Necromancy Reborn Deep within a forgotten tomb, a haggered old man plunders the coffins not for gold, but for the corpses. Late at night in her hut secluded in the woods, a young witch applies secret mixtures to the body of a dead man, for he is soon to rise and do her bidding. Out of the 300 spells avaliable to Wizards from official supplements, only 26 are of the Necromancy school. Only the Enchantment school has less spells. This supplement seeks to expand this selection by introducing damaging spells that work together with the Necromancer Wizards "Grim Harvest" feature, as well as expanding the defenition of necromancy as the perversion and re-shaping of life itself, not just raising the dead. Thus, poison and disease are common themes among many of the spells within this supplement.



Spells For convenience sake, the following spells have been sorted by Spell Level first and alphabetical second. Cantrips Siphon Vitality Necromancy Cantrip



Casting Time: 1 Action

Range: 60ft

Components: V, S

Duration: Instantaneous

A creature within range that you can see and that isn't a construct or undead must succeed on a Constitution saving throw or take 1d6 necrotic damage. On a failure, you can also add 1d4 on the next saving throw you make before the start of your next turn.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

1st level spells Swarm Pest 1st-Level Necromancy



Casting Time: 1 Action

Range: 30ft

Components: V, S

Duration: Concentration, up to 1 minute



A swarm of insects springs to life at your fingertips and flies to a creature within range. A creature that fails on a dexterity saving throw takes 1d6 poison damage, or half as much on a success. On subsequent turns, you can direct the swarm to attack another creature within range, or move back to you, as a bonus action. If the swarm ever leaves the range, the spell ends.

At higher Levels. When cast using a 2nd level Spell-slot, the damage increases by 1d6 for every level above 2nd.





2nd level spells Memories of Ash 2nd-Level Necromancy



Casting Time: 10 Minutes

Range: Touch

Components: V, S

Duration: Instantaneous



You touch the corpse of a dead humanoid that wasn't undead and reduce it to ash over the course of the casting. Upon completion, you learn one of the following things about the creature: A 10 second vision from its point of view, leading up to the creatures death. One important thing in the creatures life, such as a thing it loved, worried over, or hated most. The goal the creature was trying to achieve most before its death.

At higher Levels. When you cast this spell using a 3rd level spell slot or higher, you learn one more thing from the list for each level above 2nd. If you choose the vision multiple times, it increases the length of the vision by 10 seconds each time.

Miasma of Death 2nd-Level Necromancy



Casting Time: 1 Action

Range: 60ft

Components: V, S, M (a human skull)

Duration: Instantaneous



Choose either a corpse or an undead creature under your control within range. The target explodes into a cloud of toxic gas. The corpse is reduced to an unrecognizable husk, and an undead is instantly killed. Any creature within 10ft of the target must make a Constitution Saving Throw, taking 3d6 poison damage and become poisoned until the end of your next turn on a failure, or half as much and not poisoned on a success. At higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each level above 2nd.



Nightmare Sphere 2nd-Level Necromancy



Casting Time: 1 Action

Range: 60ft

Components: V, S, M (a piece of humanoid leather)

Duration: Concentration, up to 1 minute



You create a black 5 foot diameter sphere in an unoccupied space within range. The sphere is semi-solid (treated as difficult terrain) and provides half cover. As a bonus action, you can move the sphere 20ft in any direction within 60ft of you. Any creature that starts its turn within 10ft of the sphere or touches it for the first time on a turn must make a Wisdom saving throw. On a failure, it takes 2d6 psychic damage. Creatures reduced to zero hitpoints by this damage are unconscious but stable, don’t take damage from this spell while unconcious, and experience horrible nightmares for the next 1d4 days.



Scythe of Hades 2nd-Level Necromancy



Casting Time: 1 Action

Range: Touch

Components: V, S

Duration: Instantaneous



You form a scythe of necrotic energy and swing it at a creature within range. That creature must make a Dexterity saving throw, taking 4d6 necrotic damage on a failure or half as much on a success. A humanoid that dies to this damage has its flesh stripped from its bones and rises again as a skeleton under your control. The skeleton rolls its own initiative and becomes inanimate after one hour or when it drops to zero hitpoints.

