TEXT:  
   
  Astral Projection 
  9 
  Self and 8 creatures 
  Special 
  V, S, M  
  (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp 
  and one ornately carved bar of silver worth 
   
  1 hour 
  10 feet 
  You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell 
  fails and the casting is wasted if you are already on that plane). The material body you leave behind is 
  unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. Your astral 
  body resembles your mortal form in almost every way, replicating your game statistics and possessions. The 
  principal difference is the addition of a silvery cord that extends from between your shoulder blades and 
  trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as 
  the tether remains intact, you can find your way home. If the cord is cut—something that can happen only 
  when an effect specifically states that it does—your soul and body are separated, killing you instantly. Your 
  astral form can freely travel through the Astral Plane and can pass through portals there leading to any 
  other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body 
  and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the 
  new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no 
  effect on your physical body, nor do they persist when you return to it. The spell ends for you and your 
  companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its 
  physical body, and it awakens. The spell might also end early for you or one of your companions. A 
  successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a 
  creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell 
  ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of 
  suspended animation. If you are returned to your body prematurely, your companions remain in their astral 
  forms and must find their own way back to their bodies, usually by dropping to 0 hit points. 
  
   
   
  Finger of Death 
  7 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  You send negative energy coursing through a creature that you 
  can see within range, causing it searing pain. The target must 
  make a Constitution saving throw. It takes 7d8 + 30 necrotic 
  damage on a failed save, or half as much damage on a successful 
  one. A humanoid killed by this spell rises at the start of your 
  next turn as a zombie that is permanently under your command, 
  following your verbal orders to the best of its ability. 
  
   
   
  Harm 
  6 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  You unleash a virulent disease on a creature that you can see 
  within range. The target must make a Constitution saving 
  throw. On a failed save, it takes 14d6 necrotic damage, or half 
  as much damage on a successful save. The damage can’t reduce 
  the target’s hit points below 1. If the target fails the saving 
  throw, its hit point maximum is reduced for 1 hour by an 
  amount equal to the necrotic damage it took. Any effect that 
  removes a disease allows a creature’s hit point maximum to 
  return to normal before that time passes. 
  
   
   
  Inflict Wounds 
  1 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  Make a melee spell attack against a creature you can reach. On 
  a hit, the target takes 3d10 necrotic damage. At Higher Levels. 
  When you cast this spell using a spell slot of 2nd level or higher, 
  the damage increases by 1d10 for each slot level above 1st. 
  
   
   
  Raise Dead 
  5 
  dead creature 
  Instantaneous 
  V, S, M  
  (a diamond worth at least 500 gp, which the spell 
  consumes) 
  1 hour 
  Touch 
  You return a dead creature you touch to life, provided that it 
  has been dead no longer than 10 days. If the creature’s soul is 
  both willing and at liberty to rejoin the body, the creature 
  returns to life with 1 hit point. This spell also neutralizes any 
  poisons and cures nonmagical diseases that affected the creature 
  at the time it died. This spell doesn’t, however, remove magical 
  diseases, curses, or similar effects; if these aren’t first removed 
  prior to casting the spell, they take effect when the creature 
  returns to life. The spell can’t return an undead creature to life. 
  This spell closes all mortal wounds, but it doesn’t restore missing 
  body parts. If the creature is lacking body parts or organs 
  integral for its survival—its head, for instance—the spell 
  automatically fails. Coming back from the dead is an ordeal. 
  The target takes a −4 penalty to all attack rolls, saving throws, 
  and ability checks. Every time the target finishes a long rest, the 
  penalty is reduced by 1 until it disappears. 
  
   
   
  Resurrection 
  7 
  dead creature 
  Instantaneous 
  V, S, M  
  (a diamond worth at least 1,000 gp, which the spell 
  consumes) 
  1 hour 
  Touch 
  You touch a dead creature that has been dead for no more than 
  a century, that didn’t die of old age, and that isn’t undead. If its 
  soul is free and willing, the target returns to life with all its hit 
  points. This spell neutralizes any poisons and cures normal 
  diseases afflicting the creature when it died. It doesn’t, 
  however, remove magical diseases, curses, and the like; if such 
  effects aren’t removed prior to casting the spell, they afflict the 
  target on its return to life. This spell closes all mortal wounds 
  and restores any missing body parts. Coming back from the dead 
  is an ordeal. The target takes a −4 penalty to all attack rolls, 
  saving throws, and ability checks. Every time the target finishes 
  a long rest, the penalty is reduced by 1 until it disappears. 
  Casting this spell to restore life to a creature that has been dead 
  for one year or longer taxes you greatly. Until you finish a long 
  rest, you can’t cast spells again, and you have disadvantage on 
  all attack rolls, ability checks, and saving throws. 
  
