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Necromancer Spell List

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0% found this document useful (0 votes)
100 views5 pages

Necromancer Spell List

1

Uploaded by

magusdeath1
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Necromancer Spell List

0-LEVEL NECROMANCER SPELLS


Bleed: Cause a stabilized creature to resume dying.
Dark Orb: Orb deals 1d3 shadow damage.
Detect Magic: Detects all spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Message: Whisper conversation at distance.
Penumbra: Protects creature or object from bright light.
Putrefy Food and Drink: Makes food and water inedible.
Read Magic: Read magical scrolls.
Touch of Fatigue: Touch attack fatigues target.
Touch of Lethargy: Target is staggered for one round.
Touch of Torment: Touch attack inflicts –1 penalty on attack rolls, skill checks, and ability checks.

1ST-LEVEL NECROMANCER SPELLS


Backbiter: Weapon strikes wielder.
Bone Armor: Caster is surrounded by a tangle of bones, providing a +4 armor bonus to AC.
Dark: Ranged touch that deals 1d6 points of shadow damage + casting modifier + 1 per level (max of +5) and
inflicts Dimmed status effect.
Detect Undead: Reveals undead within 60 ft.
Dread: Target becomes shaken.
Enfeeblement: Target takes a 1d6 Strength penalty + 1 per two levels.
Fear: Target becomes frightened.
Obscure: Target radiates darkness out to a 10-ft.-radius.
Ray of Sickening: Ranged touch that inflicts Sickened status.
Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.
Summon Undead I: Summons an undead creature (of CR 1/3 or lower) to fight for you.
Undead Touch: Touch deals 1d6 points of shadow damage + 1 point of Strength damage.
Virulence: Target suffers a -2 penalty to saving throws versus poison and disease spells and effects.

2ND-LEVEL NECROMANCER SPELLS


Animate Dead, Lesser: Create one skeleton or zombie.
Bone Shield: Caster animates a bone to protect him from physical attacks, gaining damage reduction 5/-.
Dark II: Ranged touch that deals 3d6 points of shadow damage + casting modifier + 1 per level (max of +10)
and inflicts Dimmed status effect.
Darkness: Causes an object to radiate darkness out to 20 feet.
Darkvision: Subject gains darkvision up to 60 feet.
Death Armor: Black aura damages creatures attacking you.
Death Knell: Kills dying creature and caster gains temporary hit points and Strength bonus.
Desecrate: Fills area with negative energy, making undead stronger.
False Life: Caster gains 1d10 temporary hit points + 1 per level.
Gentle Repose: Preserves one corpse.
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Obscure II: Target radiates darkness out to a 20-ft.-radius.
Poison: Target is inflicted with Poison status effect that deals 1d6 points of non-elemental damage + casting
modifier per round.
Spectral Hand: Creates a ghostly hand to deliver low-level touch spells.
Summon Undead II: Summons an undead creature (of CR 1 or lower) to fight for you.
Wound: Target takes 2d6 points of non-elemental damage and start bleeding.
3RD-LEVEL NECROMANCER SPELLS
Abhorrent Blight: Target suffers 1d6 hit points/level and suffers 1 point of Charisma damage/2 levels.
Animate Dead: Creates undead skeletons and zombies out of corpses.
Bio: Target is inflicted with Sap status effect that deals 2d4 points of non-elemental damage + casting modifier
per round.
Blacklight: Creates an area of impenetrable darkness.
Dark III: Ranged touch that deals 5d6 points of shadow damage + casting modifier + 1 per level (max of +15)
and inflicts Dimmed status effect.
Darkra: 1d6 shadow damage per level, 20-ft. radius.
Darkvision, Communal: As darkvision, but may divide the duration among creatures touched.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel: Cancels one magical spell or effect.
Enfeeblement, Mass: As enfeeblement, except all within 30 feet.
Fangs of the Vampire King: Grow vampire fangs.
Halt Undead: Up to three undead becomes immobilized.
Healing Thief: Touched creature receives only half the healing, granting the other half to the caster.
Infect: Target is inflicted with Disease status.
Mastery of Flesh: Deals 4d8 + CL to target creature or 2d8 + CL to an undead creature.
Obscure III: Target radiates darkness out to a 30-ft.-radius.
Pain: Target is inflicted with Blind, Poison and Silence status effects.
Power from Death: Caster gains a +1 to attack rolls, saving throws and damage rolls for every dead creature in
30 feet radius.
Ray of Exhaustion: Ranged touch that inflicts exhaustion.
Summon Undead III: Summons an undead creature (of CR 2 or lower) to fight for you.
Vampiric Touch: Touch deals 1d6 points of shadow damage per two levels and caster gains that much in
temporary hit points.
Void Aura: Caster is surrounded by an aura of nothingness that causes fatigue and disallows creatures from
speaking while adjacent to him.

