TEXT: KAZERABET’S
  ART OF NECROMANCY
  Volume I: Spells
  Explore the forbidden arts in this supplement for 
  the world’s greatest roleplaying game 
  
  Kazerabet’s art of NecromaNcy | spells
  2
  Credits
  Designer, Editor, Author: Kevin Thomas Schlüter
  Cover Art: Enrique Meseguer (darksouls1) – pixabay.com
  Interior Art: DM’s Guild Stock Art
  InDesign Template: Nathanaël Roux
  Kazerabet’s Font: AnkeCalligraphic 2.0–Andreas Höfeld, 
  fontgrube.de
  Kazerabet’s Papyrus: andreas160578–pixabay.com
  About the Author
  Kevin Thomas Schlüter has spent the most of the past decade in and 
  out of the Middle East, North Africa, and other deserts, working in 
  a type of real-world wizard’s guild. He can be contacted at:
  tom.of.vile.darkness@gmail.com or   
  @thomas_schluter.
  Sources and Inspiration
  Baker, Richard. Player’s Option: Spells and Magic. 1996.
  Collins, Andy and Bruce Cordell. Libris Mortis: The Book of Undead. 2004.
  Cook, David “Zeb”. Player’s Handbook. 1989.
  Cook, David et al. Tome of Magic. 1991.
  Grub, Jeff with Andrea Heyday. Al-Qadim: Arabian Adventures. 1992.
  Greenwood, Ed and Tim Beech. Pages from the Mages. 1995.
  Greenwood, Ed. The Seven Sisters. 1995.
  Mearls, Mike et al. Heroes of Shadow. 2011.
  Middleton, Mark (Compiler). Priest’s Spell Compendium Volumes 1–3. 1999–2000.
  Middleton, Mark (Compiler). Wizard’s Spell Compendium Volumes 1–4. 1996–1998.
  Sernet, Matthew, Jeff Grub, and Mike McArtor. Spell Compendium. 2005.
  Steve Kurtz. The Complete Book of Necromancers. 1995.
  Swan, Rick. The Complete Wizard’s Handbook. 1994.
  Witt, Sam. The Complete Sha’ir’s Handbook. 1994.
  Legal
  This product was revised and updated from Necromancy After the Time of Troubles.
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the 
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  D&D Adventurers League, all other Wizards of the Coast product names, and their 
  respective logos are trademarks of Wizards of the Coast in the USA and other 
  countries. All characters and their distinctive likenesses are property of Wizards of 
  the Coast. This material is protected under the copyright laws of the United States of 
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  by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  Before the return of netheril, the dark arts flourished. 
  The Red Wizards, the Scabrous Society, and the Cult of the Dragon had 
  collected vast knowledge of the Arts, which they preserved through the 
  Time of Troubles. Trade between Faerûn and Zakhara and Kara-Tur 
  flourished while the Anatomical Academy and Loviatar’s cult of pain facil-
  itated the exchange of knowledge. Netheril disrupted this network and, 
  along with the loss of many masters of the Art at the hands of adventurers, 
  much of the old lore has been forgotten or burned. It is with a heavy heart 
  that I write this new volume, which consolidates only a fraction of my 
  destroyed library, in the hopes that philosophers in the ages to come can 
  fully appreciate the achievements of those who came before them.
  —Kazarabet, Philosopher-Queen of Ysawis
  Introduction
  M
  any of the character classes in the Player’s 
  Handbook have access to necromantic spells. This 
  volume provides sixty eight new spells for those 
  classes as well as spellcasting monsters. The 
  Dungeon Master decides which of these spells 
  are available and whether they are directly added 
  to a classes’ spell list, as suggested, or granted as boons for divine 
  devotion, patron gifts, arcane study, or simply newly developed 
  affinities. The Dungeon Master may use these as alternate rewards 
  for quests, or require a quest to unearth information related to the 
  spell. Spells may be found in ritual books (see the ritual caster feat in 
  the Player’s Handbook) or wizards’ spellbooks, or even as scrolls. 
  Adding spells to the cleric, druid, and paladin spell list is dispro-
  portionally benefitial to those characters because of the nature of 
  how they select spells on a daily basis from their entire spell list. 
  The Dungeon Master might only add a handful of thematically 
  appropriate spells to such a character’s spell list. Another good com-
  promise is to allow the player to pick a five to ten appropriate spells 
  and remove less thematically appropriate spells from their list.
