Necromancer Spell List
This section presents the Necromancer spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Cantrips (Level 0)
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Spell Descriptions
Cantrips (Level 0 Necromancer Spells)
Spell | School | Special |
Acid Splash | Evocation | — |
Blade Ward | Abjuration | C |
Chill Touch | Necromancy | — |
Dancing Lights | Illusion | C |
Eldritch Orb* | Evocation | — |
Hocuspocus* | Conjuration | — |
Light | Evocation | — |
Mage Hand | Conjuration | — |
Mending | Transmutation | — |
Message | Transmutation | — |
Minor Illusion | Illusion | — |
Poison Spray | Necromancy | — |
Prestidigitation | Transmutation | — |
Ray of Frost | Evocation | — |
Shocking Grasp | Evocation | — |
Spare the Dying | Necromancy | — |
Spark of Life* | Necromancy | — |
True Strike | Divination | — |
Level 1 Necromancer Spells
Spell | School | Special |
Alarm | Abjuration | R |
Bane | Enchantment | C |
Command | Enchantment | — |
Comprehend Languages | Divination | R |
Detect Evil and Good | Divination | C |
Detect Magic | Divination | C, R |
Disguise Self | Illusion | — |
Exhume* | Necromancy | R |
Expeditious Retreat | Transmutation | C |
False Life | Necromancy | — |
Feather Fall | Transmutation | — |
Flawed Reconstruction* | Transmutation | — |
Fog Cloud | Conjuration | C |
Grease | Conjuration | — |
Hideous Laughter | Enchantment | C |
Identify | Divination | R, M |
Illusory Script | Illusion | R, M |
Jump | Transmutation | — |
Mage Armor | Abjuration | — |
Might of the Abyss* | Evocation | C |
Protection from Evil and Good | Abjuration | C, M |
Ray of Sickness | Necromancy | — |
Silent Image | Illusion | C |
Sleep | Enchantment | C |
Thunderwave | Evocation | — |
Level 2 Necromancer Spells
Spell | School | Special |
Acid Arrow | Evocation | — |
Arcane Lock | Abjuration | M |
Blindness/Deafness | Transmutation | — |
Darkness | Evocation | C |
Darkvision | Transmutation | — |
Detect Thoughts | Divination | C |
Enhance Ability | Transmutation | C |
Enlarge/Reduce | Transmutation | C |
Gentle Repose | Necromancy | R |
Hold Person | Enchantment | C |
Invisibility | Illusion | C |
Knock | Transmutation | — |
Locate Object | Divination | C |
Misty Step | Conjuration | — |
Ray of Enfeeblement | Necromancy | C |
See Invisibility | Divination | — |
Shatter | Evocation | — |
Silence | Illusion | C, R |
Spider Climb | Transmutation | C |
Web | Conjuration | C |
Level 3 Necromancer Spells
Spell | School | Special |
Animate Dead | Necromancy | — |
Bestow Curse | Necromancy | C |
Clairvoyance | Divination | C, M |
Counterspell | Abjuration | — |
Dispel Magic | Abjuration | — |
Fear | Illusion | C |
Fly | Transmutation | C |
Gaseous Form | Transmutation | C |
Lightning Bolt | Evocation | — |
Major Image | Illusion | C |
Nondetection | Abjuration | M |
Protection from Energy | Abjuration | C |
Remove Curse | Abjuration | — |
Revivify | Necromancy | M |
Sending | Divination | — |
Speak with Dead | Necromancy | — |
Stinking Cloud | Conjuration | C |
Tongues | Divination | — |
Vampiric Touch | Necromancy | C |
Level 4 Necromancer Spells
Spell | School | Special |
Arcane Eye | Divination | C |
Banishment | Abjuration | C |
Blight | Necromancy | — |
Death Ward | Abjuration | — |
Dimension Door | Conjuration | — |
Dominate Beast | Enchantment | C |
Gahoul’s Scapegoat* | Abjuration | — |
Grasp of the Grave* | Necromancy | C |
Greater Invisibility | Illusion | C |
Hallucinatory Terrain | Illusion | — |
Locate Creature | Divination | C |
Phantasmal Killer | Illusion | C |
Secret Chest | Conjuration | M |
Level 5 Necromancer Spells
Spell | School | Special |
Antilife Shell | Abjuration | C |
Cloudkill | Conjuration | C |
Contagion | Necromancy | — |
Dispel Evil and Good | Abjuration | C |
Dominate Person | Enchantment | C |
Dream | Illusion | — |