4TH-LEVEL NECROMANCER SPELLS


Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each
action.
Boneshatter: Target takes 1d6 points of shadow damage per level and becomes exhausted.
Burning Blood: Subject takes 1d8 acid damage plus 1d8 fire damage/round.
Consume Undead: Deals 1d8 per caster level to target undead creature, healing the caster for that much.
Contagion: Infects subject with chosen disease.
Dark IV: Ranged touch that deals 7d6 points of shadow damage + casting modifier + 1 per level (max of +20)
and inflicts Dimmed status effect.
Dark Blight: Inflicts shadow damage and Sickened status on good and neutral creatures.
Darkvision, Greater: As darkvision, but the range extends out to 120 feet.
Death Ward: The subject gains a +4 morale bonus on saves against all death spells and magical death effects.
Dread Spikes: Creatures attacking the subject of this spell take 1d4 points of shadow damage and subject is
healed for that much.
Enervation: Ranged touch that makes the target gain 1d4 temporary negative levels.
Eyes of the Bodak: Caster gains a gaze attack, inflicting negative levels.
False Life, Greater: As false life, but the caster gains 2d10 temporary hit points +2 points per level.
Fear, Greater: As fear, but all within 30-ft.-cone burst.
Poisoned Touch: Touch deals 1d3 Con damage 1/round for 6 rounds.
Poisonga: As poison, but all within 30 feet.
Raise: Subject is raised from the dead.
Shadow Projection: Temporarily become a shadow.
Shadow Step: Caster is able to transport from an area of dim light or darkness to another.
Slay Living: Touch attack deals 12d6 +1 per level.
Summon Undead IV: Summons an undead creature (of CR 4 or lower) to fight for you.
Umbral Spikes: Creatures attacking the subject of this spell take 1d6 points of shadow damage.
Undead Torch: Undead creature gains blue aura that gives +2d6 damage against living creatures.
Vampiric Blade: Caster’s weapon deals 1d6 + CL additional damage, healing the caster for that much.
Woundra: Creatures take 5d6 points of non-elemental damage and start bleeding.

5TH-LEVEL NECROMANCER SPELLS


Biora: As bio, but all within 30 feet.
Black Spot: Curse a creature so that it is easier for others to attack it and it takes Constitution damage every
day until removed.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Blood Boil: Raise temperature of target creature's blood (or other similar body fluid) over 3 rounds causing first
fatigue, then Constitution damage, then HP damage.
Bone Explosion: Target creature’s bones explode, dealing 6 points of damage per level and dealing 1d6 per
level to creatures within 20 feet radius.
Breath of Life: Dead creature is brought back to life, healing for 5d8 points of damage + 1 per level.
Darkga: 1d8 shadow damage per level, 30-ft. radius.
Deny Death: For the duration, target creature cannot die, becomes paralyzed if the creature would die.
Drain: Touch deals 1d6 / two levels shadow damage; caster gains damage as hit points.
Exsanguinate: Target creature’s blood spurts of its body, taking 1d6 points of damage per level.
Gravity: Target loses half of current hit points.
Infectga: As infect, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.
Magic Jar: Enables possession of another creature.
Painga: As pain, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.
Plague Carrier: Target's attacks carry filth fever.
Poisonja: As poisonga, except it affects one creature per two levels (maximum of 10) within 50 feet of each
other and damage increases to 2d6 points of non-elemental damage + casting modifier per round.
Repurpose: Target creature suffers 1d6 points of damage per round, if the creature dies, it rises up as an undead
zombie creature under the caster’s control.
Suffocation: Target begins suffocating.
Summon Undead V: Summons an undead creature (of CR 6 or lower) to fight for you.
Waves of Fatigue: Creatures within the 30-ft.-cone burst become fatigued.
Zombify: Target is inflicted with the Zombie status effect.

6TH-LEVEL NECROMANCER SPELLS


Abyss: Target takes 1d6 points of shadow damage per caster level (maximum 15d6) and is inflicted with the
Dimmed status effect.
Anti-Life Shell: Creates a mobile, hemispherical energy field that prevents creatures from entering.
Arise: Subject is raised from death, to full health.
Aura of Terror: You gain an aura of fear, or your frightful presence becomes more effective.
Bone Shield, Greater: Caster gains a +6 shield bonus to AC, 10/- damage reduction and immunity to critical
hits.
Circle of Death: Snuffs out 1d4 HD worth of living creatures per level.
Contagion, Greater: Infect a subject with a magical disease.
Dispel, Greater: As dispel, but with multiple targets.
Dread Spikes II: Creatures attacking the subject of this spell take 3d4 points of shadow damage and subject is
healed for that much.
Eyebite: Target becomes panicked, sickened, and comatose.
False Grace: Functions like False Life, except affects all allies in 30 feet radius and grants 3d10 + caster level
temporary hit points.
Feeblemind: Target’s Intelligence, Wisdom, and Charisma scores each drop to 1.
Fleshshiver: Subject is stunned for 1 round, takes 1d6/level damage, and is nauseated for 1d4+2 rounds.
Rasp: Target lose 1d6 points of MP per two caster levels (maximum of 8d6).
Ray of Entropy: Subject takes –4 Strength, Dexterity, and Constitution.
Revive Undead: Restores undeath to undead that was destroyed up to 1 day/level ago.
Shadowfire Ray: Ranged touch attack that deals 1d6 points of damage (half fire/shadow).
Siphon Life: Functions like Vampiric Touch, except it's a ranged touch attack in medium range and the amount
of damage is 1d6 per caster level.
Spectral Touch: Your touch bestows one negative level/round.
Summon Undead VI: Summons an undead creature (of CR 8 or lower) to fight for you.
Syphon: Touch drains 1d6 / five levels of MP; caster gains the siphoned MP.
Umbral Spikes II: Creatures attacking the subject of this spell take 3d6 points of shadow damage.
Unwilling Shield: Subject shares wounds you receive.
Woundga: Creatures take 8d6 points of non-elemental damage and start bleeding.