  Contents
  introduction ......................................................................................2
  spell lists ...........................................................................................3
  thematic lists ....................................................................................5
  spells ...................................................................................................7
  It has been a long time since I 
  revisited this work. Most of it 
  holds up despite the weight of 
  years and new trends in the Art.
  -K
  KAZERABET’S ART OF NECROMANCY
  VOLUME I: SPELLS
  
  Kazerabet’s art of NecromaNcy | spells
  3
  Spell Lists
  The following spell lists show which spells 
  can be cast by characters of each class. If a 
  spell can be cast as a ritual, the ritual tag 
  appears in parenthesis. Spells marked with 
  a single asterisk (*) come from the Player’s 
  Handbook. Those marked with a double 
  asterisk (**) come from Xanathar’s Guide to 
  Everything. Spells marked with a dagger (†) 
  are found in Kazerabet’s Art of Necromancy 
  Volume II: Cysts and Grafts. 
  Bard Spells
  Bard Level 1
  Corpse Visage
  Detect Life or Undeath (ritual)
  Detho’s Delirium
  Spectral Voice (ritual)
  Bard Level 2
  Cloak from Undead
  False Face (ritual)
  Past Life
  Bard Level 3
  Death Talisman (ritual)
  Spirit Armor
  Ward Against Undead
  Bard Level 4
  Mask of Death (ritual)
  Spendelarde’s Chaser
  Bard Level 5
  Force Shapechange (ritual)
  Negative Plane Protection
  Cleric Spells
  Cleric Cantrips
  Ebony Hand
  Minor Necromancy
  Cleric Level 1
  Detect Life or Undeath (ritual)
  Eyes of the Vulture
  Inevitable Doom
  Spectral Voice (ritual)
  Cleric Level 2
  Cloak from Undead 
  Hold Undead
  Past Life
  Resist Turning
  Spawn Screen
  Spectral Senses
  Cleric Level 3
  Barghest’s Feast
  Undead Torch
  Ward Against Undead
  Cleric Level 5
  Death Throes
  Negative Plane Protection
  Undead Spell Focus
  Cleric Level 6
  Clutch of Orcus
  Cleric Level 9
  Plague of Undead
  Druid Spells
  Druid Level 1
  Detect Life or Undeath (ritual)
  Druid Level 4
  Miasma of Entropy
  Paladin Spells
  Paladin Level 1
  Detect Life or Undeath (ritual)
  Paladin Level 2
  Cloak from Undead 
  Hold Undead
  Spawn Screen
  Paladin Level 3
  Ward Against Undead
  Paladin Level 4
  Favor of the Martyr
  Paladin Level 5
  Negative Plane Protection
  Ranger Spells
  Ranger Level 1
  Detect Life of Undeath (ritual)
  Sorcerer Spells
  Sorcerer Cantrips
  Deathsmoke
  Minor Necromancy
  Spook
  Sorcerer Level 1
  Bone Club
  Corpse Visage
  Detect Life or Undeath (ritual)
  Necrotic Awareness
  Sorcerer Level 2
  Past Life
  Spawn Screen
  Sorcerer Level 3
  Barghest’s Feast
  Putrefaction
  Spirit Armor
  Sorcerer Level 4
  Graft Flesh
  Miasma of Entropy
  Sorcerer Level 5
  Death Throes
  Negative Plane Protection
  Wither Limb
  Sorcerer Level 6
  Awaken Undead
  Lich Touch
  Ray of Entropy
  Shatterbone
  Sorcerer Level 7
  Arrow of Bone
  Year Stealing or Gifting
  Sorcerer Level 8
  Defoliate
  Sorcerer Level 9
  Disruption
  Plague of Undead
  Wail of the Banshee
  Warlock Spells
  Warlock Cantrips
  Deathsmoke
  Minor Necromancy
  Spook
  Warlock Level 1
  Bone Club
  Corpselight (ritual)
  Corpse Visage
  Detect Life or Undeath (ritual)
  Locate Remains
  Necrotic Awareness
  Warlock Level 2
  Cloak from Undead 
  False Face (ritual)
  Hold Undead
  Past Life
  Rain of Blood
  Resist Turning
  Warlock Level 3
  Barghest’s Feast
  Putrefaction
  Skullwatch
  Spirit Armor
  Warlock Level 4
  Graft Flesh
  Lifesurge
  
  Kazerabet’s art of NecromaNcy | spells
  4
  Mask of Death (ritual)
  Swordshun (ritual)
  Warlock Level 5
  Bodylink
  Death Bump
  Death Throes
  Force Shapechange (ritual)
  Negative Plane Protection
  Wither Limb
  Warlock Level 6
  Corpse Host
  Lich Touch