Flawed Resurrection* | Necromancy | — |
Geas | Enchantment | — |
Hold Monster | Enchantment | C |
Insect Plague | Conjuration | C |
Modify Memory | Enchantment | C |
Scrying | Divination | C, M |
Seeming | Illusion | — |
Teleportation Circle | Conjuration | M |
Level 6 Necromancer Spells
Spell | School | Special |
Chain Lightning | Evocation | — |
Circle of Death | Necromancy | M |
Contingency | Abjuration | M |
Create Undead | Necromancy | M |
Eyebite | Necromancy | C |
Flesh to Stone | Transmutation | C |
Harm | Necromancy | — |
Magic Jar | Necromancy | M |
True Seeing | Divination | M |
Level 7 Necromancer Spells
Spell | School | Special |
Etherealness | Conjuration | — |
Finger of Death | Necromancy | — |
Plane Shift | Conjuration | M |
Sequester | Transmutation | M |
Teleport | Conjuration | — |
Level 8 Necromancer Spells
Spell | School | Special |
Antimagic Field | Abjuration | C |
Clone | Necromancy | M |
Dominate Monster | Enchantment | C |
Gahoul’s Glorious Gothic* | Conjuration | M |
Maze | Conjuration | C |
Mind Blank | Abjuration | — |
Power Word Stun | Enchantment | — |
Level 9 Necromancer Spells
Spell | School | Special |
Astral Projection | Necromancy | M |
Foresight | Divination | — |
Power Word Kill | Enchantment | — |
Storm of Vengeance | Conjuration | C |
Weird | Illusion | C |
Spell Descriptions
New spells are presented in alphabetical order.
Eldritch Orb
Evocation Cantrip (Necromancer, Warlock, Witch)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You fling a ball of eldritch energy at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Force damage and it explodes in a 5-foot Emanation. Each creature within the Emanation makes a Dexterity saving throw, taking half the amount of Force damage on a failed save, or none on a successful one.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Exhume
Level 1 Necromancy (Cleric, Necromancer, Wizard)
Casting Time: Action or Ritual
Range: 60 feet
Components: V, S, M (a Shovel)
Duration: Instantaneous
Choose an unoccupied 20-foot square on the ground within range. This spell causes one pile of Humanoid bones to rise out of the ground within that square. If you cast this spell within a burial place such as a graveyard, mausoleum, or barrow, 1d4 corpses or piles of bones are
exhumed. The ground itself isn’t disturbed by this spell; the bones simply appear out of the ground.
Flawed Reconstruction
Level 1 Transmutation (Necromancer, Warlock, Witch, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a needle and thread)
Duration: Instantaneous
You stitch together the wounds of a creature you touch, which regains 3d6 Hit Points. However, the mending is imperfect, and the target’s Hit Point maximum is reduced by 1d6, to a minimum of 1.
Using a Higher-Level Spell Slot. The healing increases by 2d6 and the reduction increases by 1d6 for each spell slot level above 1.
Flawed Resurrection
Level 5 Necromancy (Necromancer)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous
You touch a dead Humanoid that has been no longer than 10 days and revive it as an intelligent Undead creature. The creature returns to life with 1 Hit Point. This spell closes all mortal wounds, but it doesn’t restore missing body parts.
The creature’s type becomes Undead and it gains Immunity to Poison damage and the Poisoned condition. It doesn’t need to eat, drink, sleep, or breathe, though it must still rest for 8 hours to gain the benefits of a Long Rest.
The Undead body deteriorates over time. Whenever the creature finishes a Long Rest, its Hit Point maximum permanently decreases by 1. The creature’s Hit Point maximum can only be restored by the Greater Restoration spell. If the creature dies and is later targeted by Resurrection or similar magic, it can be returned to life with its original creature type.
