TEXT: Spells
  This chapter presents an array of spells designed for use by
  characters and monsters alike. Some are used by those who
  would control or serve undead, others are used to oppose
  undead, and others are simply used by undead creatures
  themselves.
  Spell Descriptions
  The spells are presented in alphabetical order.
  Animate Crawling Claw
  1st-level necromancy (ritual)
  Casting Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a butcher's knife)
  Duration: Instantaneous
  Classes: Warlock, Wizard
  This spell binds the life force of a murderer to its severed
  hand, haunting and animating it. Choose a severed hand you
  can see within range. The hand must have been severed from
  the body of a humanoid murderer within the last seven days.
  If the murderer is dead and its spirit already manifests as
  another undead creature, or if its dead spirit has long passed
  on to another plane, the spell fails.
  The target hand becomes a crawling claw, the statistics of
  which can be found in the Monster Manual. It is under your
  control for 24 hours, after which the hand becomes inactive
  and can't be animated again. On each of your turns, you can
  use a bonus action to mentally command the crawling claw.
  You decide what action the creature will take and where it
  will move during its next turn, or you can issue a general
  command for it to follow to the best of its understanding. If
  you issue no commands, the claw follows its last command to
  the best of its ability. Once given an order, the claw continues
  to follow it until its task is complete.
  At Higher Levels. When you cast this spell using a spell
  slot of 2nd level or higher, the crawling claw remains active
  for an additional 24 hours for every slot level above 1st.
  When cast using a spell slot of 6th level or higher, the
  crawling claw remains active until slain.
  Animate Greater Undead
  6th-level necromancy
  Casting Time: 10 minutes
  Range: 10 feet
  Components: V, S, M (one clay pot filled with grave dirt, one
  clay pot filled with brackish water, and one black onyx
  stone worth 300 gp)
  Duration: Instantaneous
  Classes: Warlock, Wizard
  This spell creates an undead servant. Choose a pile of bones
  or a corpse of a Huge or smaller creature within range. The
  creature must have been a beast, giant, or plant of CR 5 or
  lower. 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 target retains the statistics that it had in life, except for
  the following modifications:
  The target loses any trait, such as Amphibious, that
  assumes a living physiology.
  The target can't cast spells, and thus loses the
  Spellcasting and Innate Spellcasting traits if it had them.
  The target's ability scores and traits are adjusted as per
  the skeleton or zombie entry of the NPC Features table on
  page 282 of the Dungeon Master's Guide.
  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 one undead of CR 5 or lower that 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 level or higher, the maximum challenge rating of
  creatures you can animate or reassert control over increases
  by 1 for each slot level above 6th.
  1
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  Avascular Mass
  5th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Sorcerer, Warlock, Wizard
  You shoot a ray of necromantic energy from your
  outstretched hand, causing one creature of your choice within
  range to violently purge blood vessels through its skin.
  Constructs and undead are not affected by this spell. The
  target must make a Constitution saving throw, taking 8d10
  necrotic damage on a failed save, or half as much damage on
  a successful one.
  On a failed save, the target's purged blood vessels are
  magically animated, creating a many-layered mass of
  magically strong, adhesive tissue that trap those caught in
  them. The avascular mass instantaneously erupts in a 20-foot
  radius sphere centered on the target. The avascular mass is
  difficult terrain and lightly obscures their area.
  If the avascular mass isn't anchored between two solid
  masses (such as walls or trees) or layered across a floor, wall,
  or ceiling, it collapses on itself, and the spell ends at the start
  of your next turn.
  Each creature that starts its turn in the avascular mass or
  that enters them during its turn must make a Dexterity saving
  throw. The original target of the spell automatically fails this
  saving throw. On a failed save, a creature is restrained as long
  as it remains in the avascular mass or until it breaks free.
  A creature restrained by the avascular mass can use its
  action to make a Strength check against your spell save DC.
  If it succeeds, it is no longer restrained.
  Any 5-foot cube of avascular mass that takes more than 10
  radiant damage on a single turn disintegrates. When the spell
  ends, the blood vessel mass becomes a small layer of limp,
  decaying tissue.
  Awaken Undead
  7th-level necromancy
  Casting Time: 1 hour
  Range: 120 feet
  Components: V, S, M (a humanoid fingerbone)
  Duration: Instantaneous
  Classes: Warlock
  This spell grants intelligence to mindless undead such as
  skeletons and zombies with an Intelligence score of 6 or
  lower. Choose up to ten undead within range that fit this
  criteria. The targets must be within range for the entire
  casting of the spell. At the completion of the casting, the
  targets regain the Intelligence scores and languages that they
  had in life. They also regain the weapon and armor
  proficiencies they had in life (if any), and they gain advantage
  on saving throws against effects that turn undead.