  Shatterbone
  Warlock Level 7
  Arrow of Bone
  Year Stealing or Gifting
  Warlock Level 8
  Death Link
  Defoliate
  Warlock Level 9
  Wail of the Banshee
  Wizard Spells
  Wizard Cantrips
  Deathsmoke
  Minor Necromancy
  Spectral Hand
  Spook
  Wizard Level 1
  Bone Club
  Corpselight (ritual)
  Corpse Visage
  Detho’s Delirium
  Detect Life or Undeath (ritual)
  Locate Remains
  Necrotic Awareness
  Nulathoe’s Concussive Demise
  Spectral Voice (ritual)
  Wizard Level 2
  Cloak from Undead 
  False Face (ritual)
  Hold Undead
  Past Life
  Rain of Blood
  Resist Turning
  Spawn Screen
  Spectral Senses (ritual)
  Undead Mount
  Wizard Level 3
  Barghest’s Feast
  Death Talisman (ritual)
  Life Bolt
  Putrefaction
  Skullwatch
  Spirit Armor
  Undead Torch
  Ward Against Undead
  Wizard Level 4
  Beltyn’s Burning Blood
  Cursed Blade
  Graft Flesh
  Life or Death Field
  Lifesurge
  Mask of Death (ritual)
  Miasma of Entropy
  Swordshun (ritual)
  Wizard Level 5
  Bodylink
  Death Bump
  Death Throes
  Force Shapechange (ritual)
  Moilian Flames
  Negative Plane Protection
  Grimwald’s Graymantle
  Undead Spell Focus
  Wither Limb
  Wizard Level 6
  Awaken Undead
  Corpse Host
  Lich Touch
  Ray of Entropy
  Shatterbone
  Wizard Level 7
  Arrow of Bone
  Year Stealing or Gifting
  Wizard Level 8
  Death Link
  Defoliate
  Skeletal Guard
  Wizard Level 9
  Disruption
  Life Force Exchange
  Plague of Undead
  Wail of the Banshee
  Necromancy Spells
  This list contains every spell from the 
  school of necromancy.
  Necromancy Cantrips
  Chill Touch*
  Deathsmoke
  Ebony Hand
  Spare the Dying*
  Spectral Hand
  Spook
  Toll the Dead**
  Necromancy Level 1
  Bone Club
  Cause Fear**
  Corpselight 
  Corpse Visage
  Detho’s Delirium
  False Life*
  Inevitable Doom
  Inflict Wound*
  Minor Necromancy
  Nulathoe’s Concussive Demise
  Ray of Sickness*
  Spectral Voice (ritual)
  Necromancy Level 2
  Blindness/Deafness*
  Cloak from Undead 
  Decomposition
  Eyes of the Vulture
  False Face
  Gentle Repose*
  Hold Undead
  Necrotic Cyst†
  Rain of Blood
  Ray of Enfeeblement*
  Spawn Screen
  Spectral Senses
  Undead Mount
  Necromancy Level 3
  Animate Dead*
  Barghest’s Feast
  Bestow Curse*
  Death Talisman
  Feign Death*
  Life Bolt
  Life Transferrence**
  Necrotic Burst†
  Necrotic Influence†
  Necrotic Scrying†
  Putrefaction
  Skullwatch
  Spirit Armor
  Undead Torch
  Speak with Dead*
  Vampiric Touch*
  Necromancy Level 4
  Beltyn’s Burning Blood
  Blight*
  Cursed Blade
  Favor of the Martyr
  Graft Flesh
  Lifesurge
  Life or Death Field
  Mask of Death
  Miasma of Entropy
  Necrotic Domination†
  Shadows of Moil**
  Spendelarde’s Chaser
  Swordshun (ritual)
  Necromancy Level 5
  Animate Blood
  Clutch of Orcus
  Danse Macabre**
  Death Throes
  Ennervation**
  Force Shapechange
  Harm*
  Magic Jar*
  Moilian Flames
  Necrotic Empowerment†
  
  Kazerabet’s art of NecromaNcy | spells
  5
  Negative Energy Flood**
  Negative Plane Protection
  Grimwald’s Graymantle
  Undead Spell Focus
  Wither Limb
  Necromancy Level 6
  Awaken Undead
  Circle of Death*
  Corpse Host
  Create Undead*
  Eyebite*
  Lich Touch
  Magic Jar*
  Ray of Entropy
  Shatterbone
  Soul Cage**
  Necromancy Level 7
  Arrow of Bone
  Finger of Death*
  Resurrection*
  Year Stealing or Gifting
  Necromancy Level 8
  Abi-Dalzim’s Horrid Wilting**
  Clone*
  Death Link
  Defoliate
  Skeletal Guard
  Veil of Undeath
  Necromancy Level 9
  Astral Projection*
  Disruption
  Life Force Exchange
  Plague of Undead
  True Resurrection*
  Wail of the Banshee
  Thematic Lists
  A Dungeon Master or players wishing to 
  use a portion of these spells might find 
  the following lists helpful for anatomists 
  and healer necromancers, death slayers, 
  fearmongers, or undead masters. They 
  may also help inspire spellbook contents or 
  scrolls for NPCs.
