Winds of Death
In Xyrathas, the Element of Wind represents the taking of ones last breath, the rot of a corpse in open air, and the dessication of a desert current. Necromancers,
Whether enslavers of the dead, or Healers of the Fallen, find it a natural Element to focus their powers in. By varied means.
Living Breath
The School of Thought concerning the living breath of almost all living beings, whether it be by taking it away, suffocating foes as you leech life off them. or the usage of ones own, giving yourself deadly momentum by what you always have on hand.
Spells of this type either focus on single target harrasment by impeding and strangling, or on the movement of ones own, accomplishing things that often seem like Transmutation to an amateur eye.
Open Rot
The most straight forward school, focusing almost entirely on the rot of matter exposed to the element, and the forceful acceleration of such.
Spells of this type focus on damaging and inflicting Frailty, whether to living beings or to the environment around.
Dry Frailty
The dry desert air, the ash and sand blown by wind. This is the school focusing on how air can weaken and compromise.
Spell's of this School largely Focus on stripping targets defences. Stripping off resistance to the elements, or stripping the divine ability to heal.
Spell Lists?
This is Homebrew already, if it fits for your character, use it for your character
Cold Soul
A niche and obscure school of thought, pioneered as a passion project by Grand Lich Ativan,
focused on the study of the Cold Spots of ghosts, and forcing them out of Souls yourself.
Spells of this type are used for mundane support, spreading the chill life energy through air to invigorate and refresh.
Wind Prison
3rd Level Necromancy
- Casting Time: Action
- Range: 60 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
You attempt to imprison a creature within range using it's own breath. The target must succeed on a Strength saving throw or take 2d8 Necrotic Damage, have the Restrained Condition, rise vertically up to 20 feet, and remains suspended there for the duration,
while restrained this way, it is Suffocating, and can't speak or cast Spells with Verbal components.
At the end of each of its turns, the target repeats the save, ending the spell on itself on a success, Taking 2d8 Necrotic Damage on a Failure.
Creatures that don't need to breathe automatically succeed on their save against this spell.
Steal Breath
2nd Level Necromancy
- Casting Time: Action
- Range: 30 Feet
- Components: V,
- Duration: Concentration, up to 1 minute
You attempt the steal the breath of a Creature within range. The target must succeed on a Strength saving throw or Begin Suffocating for the Duration, At the end of all your subsequent turns, the target repeats the save, ending the spell on itself on a success.
While it is suffocating this way, it can't speak or cast Spells with Verbal components, it has disadvantage on all Attack rolls and Ability Checks, and you have advantage on all Attack Rolls and Ability checks,
Creatures that don't need to breathe automatically succeed on their save against this spell.
Using a Higher-Level Spell Slot. The Target takes 1d12 Necrotic Damage whenever it fails a save against this spell, and you regain an equal amount of hit points, for each spell slot level above 2.
Rotting Gust
Necromancy Cantrip
- Casting Time: Action
- Range: 30 Feet
- Components: S,
- Duration: Instantaneous
You Stimulate the air around a creature or object within Range, The target must succeed on a Constitution saving throw or take 1d6 Necrotic damage, then the Next attack made against it until the end of your next turn has Advantage
Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6)
Bare Rot
4th Level Necromancy
- Casting Time: Action
- Range: 120 Feet
- Components: V, S, M(A hand fan)
- Duration: Concentration, up to 1 minute
You rile the winds, inciting rot A 20-foot-radius Sphere centered on a point within range and lasting for the duration.
Whenever a Creature Starts it's turn in the sphere, or enters it for the first time on it's turn, it must succed on a Constitution Saving Throw, taking 4d8 Necrotic damage and Having it's AC reduced by 2 until the start of it's next turn on a failure, or taking half as much damage only on a success
Each object in the area that's not worn or carried also makes these saves, the AC reduction for any such objects lasts until they're repaired.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Enbreath Weapon
2nd Level Necromancy
- Casting Time: Action
- Range: Self
- Components: V, S, M (a melee weapon with which you have proficiency and that is worth 1+ CP)
- Duration: Instantaneous
Infusing it with a single sharp breath, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity and it gains the Thrown Property(Range 60/180) for it.
On a hit, the attack deals an extra 2d6 Piercing Damage and pushes a large or smaller creature 10 feet away from you,
if a Creature is pushed into a wall or other Solid Barrier this way, it's speed is halved and it has disadvantage on attack rolls until the end of it's next turn
Using a Higher-Level Spell Slot. The attack deals an extra 1d6 Piercing Damage, and pushes a creature hit an additional 5 feet for each spell slot level above 2.
Shrivel
4th Level Necromancy
- Casting Time: Action
- Range: 60 Feet
- Components: V, S, M(A piece of dried, salted, food)
- Duration: Instantaneous
The air Dries and Heats within a 15 Foot sphere within range, cracking and bubbling skin,
Each creature in the area must make a Constitution saving throw, taking 4d8 Necrotic damage, aswell as having disadvantage on all attack rolls and it's Speed halved for 1 minute, on a failure, or taking half damage only on a success.
Whenever an affected creature expends all it's movement on a turn, it must succeed on a dexterity saving throw, slipping on it's own skin and falling prone on a failure.
At the end of each of its turns, a target repeats the save, ending the effect on itself on a success.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
Strangle
6th Level Necromancy
- Casting Time: Action
- Range: 120 Feet
- Components: V, S
- Duration: Instantaneous
Choose any amount of creatures within range, all within 30 feet of each other, each target must Succeed on a Strength saving throw as you collapse it's lungs.
On a failure, a target takes 4d12 Necrotic damage and becomes Unconscious until the start of your next turn, on a success it takes half as much damage only.
Creatures that don't need to breathe automatically succeed on their save against this spell.