Gahoul’s Glorious Gothic
Level 8 Conjuration (Necromancer)
Casting Time: 1 hour
Range: 1 mile
Components: V, S, M (a decorated gothic manor miniature worth 1,000+ GP)
Duration: 7 days
A rift opens, pouring forth tons of brick and stonework that neatly assembles into a vast gothic estate. The estate consists of a manor surrounded by a 200-by-200-foot courtyard and a 10-foot tall wrought iron fence around the perimeter. Any creature within the estate’s area is escorted away by harmless but forceful specters.
You can create any floor plan you like for the manor, but the space can’t exceed 50 contiguous 10-foot Cubes or contain more than five floors. 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 contains sufficient food to feed up to 100 people for seven days. Furnishings and other objects created by this spell dissipate into smoke if taken beyond the estate’s perimeter.
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.
Any skeleton that leaves the estate’s perimeter dies. Any Humanoid buried in the manor’s courtyard rises 24 hours later as a Ghoul indefinitely under your control. You can have up to 10 such ghouls at once. If given no instructions, these ghouls patrol the estate. Any Undead created by this spell dies if it leaves the estate’s perimeter.
When the spell ends, the manor is magically drawn back into the rift. If you cast the spell once every seven days for 365 days in the same location, the manor becomes permanent and can’t be dispelled.
Gahoul’s Scapegoat
Level 4 Abjuration (Necromancer, Witch)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (black chalk, paint, or oil)
Duration: 8 hours
You trace a complex arcane symbol on the flesh of a willing creature you touch, marking it for sacrifice. When you are hit by an attack roll during the spell’s duration and the marked creature is within 60 feet of yourself, you can take a Reaction to teleport, swapping places with the creature and forcing it to be hit by the attack instead of you. The spell then ends.
Grasp of the Grave
Level 4 Necromancy (Necromancer)\
Casting Time: Action
Range: 120 feet
Components: V, S, M (a shrunken hand)
Duration: Concentration, up to 1 minute
Spectral skeletal arms emerge from the ground in a 15-foot-radius circle on the ground that you can see within range. The area becomes Difficult Terrain for the duration. Each creature you choose in the area makes a Strength saving throw. On a failed save, it takes 3d6 Force
damage and has the Prone condition. Whenever a creature you can see enters the area or ends its turn there, you can force it to make a save against the spell. A creature makes that save only once per turn.
When a creature tries to leave the area, you can force it to make a Strength saving throw. On a failed save, its Speed is 0 until the start of its next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 4.
Hocuspocus
Conjuration Cantrip (Necromancer, Warlock, Witch)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 1 minute
You conjure minor paranormal phenomena and other ominous effects. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Grave Mists. A rolling fog gathers on the ground in a 15-foot Cube for 1 minute.
Ominous Lights. You cause all candles, torches, and other open flames to darken and flicker for 1 minute.
Paranormal Chill. You can chill or warm the air in a 10-foot Cube by 10 degrees for 1 minute.
Poltergeist Activity. You cause small, unattended objects to rattle or levitate an inch off the ground for 1 minute.
Spirit Orbs. You create up to four torch-sized spectral, glowing orbs, which float around within range for 1 minute. The orbs do not provide light, apart from a dim glow.
Spooky Noises. 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. The sound lasts for 1 minute.
Might of the Abyss
Level 1 Evocation (Cleric, Necromancer)
Casting Time: Action
Range: 15 feet
Components: V, S, M (a small, black strip of ribbon)
Duration: Concentration, up to 1 minute
You channel power from the Lower Planes, enhancing three creatures other than yourself within range. Whenever it deals damage with a weapon, it deals an extra 1d4 Necrotic damage.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.
Spark of Life
Necromancy Cantrip (Necromancer)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
With a quick jolt of necromantic energy, a corpse momentarily rises to obey you. Choose the corpse of a Huge or smaller creature that has died within the last hour. When you cast this spell, the corpse stands up and can move up to 15 feet and make a single melee attack using
your spell attack modifier against a target of your choice within its reach. On a hit, this attack deals Bludgeoning damage based on the corpse’s size: Tiny (1d4), Small (1d6), Medium (1d8), Large (1d10), and Huge (1d12). Once the corpse attacks, it once again crumples into a heap. A corpse targeted by this spell doesn’t become an Undead creature.
Cantrip Upgrade. The damage increases by one damage die when you reach levels 5 (2 dice), 11 (3 dice), and 17 (4 dice).
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