within the estate.
The estate crumbles into dust and bone after 7 days, and all items placed within the manor appear safely in the space the manor occupied. If cast in the same place once every 7 days for a year, the estate becomes permanent.
Grasp of the Grave
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a shrunken hand)
Duration: Concentration, up to 1 minute
When a creature enters the area for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, a creature takes 3d6 necrotic damage, and is dragged by the hands to any unoccupied space within the area that you choose. On a successful save, a creature takes half as much damage and is not moved.
Until the spell ends, you can use your action to force each creature within the area to immediately make a save against this spell.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, its damage increases by 1d6 for each slot level above 4th.
Hocuspocus
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
- You cause all candles, torches, and other open flames to darken and flicker.
- You create a quiet sound that originates from a point of your choice within range, such as ominous whispers, the drone of insects, or the sound of crying.
- You create up to four torch-sized spectral, glowing orbs, which float around within range. The orbs do not provide light, apart from a dim glow.
- You can chill or warm the air in a 10-foot cube by 10 degrees.
- You cause small, unattended objects to rattle or levitate an inch off the ground.
Might of the Abyss
Casting Time: 1 action
Range: 15 feet
Components: V, S, M (a small, black strip of ribbon)
Duration: Concentration, up to 1 minute
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range increases by 5 feet, and you can target one additional creature for each slot level above 1st.
Spark of Life
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
This spell’s damage increases as you gain levels. At 5th level, the corpse deals two damage dice according to its size. At 11th level, it deals three damage dice, and at 17th level, it deals four damage dice.