  Against the Undead
  Against the Undead Cantrips
  Chill Touch*
  Minor Necromancy
  Spare the Dying*
  Against the Undead Level 1
  Bone Club
  Corpselight (ritual)
  Corpse Visage
  Detect Life or Undeath (ritual)
  False Life*
  Locate Remains
  Nulathoe’s Concussive Demise
  Against the Undead Level 2
  Cloak from Undead
  False Face
  Gentle Repose*
  Hold Undead
  Spawn Screen
  Against the Undead Level 3
  Feign Death*
  Life Bolt
  Spirit Armor
  Speak with Dead*
  Ward Against Undead
  Against the Undead Level 4
  Life or Death Field
  Swordshun (ritual)
  Against the Undead Level 5
  Barghest’s Feast
  Force Shapechange (ritual)
  Negative Plane Protection
  Against the Undead Level 6
  Corpse Host
  Shatterbone
  Against the Undead Level 9
  Disruption
  Anatomy & Healing
  Anatomy & Healing Cantrips
  Spare the Dying*
  Anatomy & Healing Level 1
  Corpselight (ritual)
  Corpse Visage
  Eyes of the Vulture
  False Life*
  Anatomy & Healing Level 2
  Blindness/Deafness*
  Decomposition
  False Face (ritual)
  Gentle Repose* (ritual)
  Anatomy & Healing Level 3
  Feign Death* (ritual)
  Anatomy & Healing Level 4
  Beltyn’s Burning Blood
  Graft Flesh
  Lifesurge
  Mask of Death (ritual)
  Spendelarde’s Chaser
  Swordshun (ritual)
  Anatomy & Healing Level 5
  Force Shapechange (ritual)
  Harm*
  Grimwald’s Graymantle
  Wither Limb
  Anatomy & Healing Level 6
  Corpse Host
  Shatterbone
  Anatomy & Healing Level 7
  Finger of Death*
  Resurrection*
  Anatomy & Healing Level 8
  Abi-Dalzim’s Horrid Wilting**
  Clone*
  Death Link
  Defoliate
  Veil of Undeath
  Anatomy & Healing Level 9
  Life Force Exchange
  True Resurrection*
  Despair & Dread
  Despair & Dread Level 1
  Spook
  Despair & Dread Level 1
  Cause Fear**
  Corpse Visage
  Spectral Voice (ritual)
  Despair & Dread Level2
  Blindness/Deafness
  False Face (ritual)
  Despair & Dread Level3
  Putrefaction
  Despair & Dread Level4
  Mask of Death (ritual)
  Miasma of Entropy
  Despair & Dread Level5
  Wither Limb
  Despair & Dread Level7
  Year Stealing or Gifting
  Despair & Dread Level8
  Defoliate
  Veil of Undeath
  Despair & Dread Level3
  Wail of the Banshee
  Undead Mastery
  Undead Mastery Cantrips
  Minor Necromancy
  Undead Mastery Level 1
  Corpselight 
  Spectral Voice (ritual)
  
  Kazerabet’s art of NecromaNcy | spells
  6
  Undead Mastery Level 2
  False Face (ritual)
  Resist Turning
  Spectral Senses (ritual)
  Undead Mount
  Undead Mastery Level 3
  Animate Dead*
  Skullwatch
  Undead Torch
  Undead Mastery Level 4
  Mask of Death (ritual)
  Undead Mastery Level 5
  Danse Macabre**
  Negative Energy Flood**
  Undead Spell Focus
  Undead Mastery Level 6
  Awaken Undead
  Corpse Host
  Create Undead*
  Undead Mastery Level 7
  Finger of Death*
  Undead Mastery Level 8
  Skeletal Guard
  Undead Mastery Level 9
  Plague of Undead
  Mother Cyst Spells
  These spells allow the necromancer to 
  manipulate a necrotic cyst. Those marked 
  with a dagger (†) are found in Kazerabet’s 
  Art of Necromancy Volume II: Cysts and Grafts 
  which describes necrotic cysts in detail.