  Bite of the King
  8th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V
  Duration: 1 minute
  Classes: Cleric, Sorcerer
  Your maw suddenly opens many times its normal size as it
  attempts to swallow your victim whole. After the attempt, it
  immediately returns to its normal size.
  Make a melee spell attack against a creature you can reach.
  On a hit, the target takes 6d12 piercing damage, and it must
  make a Dexterity saving throw. On a failed save, the target is
  immediately banished to the "stomach dimension" for the
  duration.
  The stomach dimension is a demiplane that adjusts its size
  to squeeze the largest creature that is currently inside of it.
  While in the stomach dimension, a creature is blinded and
  restrained, and it takes 4d6 acid damage plus 4d6
  bludgeoning damage at the start of each of your turns. To
  escape, a creature must deal 35 damage to the walls of the
  stomach dimension on a single turn. The walls of the
  stomach dimension have an AC of 21 and are immune to
  acid, necrotic, poison, and psychic damage.
  A creature that successfully exits is within the stomach
  dimension at the end of the duration appears to cut its way
  free from thin air, appearing next to you in the nearest
  unoccupied space.
  Each caster of this spell has a personal stomach dimension
  that this spell links to. If a creature dies while in your
  stomach dimension, you can choose to eject its corpse and
  the items it had on its person, or you can let it remain as a
  warning for future victims of this spell.
  Clutch of Orcus
  3rd-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Sorcerer, Warlock, Wizard
  One humanoid of your choice that you can see within range
  begins to suffer a magic-induced heart attack. The target
  must succeed on a Constitution saving throw or take 3d8
  necrotic damage and be stunned for the duration. At the end
  of each of its turns, the target repeats the saving throw. It
  takes 3d8 necrotic damage on a failed save, and the spell
  ends on the target on a successful one.
  2
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  Command Horde
  3rd-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Wizard
  When you cast this spell, and as an action on each of your
  turns for the duration, you can command up to four undead
  that you can see within range that are under your control. You
  give the same command to each target. You choose from one
  of the following commands when you cast this spell:
  Advance. Each target can use its reaction to move up to its
  speed.
  Apprehend. Each target can use its reaction to attempt to
  grapple one creature within its reach. The undead can all
  grapple the same target or can split their grapples between
  different targets.
  Attack. Each target can use its reaction to make one attack
  against a creature they can see. The undead can all attack the
  same target or can split their attacks between different
  targets.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you can target two additional
  undead for each slot level above 3rd.
  Consumptive Field
  4th-level necromancy
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Components: V
  Duration: Concentration, up to 1 minute
  Classes: Blackguard, Sorcerer, Warlock, Wizard
  A consumptive death field radiates from you in an aura with a
  15-foot radius. Until the spell ends, the aura moves with you,
  centered on you. When a hostile creature enters the aura for
  the first time on a turn or starts its turn there, it must make a
  Constitution saving throw. On a failed save, the creature
  takes 2d6 necrotic damage, and you regain hit points equal to
  half the necrotic damage dealt. Undead are unaffected by this
  spell.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the damage increases by 1d6 for
  each slot level above 4th.
  Energy Ebb
  4th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Cleric, Sorcerer, Wizard
  You point your finger and utter a foul incantation, releasing a
  black needle of crackling negative energy that suppresses the
  life force of living creatures. When you cast this spell, and as
  an action on each of your turns until the spell ends, you can
  target one creature you can see within range. If the target
  isn't undead, it must succeed on a Constitution saving throw
  or take 4d8 necrotic damage and suffer one level of
  exhaustion. If the target is undead, you instead roll 4d8. The
  target gains half the total as temporary hit points.
  At Higher Levels. When you cast this spell using a spell
  slot of 5th level or higher, the damage and temporary hit point
  dice increase by 1d8 for each slot level above 4th.
  Field of Ghouls
  7th-level necromancy
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V
  Duration: Instantaneous
  Classes: Cleric, Sorcerer, Warlock
  You transform the ebbing life force of all nearby badly
  wounded creatures and use it to create ghouls. Each non-
  undead creature within 30 feet of you is poisoned until the
  end of your next turn. Targets with 30 hit points or fewer
  must also make a Charisma saving throw. If a target has 0 hit
  points, it automatically fails this saving throw. On a failed
  save, a target dies.