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

Uproot 2nd-Level Necromancy



Casting Time: 1 Action

Range: 60ft

Components: V, S

Duration: Instantaneous



You touch a section of plant matter and twist the life within, transforming it into a Blight. A small shrub or similar becomes a twig blight and medium piece of hedge or similar becomes a needle blight. 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 two 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 one additional plant creature for each slot level above 2nd. Each of the creatures must come from a different section of plant matter.

3rd level spells Aspect of the Troll 3rd-Level Necromancy



Casting Time: 1 Action

Range: touch

Components: V, S, M (the heart of a troll, which the spell consumes)

Duration: Concentration, up to 1 minute



You touch a creature and imbue it with regenerative abilities of a troll. Until the spell ends, the target regains 1d8 hitpoinst at the start of each of its turns, and it also starts re-growing any lost body parts. Roll a d20 for each bodypart regrown this way. On a 1 or 2, it regrows mangled and deformed. A mangled hand or arm causes disadvantage on attack rolls and ability checks that involve it. A mangled foot or leg causes a reduction of walking speed by 5 ft. Mangled miscellaneous parts, such as eyes, nose or fingers function as normal, but might turn people off if they are visible.

Breath of Shadow 3rd-Level Necromancy



Casting Time: 1 Action

Range: 60ft

Components: V, S

Duration: Concentration, up to 1 minute



You bring forth a cloud of shadow that manifests in a cylinder (10ft high with a radius of 20ft) that is lightly obscured, centered on a point you can see within range. A creature that starts its turn or moves into the area for the first time on a turn must make a Constitution saving throw or take 3d8 necrotic damage. The body of a creature killed by this spell is withered beyond recognition.

At higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.



Desecrate Earth 3rd-Level Necromancy



Casting Time: 1 Action

Range: 60ft

Components: V, S, M (a cursed item)

Duration: Concentration, up to 1 minute



You invoke a foul curse, desecrating the ground in a 30ft radius around a point you can see within range. While an undead creature stands on this ground, it has advantage against effects that turn undead. A creature that already has advantage against such effects instead gains immunity to them. In addition, any undead without temporary hitpoints standing on this ground gains 1d10 temporary hitpoints at the starts of its turn. Earth affected by this spell becomes forever tainted, bearing fewer plants, and is detectable via the paladins divine sense.

Putrid Plague 3rd-Level Necromancy (ritual)



Casting Time: 1 Hour

Range: Touch

Components: V, S, M (a cup of blood, a parasite egg and herbs worth 150gp, all of which the spell consumes)

Duration: Instantaneous



You touch the corpse of a large or smaller creature, giving life to a myriad of parasites and maggots feasting on the corpse that collect in the corpses chest cavity. If the corpse is somehow disturbed, its chest blows open. Any creature within 10ft of the corpse must succeed on a Dexterity Saving Throw, taking 4d6 piercing damage and become infested with a parasite. The parasite counts as a disease and deals 2d6 poison damage to its host every hour. It can be removed by another creature using an 30 minute long operation, a cutting implement and a successful DC 15 (Dexterity) Medicine check. On a failure, the creature takes 2d6 slashing damage. If the host is killed while infected, its corpse can, after one hour, spread the disease as if this spell had been cast on it. Burning the corpse, disintegrating it or killing the infected creature with radiant damage prevents this.

































4th level spells Orb of Doom 4th-Level Necromancy



Casting Time: 1 Action

Range: 60ft

Components: V, S, M (a human skull)

Duration: Concentration, up to 1 minute



You conjure forth an orb of pure black, 5ft in diameter, within an empty space you can see. The orb is solid and counts as 3/4 cover. On each of your turns until the spell ends, you may use your bonus action to move it up to 30ft. As an action, you may make a melee spell attack originating from the orb against a target within 15ft of it. On a hit, the target takes 3d10 necrotic damage. The Orb has a pool of hitpoints, even though it can't be harmed, starting at 0 and with a maximum of 20. Whenever a creature within 30ft of the orb looses hit points, half of them are absorbed by the orb and go into the pool (or all of them if the creature took damage from the spell attack above). As a bonus action your your turn, you may expend hit points from this pool and restore an equal amount of hit points to an undead creature within 15ft of the orb.

At higher Levels. For every slot level above 4th used to cast this spell, the orbs hitpoint maximum increases by 10 points.