  Mother Cyst Level 1
  Necrotic Awareness
  Mother Cyst Level 2
  Necrotic Cyst†
  Mother Cyst Level 3 
  Necrotic Burst†
  Necrotic Influence†
  Necrotic Scrying†
  Mother Cyst Level 4
  Necrotic Domination†
  Mother Cyst Level 5
  Necrotic Empowerment†
  
  Kazerabet’s art of NecromaNcy | spells
  7
  Spells
  The following new spells expand the options for all spellcasters 
  interested in life, death, and undeath.
  Arrow of Bone
  7th-level necromancy
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a tiny sliver of bone and oil infused with 
  rare herbs worth 50 gp)
  Duration: 8 hours
  You enchant an arrow or bolt with the power to slay the living. 
  When the projectile is fired at a creature that is neither undead nor 
  a construct, the attacker has advantage on the attack roll. Any target 
  struck by the arrow must make a Constitution saving throw or be 
  reduced to 0 hit points. A creature making its saving throw takes 
  7d6 necrotic damage.
  Whether or not the arrow hits, the magic is expended when it is 
  used for an attack.
  At Higher Levels. When you cast this spell using a spell slot of 8th 
  level or higher, the spell deals an additional 2d6 damage per slot 
  level used above 7th.
  Animate Blood
  6th-level necromancy
  Casting Time: 1 minute
  Range: 120 feet
  Components: V, S, M (your blood)
  Duration: Concentration, up to 10 minutes
  You cut yourself and unleash three drops of blood that you animate 
  like familiar spirits. The blood resembles any ordinary drop of 
  blood, except it can roll and bounce on the ground. A blood drop 
  has an AC of 15 and 1 hit point. While you maintain concentration, 
  you can command either each of your blood drops as an action, or 
  one as a bonus action. Each command you give can be one of the 
  following:
  • The blood drop moves 30 feet.
  • You can see and hear as though you occupied the blood drop’s 
  space.
  • Make a melee spell attack against 1 living creature within 5 feet 
  of the blood drop. A successful attack deals 4d10 necrotic damage 
  and destroys the blood drop.
  Any drop of blood that leaves the spell’s range becomes an inert 
  and normal drop of blood. While your blood drops are active, any 
  time your blood drops are affected by a spell attack, you suffer the 
  ill effects of the spell rather than the blood drop. Your blood drops 
  count as you for the purposes of spells with a range of touch, allow-
  ing you to use those spells to target creatures adjacent to any of your 
  blood drops.
  At Higher Levels: When you cast this spell using a spell slot of 7th 
  level or higher, you create one additional drop of blood for each slot 
  level above 6th.
  Awaken Undead
  6th-level necromancy
  Casting Time: 8 hours
  Range: Touch
  Components: V, S, M (a piece of onyx carved to resemble a hu-
  manoid bone, worth 1,000 gp, which the spell consumes)
  Duration: Instantaneous
  You call back the spark of intelligence for one undead target with an 
  Intelligence score of 6 or less. The target’s Intelligence and Wisdom 
  scores increase to 10 each (or what the target had in life, whichever 
  is lower). The target regains any proficiencies it had in life, includ-
  ing the ability to speak languages it knew.
  The awakened undead is charmed by you for 30 days or until you 
  or your companions do anything harmful to it. When the charmed 
  condition ends, the awakened creature chooses whether to remain 
  friendly to you, based on how you treated it while it was charmed.
  The awakened undead is imbued with a stronger spark of death, 
  and its undead condition does not need to be reinforced via animate 
  dead.
  Barghest’s Feast
  3rd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a diamond worth 300 gp which the spell 
  consumes)
  Duration: Instantaneous
  With a word and a gesture, you disintegrate one corpse within 
  range in a flash of black flames. The corpse can never be animated 
  as undead nor can it be raised, resurrected, or reincarnated by any 
  spell of 3rd level or lower. Spells of higher level or other abilities 
  have a 50% chance of failure.