  A humanoid killed by this spell rises at the start of your
  next turn as a ghoul that is under your command, following
  your verbal orders to the best of its ability. Any ghoul created
  by this spell melts into a pile of flesh and is destroyed after 24
  hours.
  Ghastly Stench
  2nd-level necromancy
  Casting Time: 1 action
  Range: Self (15-foot radius)
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
  You emanate the putrid stench of a ghast. For the duration,
  each creature that starts its turn within 15 feet of you must
  succeed on a Constitution saving throw or be poisoned until
  the start of its next turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can increase the radius of this
  spell by 5 feet for each slot level above 2nd.
  3
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  Ghoul Gauntlet
  5th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 minute
  Classes: Cleric, Sorcerer, Wizard
  Your touch gradually transforms a living victim into a
  ravening, flesh-eating ghoul. The transformation process
  begins at the limb or extremity (usually the hand or arm)
  touched, and spreads outwards as the target's body slowly
  dies and is transformed into a ghoul's cold, undying flesh.
  Make a melee spell attack against a humanoid within your
  reach. On a hit, the target is poisoned.
  At the end of each of the poisoned target's turns, the target
  must make a Constitution saving throw. On a failed save, the
  target takes 4d6 necrotic damage. If the target succeeds on
  three of these saves, it is no longer poisoned, and the spell
  ends. The spell can also be ended early by greater
  restoration, heal, or remove curse.
  If the target is reduced to 0 hit points while poisoned by
  this spell, it dies and rises at the start of your next turn as a
  ghoul that is under your command, following your verbal
  orders to the best of its ability. The ghoul melts into a pile of
  flesh and is destroyed after 24 hours.
  Ghoul Light
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a bit of rendered fat)
  Duration: 8 hours
  Classes: Cleric, Sorcerer, Wizard
  A sickly green flame, equivalent in brightness to a torch,
  springs forth from an object that you touch. The effect looks
  like a regular flame, except for its green hue, but it creates no
  heat and doesn't use oxygen. The flame can be covered and
  hidden, but not smothered or quenched.
  Undead within 30 feet of this light have advantage on
  saving throws against effects that turn undead. If an undead
  already had advantage on such saving throws before entering
  the area, it instead gains immunity to effects that turn undead
  while within the area.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, the effect persists until it is
  dispelled.
  Grave Bolt
  Necromancy cantrip
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  Classes: Sorcerer, Warlock, Wizard
  You launch a bolt of negative energy at a creature or object
  within range. Make a ranged spell attack against the target.
  On a hit, the target takes 1d10 necrotic damage. If this attack
  hits a tree, a plant creature, or some other form of vegetation,
  the target instead takes 1d12 damage.
  The spell's damage increases by one die when you reach
  5th level (2d10 or 2d12), 11th level (3d10 or 3d12), and 17th
  level (4d10 or 4d12).
  Kiss of the Vampire
  3rd-level enchantment
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a black onyx worth at least 50 gp that
  has been carved with the image of a fang-mouthed face)
  Duration: 1 minute
  Classes: Cleric, Warlock, Wizard
  You target one non-undead creature you can see within 30
  feet of you. If the target can see you, it must succeed on a
  Wisdom saving throw or be charmed by you for the duration.
  The charmed target regards you as a trusted friend to be
  heeded and protected. Although the target isn't under your
  direct control, it takes your requests or actions in the most
  favorable way it can.
  The charmed target can repeat the saving throw at the end
  of each of its turns. It takes 3d6 psychic damage on a failed
  save, and the spell ends for it on a successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, you can target one additional
  humanoid for each slot level above 3rd.
  Lay Waste
  3rd-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Concentration, up to 10 minutes
  Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
  You create six tiny orbs of negative energy in your space.
  They float in the air and orbit you for the spell's duration.
  When you cast the spell—and as a bonus action on each of
  your turns thereafter—you can expend one or two of the orbs,
  sending them streaking toward a point or points you choose
  within 120 feet of you. Once a orb reaches its destination or
  impacts against a solid surface, the orb explodes. Each
  creature within 5 feet of the point where the orb explodes
  must make a Constitution saving throw. A creature takes 2d6
  necrotic damage on a failed save, or half as much damage on
  a successful one.
  At Higher Levels. When you cast this spell using a spell
  slot of 4th level or higher, the number of orbs created
  increases by two for each slot level above 3rd.