7TH-LEVEL NECROMANCER SPELLS


Auto-Raise: Subject is raised by a raise spell upon death.
Avasculate: Reduce foe to half HP and stun.
Bioga: As bio, except it deals 3d4 + casting modifier (Intelligence or Charisma) points of non-elemental
damage per round and it affects one creature per two levels (maximum of 5) within 30 feet of each other.
Blessing of Undead: Caster gains undead immunities, shadow energy affinity and DR 5/bludgeoning, but none
of the negatives of being undead.
Control Undead: Undead don't attack you while under your command.
Countdown: Target falls to 0 HP in 2d4 rounds.
Drainra: Drains health of nearby creatures, up to 15-ft.-radius, dealing 1d6 points of shadow damage per two
levels (maximum 9d6) and healing caster for half amount dealt.
Epidemic: Infect a subject with a highly contagious disease.
Feast of Blood: As exsanguinate, except it affects all creatures in a 20-ft.-radius and grants caster temporary hit
points.
Graviga: As gravity, except it affects one creature per two levels (maximum of 5) within 30 feet of each other.
Infectja: As infect, except it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Plague Storm: Cloud infects creatures like contagion.
Restore Undead: Heals one allied undead creature within 100 feet to full health.
Reverse: All healing effects are reversed.
Shadow Blast: Target takes 10 points of shadow damage per level.
Summon Undead VII: Summons an undead creature (of CR 10 or lower) to fight for you.
Temporary Resurrection: Bring a creature to life for 24 hours, after which it dies again.
Waves of Exhaustion: Creatures within the 30-ft.-cone burst become exhausted.
Zombify, Mass: As zombify, but all within 30 feet.

8TH-LEVEL NECROMANCER SPELLS


Abyss II: As abyss, except it deals 1d8 points of shadow damage per caster level (maximum 20d8) and inflicts
the Dimmed status effect for 1d8 rounds.
Arisega: As arise, except all allies within 30 feet.
Avascular Mass: Reduce foe to half HP and stun, entangle in 20-ft. radius from victim.
Bestow Curse, Greater: As bestow curse, but harder to remove.
Bite of the King: Swallow enemies whole.
Blackfire: Subject is engulfed in black flame, takes1d4 Con damage and becomes nauseated; flames and effects
can spread to adjacent living creatures.
Black Orb: Creates an orb of pure darkness and inflicts negative levels.
Domain of the Hungry Flesh: Summons an abomination that attacks creatures in the area.
Doom: Target is inflicted with Doom status.
Dread Spikes III: Creatures attacking the subject of this spell take 5d4 points of shadow damage and subject is
healed for that much.
Embrace of Death: Puts a target creature to sleep, inflicting 1d6 Constitution damage per round.
Evaporate: 1d6 shadow damage per level.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Summon Undead VIII: Summons an undead creature (of CR 12 or lower) to fight for you.
Symbol of Death: Triggered rune kills nearby creatures.
Umbral Spikes III: Creatures attacking the subject of this spell take 5d6 points of shadow damage.
Veil of Undeath: You gain undead traits.

9TH-LEVEL NECROMANCER SPELLS


Banshee Wail: Targets take 10 points of shadow damage per level.
Bioja: As bio, except it deals 4d4 + casting modifier (Intelligence or Charisma) points of non-elemental damage
per round and it affects one creature per two levels (maximum of 10) within 50 feet of each other.
Cursed Earth: Plants die, living creatures catch diseases, or dead creatures rise as zombies.
Death: Kills one subject.
Drainga: As drainra, except the area of effect is increased to a 30-ft.-radius spread and it deals 1d6 points of
shadow damage per two caster levels (maximum of 12d6).
Energy Drain: As enervation, except the creature gains 2d4 temporary negative levels.
Feeblemind, Mass: As feeblemind, but all within 30 feet.
Flay for Purpose: As Repurpose, except it deals 2d6 damage per round, after effect is over, it deals 10 damage
per level.
Full-Life: Subject is raised from death to full maximum hit points.
Negative Eruption: Inflicts 10 damage per level to all creatures within 30 feet. All undead creatures within the
area of effect are healed for this much instead and gain a +2 bonus to attack rolls, damage rolls, Will saving
throws and twice the caster level in temporary hit points.
Polar Midnight: Plunges an area into the brutal chill of an arctic night, dropping visibility, dealing 5d6 points
of ice damage and 1d6 points of Dexterity damage per round.
Suffocation, Mass: As suffocation, but all within 30 feet and lasts longer.
Summon Undead IX: Summons an undead creature (of CR 14 or lower) to fight for you.

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