Necromancy Spells

by Stephen9854

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Spell Descriptions

The spells are presented in alphabetical order.

Animate Creature

6th-level necromancy


  • Casting time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (one clay pot filled with grave dirt, one clay pot tilled with brackish water, and one 150 gp black onyx stone for each corpse)
  • Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Large, Medium, or Small non-humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (The DM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 7th leveI or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Animate Vermin

2nd-level necromancy


  • Casting time: 1 minute
  • Range: 10 feet
  • Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
  • Duration: Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Tiny non-humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton version of itself if you chose bones or a zombie version of itself if you chose a corpse (The DM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you animate or reassert control over two additional undead creatures for each spell slot above 2nd. Each of the creatures must come from a different corpse or pile of bones.

Bone Spear

3rd-level necromancy


  • Casting time: 1 action
  • Range: 150 feet
  • Components: V, S, M (drop of blood, and splinter of bone)
  • Duration: Instantaneous

A spear made of bone rises from the ground and flies to a point you choose within range propelled by necrotic energy that pulsates throughout and trails behind the spear. Each creature in line with the spear must make a Dexterity saving throw. A creature takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. The spear will break any breakable objects in its path that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Bone Prison

7th-level necromancy


  • Casting time: 1 action
  • Range: 100 feet
  • Components: V, S
  • Duration: Concentration, up to 1 hour

An immobile, monstrous, circle of massive sharp bones erupts from the ground and curl around themselves making a cage of bone with a swirling purple energy surrounding It imbuing the bones with magic. The cage can be up to 20 feet on a side and has small ½-inch diameter openings ½-inch apart where the bones break each other magically. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit Inside the area, make a Dexterity saving throw and take 4d8 necrotic damage and 3 d8 piercing damage on a failed throw. A creature inside the cage can't leave It by nonmagical means, If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by dispel magic.

Command Undead

2nd-level necromancy


  • Casting time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a shred of raw meat and splinter of bone)
  • Duration: 24 hours

This spell allows you some degree of control over an undead creature. The creature must make a Charisma saving throw against your necromancer spell save DC, or become a thrall under your control. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. Assuming the subject is intelligent (Intelligence above 5), it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. A nonintelligent undead (Intelligence less than 5) creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders. Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell. Your commands are not telepathic. The undead creature must be able to hear you before it can respond to any commands.

Control Undead

7th-level necromancy


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S M (a piece of raw meat, and a bone)
  • Duration: 24 hours

You can use magic to bring undead under your control, even those created by other spell casters. You can choose one undead that you can see. That creature must make a Charisma saving throw against your necromancer spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and will follow all commands. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior. Intelligent undead creatures remember that you controlled them.

Death Aura

4th-level necromancy


  • Casting time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 6 rounds

Envelop yourself in a sickly aura of necrotic energy. Living creatures that step inside the aura or start their turn there take 6d4 necrotic damage. Undead are instead healed by the aura, and friendly undead don’t trigger spell resistance.

At Higher Levels. When this spell is cast using a spell slot of 5th level or higher, increase the damage by 2d4 per spell slot and increase the duration by six seconds per spell slot.

Summon Spirit

6th-level necromancy


  • Casting time: 1 minute
  • Range: 10 feet
  • Components: V, S M (one burial shroud, one silver pot filled with brackish water, and one 150 gp black onyx stone for each spirit)
  • Duration: Instantaneous

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse burns to ash and summons a specter that comes to you under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any spirit you summoned with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have summoned with this spell, rather than summoning new ones.

At Higher Levels. When you cast this spell using a 7th-level spell slot, you can summon or reassert control over four specters. When you cast this spell using an 8th-level, you can summon or reassert control over five specters or one ghost and a specter or one banshee and a specter. When you cast this spell using a 9th-level spell slot, you can summon or reassert control over six specters, one ghost and two specters or one banshee and two specters, or one wraith and a specter.

 

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