  At Higher Levels. When you cast this spell using a spell slot of 
  4th-level or higher, the corpse can never be raised, resurrected, or 
  reincarnated by a spell of equal or lower level. 
  Beltyn’s Burning Blood
  4th-level necromancy
  Casting Time: 1 action
  Range: 90 feet
  Components: V, S, M (A pinch of saltpeter and blood)
  Duration: 1 minute
  You cause your target’s blood to smolder and boil. You choose one 
  target creature that is not a construct, plant, or undead. The target 
  must make a Constitution saving throw, creatures that subsist pri-
  marily on blood (including stirges and vampires) or are composed 
  of blood suffer disadvantage on this saving throw. On a success, the 
  target takes 3d6 necrotic damage and the spell’s effect ends. Failure 
  indicates the target takes 3d6 necrotic damage and spell persists.
  At the end of each of its turns the target can attempt another 
  saving throw. The damage is reduced by one die each time the 
  target makes a saving throw (i.e. a target suffers two dice of damage 
  after the first successful save). While the spell is in effect, the target 
  cannot regain hit points. The spell ends when its duration expires, 
  the target takes no damage, or the receives magical healing that 
  is blocked by this spell. Dousing the wound with holy water as an 
  action also ends the spell.
  New Feat: GiFted iN the dark arts
  Prerequisite: Ability to cast 1st-level spells
  Choose three 1st or 2nd level necromancy spells from 
  any list. You know them and can cast them using your 
  spell slots of the appropriate level.
  If a necromancy spell that you know or have prepared 
  has the ritual tag, you can cast that spell as a ritual 
  without needing a ritual book or spellbook, even if you 
  cannot cast other rituals.
  Furthermore, you can read any necromancy scroll as 
  though the spell were on your class list.
  If you have a spellbook or ritual book, you halve the 
  time and cost of adding necromancy spells to it (one 
  quarter the time and cost if you have the wizard’s Necro-
  mancy Savant feature).
  
  Kazerabet’s art of NecromaNcy | spells
  8
  If the target of this spell is missing any of its hit points, the dam-
  age dice are d12s instead of d6s.
  At Higher Levels. When you cast this spell using a spell slot of 
  5th level or higher, the damage increases by 1 die for each slot level 
  above 4th.
  Bodylink
  5th-level necromancy
  Casting Time: 1 action or 1 reaction when you would be decapitat-
  ed or dismembered
  Range: Self
  Components: V, S
  Duration: 1 hour
  This spell links the parts of your body so their separation doesn’t 
  affect you. You can lose your head or limbs without taking damage, 
  though you must reattach any missing parts before the spell ends or 
  you take any damage you ignored from the initial cut and possibly 
  die (surely if your head is not attached). As an an action, you or 
  anyone else can reattach a severed body part simply by holding it 
  back in its place.
  While your parts are detached you still control them normally, 
  and they function at any distance so long as you are on the same 
  plane of existence. A detached eye still sees, and a detached head can 
  still eat and speak. Detached hands, fingers, or arms are not likely to 
  be able preform the somatic components for spells.
  If you cast this as an action on your turn, you can sever one of your 
  own body parts as part of the casting assuming you have suitable tools.
  Bone Club
  1st-level necromancy
  Casting Time: 1 bonus action
  Range: Touch
  Components: V, S, M (a large bone)
  Duration: Concentration, up to 1 minute
  You enchant a bone with the ability to strike down undead. When 
  wielding the bone club you are treated as if you were proficient in 
  the club—which deals 1d6 bludgeoning damage—and can use your 
  spell-casting ability modifier in lieu of your Strength for both attack 
  and damage rolls. Against undead, the club deals an additional 1d4 
  force damage, though each target can only suffer this extra damage 
  once per round. The club loses its enchantment if you drop the 
  weapon or give it to another.
  While wielding the bone club, you can use it as a focus for necro-
  mancy spells and can preform somatic components while wielding 
  the bone club and carrying another object as well.
  At the Dungeon Master’s diescretion, treat a suitably large bone 
  as a staff with all the staff’s properties.
  At Higher Levels. When you cast this spell using a spell slot of 2nd 
  level or higher, the bonus damage increases by 1d4 per slot level 
  above 1st.