  4
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  Mourning Mist
  3rd-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a bottle of black ichor)
  Duration: 1 round
  Classes: Cleric, Sorcerer, Wizard
  You hurl a globule of black mist at a point within range. Each
  non-undead creature in a 20-foot-radius sphere centered on
  that point must make a Constitution saving throw. On a failed
  save, a creature takes 4d10 necrotic damage, and each
  undead ally of your choice has advantage on attacks against
  the creature until the end of your next turn.
  Necrotic Cyst
  5th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Instantaneous
  Classes: Cleric, Sorcerer, Wizard
  Make a melee spell attack against a creature within your
  reach. On a hit, the target develops an internal spherical sac
  that contains fluid or semisolid necrotic flesh, unless it is a
  construct or undead. The internal cyst is noticeable as a slight
  bulge on the target's arm, abdomen, or face (wherever you
  chose to touch the target), and is buried deeply enough in its
  flesh that it is not easily identifiable without a successful
  Wisdom (Medicine) check against your spell save DC.
  While the target possesses a necrotic cyst, it suffers from
  the poisoned condition, and it can't magically regain hit
  points or benefit from resistance to necrotic damage.
  Additionally, whenever the target takes damage, it must make
  a Constitution saving throw. On a failed save, the target's hit
  point maximum is reduced by an amount equal to the
  damage taken. This reduction lasts until the creature finishes
  a long rest. The target dies if this effect reduces its hit point
  maximum to 0.
  A protection from evil and good spell prevents the necrotic
  cyst from forming, but once a necrotic cyst is implanted, it
  can only be removed can be removed only by heal or another
  disease-curing spell of 6th level or higher. The target may also
  elect to have some well-meaning chirurgeon remove them
  surgically. The procedure is a bloody, painful process that has
  a chance to kill the target if done improperly. The procedure
  takes 1 hour, and the chirurgeon must make a Wisdom
  (Medicine) check against your spell save DC. On a success,
  the cyst is removed safely, and the target suffers one level of
  exhaustion. On a failure, the target dies.
  Negative Energy Burst
  7th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, M (a broken bone and a square of black silk)
  Duration: Instantaneous
  Classes: Warlock, Wizard
  A wave of negative energy washes out from a point of your
  choice within range. Each non-undead creature in a 15-foot-
  radius sphere centered on that point must make a
  Constitution saving throw, taking 5d12 necrotic damage on a
  failed save, or half as much damage on a successful one. A
  humanoid killed by this damage rises up as a zombie at the
  start of your next turn. The zombie pursues whatever living
  creature it can see that is closest to it.
  Undead in the area of the spell don't make a saving throws.
  Instead, each undead in the area gains half the total damage
  roll as temporary hit points.
  Plague of Undead
  9th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (one or more black sapphires whose
  total value equals or exceeds 10,000 gp)
  Duration: Instantaneous
  Classes: Cleric, Sorcerer, Warlock, Wizard
  Great necromantic power causes any number of Small or
  Medium corpses you can see within range to animate. Each
  corpse immediately stands up and becomes undead. You
  decide whether a corpse becomes a zombie or a skeleton.
  These undead are permanently under your command and
  follow your verbal orders to the best of its ability. They also
  gain a bonus to their attack and damage rolls equal to your
  spellcasting ability modifier for the next 24 hours.
  Protection from Positive and Negative
  Energy
  3rd-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 hour
  Classes: Blackguard, Cleric, Paladin, Sorcerer, Warlock,
  Wizard
  For the duration, the willing creature you touch has
  resistance to necrotic and radiant damage.
  5
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  Revive Undead
  6th-level necromancy
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a black pearl worth at least 500 gp)
  Duration: Instantaneous
  Classes: Cleric, Warlock, Wizard
  Your restore animation to the remains of an undead creature
  you touch. The target reanimates with all of its hit points, but
  it it is under no compulsion to behave in any particular way
  unless it was under your control before it was destroyed. This
  spell fails if the target was destroyed by a Turn Undead effect,
  or if its body was otherwise completely obliterated by a spell
  or other effect. The undead must have been inactive for no
  more than a week, and its challenge rating must be equal to
  or less than your character level (or challenge rating, if you
  don't have a class level).