   
   
  Spare the Dying 
  0 
  creature 
  Instantaneous 
  V, S 
  1 action 
  Touch 
  You touch a living creature that has 0 hit points. The creature 
  becomes stable. This spell has no effect on undead or constructs. 
  
   
   
  Speak with Dead 
  3 
  corpse 
  10 minutes 
  V, S, M 
  (burning 
  incense) 
  1 action 
  10 feet 
  You grant the semblance of life and intelligence to a corpse of 
  your choice within range, allowing it to answer the questions 
  you pose. The corpse must still have a mouth and can’t be 
  undead. The spell fails if the corpse was the target of this spell 
  within the last 10 days. Until the spell ends, you can ask the 
  corpse up to five questions. The corpse knows only what it 
  knew in life, including the languages it knew. Answers are 
  usually brief, cryptic, or repetitive, and the corpse is under no 
  compulsion to offer a truthful answer if you are hostile to it or 
  it recognizes you as an enemy. This spell doesn’t return the 
  creature’s soul to its body, only its animating spirit. Thus, the 
  corpse can’t learn new information, doesn’t comprehend 
  anything that has happened since it died, and can’t speculate 
  about future events. 
  
   
   
  True Resurrection 
  9 
  willing creature 
  Instantaneous 
  V, S, M  
  (a sprinkle of holy water and diamonds worth at least 25,000 gp, which 
  the spell consumes) 
  1 hour 
  Touch 
  You touch a creature that has been dead for no longer than 200 
  years and that died for any reason except old age. If the 
  creature’s soul is free and willing, the creature is restored to life 
  with all its hit points. This spell closes all wounds, neutralizes 
  any poison, cures all diseases, and lifts any curses affecting the 
  creature when it died. The spell replaces damaged or missing 
  organs and limbs. The spell can even provide a new body if the 
  original no longer exists, in which case you must speak the 
  creature’s name. The creature then appears in an unoccupied 
  space you choose within 10 feet of you. 
  
   
   
  Animate Dead 
  3 
  corpse 
  Instantaneous 
  V, S, M  
  (a drop of blood, a piece of flesh, and a pinch of bone dust) 
  1 minute 
  10 feet 
  This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small 
  humanoid within range. 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 GM has the creature’s game statistics). 
  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 four 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 4th level or higher, you animate or 
  reassert control over two additional undead creatures for each slot level above 3rd. Each of the 
  creatures must come from a different corpse or pile of bones. 
   
  
   
   
  Bestow Curse 
  3 
  creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Touch 
  You touch a creature, and that creature must succeed on a Wisdom saving throw or become 
  cursed for the duration of the spelL When you cast this spell, choose the nature of the curse 
  from the following options: 
  * Choose one ability score. While cursed, the target has disadvantage on ability checks and 
  saving throws made with that ability score. 
  * While cursed, the target has disadvantage on attack rolls against you. 
  * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. 
  If it fails, it wastes its action that turn doing nothing. 
  * While the target is cursed, your attacks and spells deal an extra ld8 necrotic damage to the 
  target. 
  A remove curse spell ends this effect. At the DM’s option, you may choose an alternative 
  curse effect, but it should be no more powerful than those described above. The DM has final 
  say on such a curse’s effect. 
   
  At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is 
  concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 
  hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th 
  level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a 
  duration that doesn’t require concentration.  
  
   
   
  Blight 
  4 
  creature 
  Instantaneous 
  V, S 
  1 action 
  30 feet 
  Necromantic energy washes over a creature of your choice 
  that you can see within range, draining moisture and vitality 
  from it. The target must make a Constitution saving throw. 
  The target takes 8d8 necrotic damage on a failed save, or half 
  as much damage on a successful one. This spell has no effect on 
  undead or constructs. 
  If you target a plant creature or a magical plant, it makes the 
  saving throw with disadvantage, and the spell deals maximum 
  damage to it. 
  If you target a nonmagical plant that isn’t a creature, such as a 
  tree or shrub, it doesn’t make a saving throw; it simply withers 
  and dies. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the damage increases by  1d8 for each slot 
  level above 4th. 
  
   
   
  Blindness/Deafness 
  2 
  creature 
  1 minute 
  V 
  1 action 
  30 feet 
  You can blind or deafen a foe. Choose one creature that you can 
  see within range to make a Constitution saving throw. If it 
  fails, the target is either blinded or deafened (your choice) for 
  the duration. At the end of each of its turns, the target can make 
  a Constitution saving throw. On a success, the spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, you can target one additional creature for 
  each slot level above 2nd. 
  