Scour
Necromancy Cantrip
- Casting Time: Action
- Range: 10 Feet
- Components: V, S, M (A pinch of dry sand)
- Duration: Instantaneous
You swirl sand around an object no larger than 1 Cubic Foot or a 1 Cubic Foot section of a larger Object within range, harmlessly peeling off any dirt, filth,
or a single layer of paint or wallpaper, of your choice
Osseous Blast
2nd Level Necromancy
- Casting Time: Action
- Range: 60 Feet
- Components: V, S, M(A bit of dry sand and salt)
- Duration: Instantaneous
With a breath you let off a blast of dust, Make a ranged spell attack against one creature or object in range. On a hit, the target takes 3d12 Slashing Damage, and you choose a Damage Type from Cold, Fire, Acid, or Necrotic,
the target loses any resistance it has to the chosen Damage Type until the end of your next turn
Using a Higher-Level Spell Slot. The damage increases by 1d12 and you can make an attack against an additional target for each spell slot level above 2.
Blade of Salt
5th Level Necromancy
- Casting Time: Action
- Range: Self
- Components: V, S, M (a melee weapon with which you have proficiency and that is worth 1+ CP)
- Duration: Instantaneous
Salt swirls and glistens across your weapons blade as you brandish it, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. On a hit, the creature takes an additional 8d10 Necrotic Damage.
If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken for 1 Hour. While a creatures hit points are decreased this way, all healing it receives is halved.
Creatre breeze Spectre
5th Level Necromancy
- Casting Time: Action
- Range: 10 Feet
- Components: V, S, M (An Onyx worth 100+ GP, and a Humanoid Skull, the skull is consumed)
- Duration: Instantaneous
The winds spin and Chill as you bind the skulls Spirit. which becomes a Spectre under your control (see the Monster Manual for its stat block).
Chill fresh air slowly swirls in a 15 Foot Emanation originating from the Spectre. Harmful gasses, Such as a Stinking Cloud Spell, have no effect in this emanation,
and all your Allies that start their turn in it or enter it during your turn have their speed increased by 5 Feet, for every 2 Spectre's beyond the first, their speed increases by an additional 5 feet.
Whenever a Spectre summoned by this spell is dealt damage, the scattered life force makes the air extra fresh, distribute Temporary Hit Points among creatures of your choice in the Emanation, the amount of Temporary Hit Points is equal to the Damage the Spectre took.
As a Bonus Action on each of your turns, you can mentally command any creature you Summoned with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves to stay within 15 of as many allies as it can. Once given an order, the creature continues to follow the order 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 before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones. This casting does not require another skull.
Using a Higher-Level Spell Slot. You summon or reassert control over one additional Spectre for each spell slot level above 5. Each of the Spectre's requires it's own skull to summon, all consumed.
Spectre Sphere
8th Level Necromancy
- Casting Time: 1 Hour
- Range: Touch
- Components: V, S, M (An Onyx worth 500+ GP, Diamonds worth 1000+ GP and a 10 Humanoid Skulls, all consumed)
- Duration: Until Dispelled
The Diamonds evaporate, and the Onyx shrinks, as you Coalesce the Spirits of the used Skulls into a single mass, Creating a Small, pearl white, marble.
The Marble is a tiny Object, it has 21 AC, 80 Hit Points, and the Same Resistances and immunities as a Spectre, it regains all lost hit points every night at Midnight.
The Air in a 90 Foot Emanation originating from the Marble, is filled fresh, chill, air. Harmful gasses, Such as a Cloudkill Spell, are immediatelly Dispelled in this emanation, and all creatures in it have resistance to Fire and Psychic Damage.
All your Allies that start their turn in it or enter it during your turn have their speed increased by 10 Feet, and have advantage on Saves against being Frightened until the end of their next turn.
Upkeep. A creature that has this Spell prepared, can spend 1 minute on a ritual to re reinforce the bonds of the Sphere. If no creature does so for 1 month and 13 Days, the Marble Dissipates into 10 Spectre's
Cold Soul Skewer
3rd Level Necromancy
- Casting Time: Action
- Range: 90 Feet
- Components: V, S
- Duration: Instantaneous
With a flair of the hand, and a gasp for breath, you draw on the Soul of a Target within range for your own ends. The Target must succeed on a Constition Saving throw, on a failure, it takes 4d12 Necrotic damage,
and you gain half as much Temporary HP. On a success a creature is Unaffected.
When a creature takes Damage this way, pieces of it's Life Force connect between you and it in a Straight line. Each creature in this line Takes 4d8 Cold Damage, for each target dealt damage this way, you gain Additional temporary Hit Points equal to this spells level.
Using a Higher-Level Spell Slot. The damage increases by 1d12 and 1d8 each, for each spell slot level above 3.
Assisted Exposure
1st Level Necromancy
- Casting Time: Action
- Range: 30 Feet
- Components: V, S
- Duration: Instantaneous
You draw in the air around a creature you can see in range, revitilizing yourself as it is sapped. The target takes 1d8 Necrotic damage, and you regain hit points equal to the damage dealt.
Damage dealt this way ignores any Necrotic resistance the target has, and the next instance of Necrotic damage the target takes until the end of your next turn, ignores it aswell.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Breathwork
2nd Level Necromancy
- Casting Time: Action
- Range: Self (15 ft. Cube)
- Components: V
- Duration: Instantaneous
You let out an empowered breath in a 15-foot Cube originating from you, each creature in this area makes a Strength saving throw. On a failed save, it takes 2d4 Bludgeoning Damage and is knocked prone.
Save or Fail, you push yourself up to 30 Feet Directly away from the Cube
Using a Higher-Level Spell Slot. The damage increases by 2d4, and the cubes size increases by 5 feet, for each spell slot level above 2.