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.