   
   
  Chill Touch 
  0 
  creature 
  1 round 
  V, S 
  1 action 
  120 feet 
  You create a ghostly, skeletal hand in the space of a creature 
  within range. Make a ranged spell attack against the creature to 
  assail it with the chill of the grave. On a hit, the target takes 1d8 
  necrotic damage, and it can’t regain hit points until the start of 
  your next turn. Until then, the hand clings to the target. 
  If you hit an undead target, it also has disadvantage on attack 
  rolls against you until the end of your next turn. 
  This spell’s damage increases by 1d8 when you reach 5th level 
  (2d8), 11th level (3d8), and 17th level (4d8). 
  
   
   
  Circle of Death 
  6 
  60-foot sphere 
  Instantaneous 
  V, S, M (the 
  powder of a 
  crushed black 
  pearl worth at 
  least 500 gp) 
  1 action 
  150 feet 
  A sphere of negative energy ripples out in a 60-foot radius 
  sphere from a point within range. Each creature in that area 
  must make a Constitution saving throw. A target takes 8d6 
  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 
  7th level or higher, the damage increases by 2d6 for each slot 
  level above 6th. 
  
   
   
  Clone 
  8 
  creature 
  Instantaneous 
  V, S, M  
  (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be 
  cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid 
  and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in 
  the ground, or crystal container filled with salt water) 
  1 hour 
  Touch 
  This spell grows an inert duplicate o f a living creature as a 
  safeguard against death. This clone forms inside a sealed vessel 
  and grows to full size and maturity after 120 days; you can also 
  choose to have the clone be a younger version of the same 
  creature. It remains inert and endures indefinitely, as long as 
  its vessel remains undisturbed. 
  At any time after the clone matures, if the original creature 
  dies, its soul transfers to the clone, provided that the soul is free 
  and w illing to return. The clone is physically identical to the 
  original and has the same personality, memories, and abilities, 
  but none of the original’s equipment. The original creature’s 
  physical remains, if they still exist, become inert and can’t 
  thereafter be restored to life, since the creature’s soul is 
  elsewhere. 
  
   
   
  Contagion 
  5 
  creature 
  7 days 
  V, S 
  1 action 
  Touch 
  Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, 
  you afflict the creature with a disease of your choice from any of the ones described below. 
  At the end of each of the target’s turns, it must make a Constitution saving throw. After failing three of 
  these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. 
  After succeeding on three of these saving throws, the creature recovers from the disease, and the spell 
  ends. 
  Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise 
  ameliorates a disease’s effects apply to it. 
  Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has 
  disadvantage on Wisdom checks and Wisdom saving throws and is blinded. 
  Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on 
  Strength checks, Strength saving throws. and attack rolls that use Strength. 
  Flesh Rot. The creature’s flesh decays. The creature has disadvantage on Charisma checks and 
  vulnerability to all damage. 
  Mindfire. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks 
  and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell 
  during combat. 
  Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, 
  Dexterity saving throws, and attack rolls that use Dexterity. 
  Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on 
  Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, 
  it is stunned until the end of its next turn. 
  
   
   
  Create Undead 
  6 
  three corpses/humanoids 
  Instantaneous 
  V, S, M  
  (one clay pot filled with grave dirt, one clay pot tilled with brackish water, and one 150 gp black 
  onyx stone for each corpse) 
  1 minute 
  10 feet 
  You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids 
  within range. Each corpse becomes a ghoul under your control. (The DM has game statistics 
  for these creatures.) 
  As a bonus action on each of your turns, you can mentally command any creature you 
  animated with this spell if the creature is within 120 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 
  have 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. 
   
  At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or 
  reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can 
  animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell 
  using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or 
  wights, or two mummies. 
  
   
   
  Eyebite 
  6 
  creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Self 
  For the spell’s duration, your eyes become an inky void imbued with dread 
  power. One creature of your choice within 60 feet of you that you can see must 
  succeed on a Wisdom saving throw or be affected by one of the following effects 
  of your choice for the duration. On each of your turns until the spell ends, you 
  can use your action to target another creature but can’t target a creature again if 
  it has succeeded on a saving throw against this casting of eyebite. 
  Asleep. The target falls unconscious, it wakes up if it takes any damage or if 
  another creature uses its action to shake the sleeper awake. 
  Panicked. The target is frightened of you. On each of its turns, the frightened 
  creature must take the Dash action and move away from you by the safest and 
  shortest available route, unless there is nowhere to move. If the target moves to a 
  place at least 60 feet away from you where it can no longer see you, this effect 
  ends. 
  Sickened. The target has disadvantage on attack rolls and ability checks. At the 
  end of each of its turns, it can make another Wisdom saving throw. If it 
  succeeds, the effect ends. 
   
