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Intense blue-green magic pours from a female-presenting wizard in the background, lifting her from the ground and flaring her waist-length white hair behind her. She is surrounded by skeletal minions brandishing rusty weapons.

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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).


Get more subclasses in the Complete Necromancer

Or discover other innovative base classes in Valda’s Spire of Secrets!

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