  Sheltered Vitality
  6th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 1 hour
  Classes: Cleric, Warlock
  One willing creature you touch gains advantage on saving
  throws against the following effects for the duration:
  Effects that reduce its ability scores
  Effects that reduce its hit point maximum
  Effects that cause its exhaustion level to increase
  Unholy Crusade
  3rd-level necromancy
  Casting Time: 1 action
  Range: Self (30-foot radius)
  Components: V
  Duration: Concentration, up to 1 minute
  Classes: Blackguard
  Unholy power radiates from you in an aura with a 30-foot
  radius, infusing your allies' weapons with negative energy.
  Until the spell ends, the aura moves with you, centered on
  you. While in the aura, each nonhostile creature in the aura
  (including you) deals an extra 1d4 necrotic damage when it
  hits with a weapon attack.
  Vampiric Smite
  Vampiric Smite
  3rd-level necromancy
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  Classes: Blackguard, Paladin
  The next time you hit a creature with a weapon attack before
  this spell ends, you siphon away some of the target's life
  force. The attack deals an extra 3d6 necrotic damage to the
  target, and you regain hit points equal to half the amount of
  necrotic damage dealt.
  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.
  Veil of Undeath
  6th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a black sapphire worth 1,000 gp)
  Duration: 1 hour
  Classes: Cleric, Sorcerer, Warlock
  You gain many of the traits common to undead creatures. You
  gain the following benefits for the duration:
  Your body appears sick and ghastly, as though you were a
  walking corpse. Undead with an Intelligence score of 6 or
  lower won't attack you except in self defense or when
  ordered to, and you are detected as an undead by a
  paladin's Divine Sense feature.
  You don't require air, food, drink, or sleep.
  You are immune to necrotic damage. Whenever you are
  subjected to necrotic damage, you instead gain a number
  of temporary hit points equal to half the necrotic damage
  you would have taken.
  You are immune to the poison, disease, and exhaustion.
  Venomous Smite
  1st-level evocation
  Casting Time: 1 bonus action
  Range: Self
  Components: V
  Duration: Concentration, up to 1 minute
  Classes: Blackguard, Paladin
  The next time you hit a creature with a melee weapon attack
  during the spell's duration, your attack deals an extra 1d6
  poison damage. Additionally, the target must make a
  Constitution saving throw or be poisoned until the spell ends.
  As an action, the creature can make a Constitution check
  against your spell save DC to overcome the poison and end
  this spell.
  6
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  Wall of Pain
  5th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
  You create a wall of negative energy on a solid surface within
  range. You can make the wall up to 60 feet long, 20 feet high,
  and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20
  feet high, and 1 foot thick. The wall is opaque and lasts for
  the duration.
  When the wall appears, each non-undead creature within
  its area must make a Constitution saving throw. On a failed
  save, a creature takes 4d8 necrotic damage and has its speed
  halved until the end of their next turn. On a successful save, it
  takes half as much damage and does not have its speed
  halved.
  A non-undead creature takes the same damage when it
  enters the wall for the first time on a turn or ends its turn
  there. The other side of the wall deals no damage.
  An undead that passes through either side of the wall has
  its speed doubled until the start of the undead's next turn.
  At Higher Levels. When you cast this spell using a spell
  slot of 6th level or higher, the damage increases by 1d8 for
  each slot level above 5th.
  Weakening Aura
  2nd-level necromancy
  Casting Time: 1 bonus action
  Range: Self (30-foot radius)
  Components: V, S
  Duration: 1 minute
  Classes: Blackguard, Cleric
  You create an aura of negative energy that weakens the life
  force of nearby creatures. Creatures within 15 feet of you
  can't regain hit points and have disadvantage on death saving
  throws, saving throws against exhaustion, and saving throws
  against effects that would reduce their hit point maximum.
  On each of your turns before the spell ends, you can use
  your bonus action to temporarily disable the field until the
  start of your next turn.
  Wither Limb
  2nd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 1 minute
  Classes: Blackguard, Sorcerer, Warlock, Wizard
  Choose one humanoid that you can see within range to make
  a Constitution saving throw. On a failed save, you can choose
  to wither one of its legs or one of its arms. If you wither a leg,
  the target falls prone and can't stand up for the duration. If
  you wither an arm, the target drops any item it is holding with
  that arm, and until the spell ends, it can't use that arm to use
  or hold items, to make attacks, or to perform somatic
  components for spells.
  At Higher Levels. When you cast this spell using a spell
  slot of 3rd level or higher, you can target one additional
  humanoid for each slot level above 2nd.
  This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
  are property of Wizards of the Coast. ©Wizards of the Coast LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Badooga Homebrew/Libris Mortis 5e - Spells.pdf