  
   
   
  False Life 
  1 
  self 
  1 hour 
  V, S, M  
  (a small amount of alcohol or distilled spirits) 
  1 action 
  Self 
  Bolstering yourself with a necromantic facsimile of life, you 
  gain 1d4 + 4 temporary hit points for the duration. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you gain 5 additional temporary hit points 
  for each slot level above 1st. 
  
   
   
  Feign Death 
  3 
  willing creature 
  1 hour 
  V, S, M  
  (a pinch of graveyard dirt) 
  1 action 
  Touch 
  You touch a willing creature and put it into a cataleptic state 
  that is indistinguishable from death. 
  For the spell’s duration, or until you use an action to touch the 
  target and dismiss the spell, the target appears dead to all 
  outward inspection and to spells used to determine the target’s 
  status. The target is blinded and incapacitated, and its speed 
  drops to 0. The target has resistance to all damage except 
  psychic damage. If the target is diseased or poisoned when you 
  cast the spell, or becomes diseased or poisoned while under the 
  spell’s effect, the disease and poison have no effect until the spell 
  ends. 
  
   
   
  Gentle Repose 
  2 
  corpse 
  10 days 
  V, S, M  
  (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which 
  must remain there for the duration)     
  1 action 
  Touch 
  You touch a corpse or other remains. For the duration, the 
  target is protected from decay and can’t become undead. The 
  spell also effectively extends the time limit on raising the target 
  from the dead, since days spent under the influence of this spell 
  don’t count against the time limit of spells such as raise dead. 
  
   
   
  Magic Jar 
  6 
  self 
  Until dispelled 
  V,S, M  
  (a gem, crystal, reliquary, or some other ornamental container 
  worth at least 500 gp) 
  1 minute 
  Self 
  Your body falls into a catatonic state as your soulleaves it and enters the container you used for the spell’s material 
  component. While your soul inhabits the container, you are aware of your surroundings as if you were in the 
  container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out 
  of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. 
  You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from 
  evil and good or magic circIe spell can’t be possessed). The target must make a Charisma saving throw. On a failure, 
  your soul moves into the target’s body, and the target’s soul becomes trapped in the container. On a success, the target 
  resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. 
  Once you possess a creature’s body, you control it. Your game statistics are replaced by the statistics of the creature, 
  though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your 
  own class features. If the target has any class levels, you can’t use any of its class features. 
  Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move or take 
  actions at all. 
  While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of 
  you, returning the host creature’s soul to its body. If the host body dies while you’re in it, the creature dies, and you 
  must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it 
  is within 100 feet of you. Otherwise, you die. 
  If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 
  100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature’s soul is 
  in the container when it is destroyed, the creature’s soul returns to its body if the body is alive and within 100 feet. 
  Otherwise, that creature dies. 
  When the spell ends, the container is destroyed. 
  
   
   
  Ray of Enfeeblement 
  2 
  target 
  Concentration, up 
  to minute 
  V, S 
  1 action 
  60 feet 
  A black beam of enervating energy springs from your finger 
  toward a creature within range. Make a ranged spell attack 
  against the target. On a hit, the target deals only half damage 
  with weapon attacks that use Strength until the spell ends. 
  At the end of each of the target’s turns, it can make a 
  Constitution saving throw against the spell. On a success, the 
  spell ends. 
  
   
   
  Ray of Sickness 
  1 
  creature 
  Instantaneous 
  V, S 
  1 action 
  60 feet 
  A ray of sickening greenish energy lashes out toward a 
  creature within range. Make a ranged spell attack against the 
  target. On a hit, the target takes 2d8 poison damage and must 
  make a Constitution saving throw. On a failed save, it is also 
  poisoned until the end of your next turn. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, the damage increases by ld8 for each slot 
  level above 1st. 
  
   
   
   
  Vampiric Touch 
  3 
  creature 
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  Self 
  The touch of your shadow-wreathed hand can siphon life force 
  from others to heal your wounds. Make a melee spell attack 
  against a creature within your reach. On a hit, the target takes 
  3d6 necrotic damage, and you regain hit points equal to half the 
  amount of necrotic damage dealt. Until the spell ends, you can 
  make the attack again on each of your turns as an action. 
   
  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. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Spellbook/spells/Necromancy/Necromancy.pdf