  Clutch of Orcus
  4th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  Your necrotic energies engulf the heart of one target creature. 
  Choose one target creature within range. The target must succeed 
  on a Constitution saving throw or be paralyzed and take 3d12 ne-
  crotic damage. At the end of the target creature’s turn, it can repeat 
  the saving throw.
  If the target creature dies due to this damage, its heart appears in 
  your hand.
  If the target creature is a construct, an ooze, undead, or otherwise 
  lacks a heart or similar vital organ, the target automatically succeeds 
  on the saving throw.
  At Higher Levels. When you cast this spell using a spell slot of 
  5th-level or higher, the damage increases by 1d12 per slot level used 
  above 4th.
  Cloak from Undead
  2nd-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a piece of bone and a pinch of powdered silver)
  Duration: 1 hour (D)
  You create an invisible necromantic field to hide and protect the 
  target from undead. One target creature becomes invisible to un-
  dead creatures and resists necrotic damage. Additionally, the target 
  has advantage on saving throws to resist any harmful effects of the 
  Shadowfell or the Negative plane.
  This spell is broken the moment the target attacks or an undead 
  creature or uses a spell or power that affects any undead creatures 
  (such as a cleric or paladin using their channel divinity feature to 
  turn undead). Other attacks, spells, or abilities do not break this 
  spell so long as they do not target undead.
  At Higher Levels. When you cast this spell using a spell slot of 
  level 3 or higher, you can target two additional creatures for each 
  slot level above 2nd.
  Corpse Host
  6th-level necromancy
  Casting Time: 10 minutes
  Range: Touch
  Components: V, S, M (a fresh corpse and bit of the target’s skin)
  Duration: 24 hours
  With a gruesome ceremony you move the lifeforce of one humanoid 
  target into a corpse. The recipient is paralyzed while their life force 
  animates the corpse. The target can will the corpse to act as though it 
  were their own body, including using spells, class, and racial features.
  The corpse has the same statistics as the target and its hit point 
  maximum equals the target’s normal maximum. The corpse host 
  can even be equipped with weapons and armor. While the corpse 
  host is being animated, it ceases to rot and decay. The corpse host, 
  however, may be recognizable as dead and speaks hoarsely with the 
  original body’s voice.
  The target’s body and the corpse host must remain within 60 
  miles of one another, though the target is aware when that limit is 
  about to be reached. If the corpse host exceeds that range, the link is 
  severed and the corpse host is reduced to 0 hit points.
  If the corpse host is reduced to 0 hit points, the target must make 
  a Constitution saving throw (DC 15) or also be reduced to 0 hit 
  points as their life force returns to their own body.
  As a bonus action, the target can sever the link and return to 
  their own body. When the life force returns to its original body the 
  target suffers one level of exhaustion.
  At Higher Levels. When you cast this spell using a spell slot of 7th 
  level or higher, the maximum distance between the target and the 
  corpse host increases by 60 miles per slot level used above 6th.
  Corpselight
  1st-level necromancy (ritual)
  Casting Time: 1 action
  Range: 30 feet
  
  Kazerabet’s art of NecromaNcy | spells
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  Components: V, S, M (a pinch of saltpeter and phosphorus)
  Duration: 1 hour
  You imbue the dead with magical energy, causing all corpses within 
  range to emit dim or bright light in a color of your choice. You can 
  use your action to change the intensity or color of the light from 
  one or all corpses that you can see or see the light emmanating 
  from. The light in no way hinders the corpse if it is animated. Only 
  bones and flesh are affected by this spell: wood, incorporeal undead, 
  and living creatures are not affected.
  The light magically shines through most barriers, but it is blocked 
  by 3 feet of stone, 3 inches of common metal, a thin sheet of lead, or 
  8 feet of wood or dirt.
  Corpse Visage
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (cloth taken from a corpse with colored dots 
  painted on it)
  Duration: Concentration, up to 1 minute
  You transform your face, or that of another creature within range, 
  into a rotting horror. The target’s face is so terrifying that any 
  beasts, celestials, giants, or humanoids within 30 feet that can see 
  it are taken aback, suffering disadvantage on Dexterity checks for 
  initiative.
  Furthermore, any beasts, celestials, giants, or humanoids with 
  a challenge rating of less than 1 must make a Constitution saving 
  throw if they begin their turn within 30 feet of the target. Those 
  that fail are frightened of the target until the end of their next 
  turn. This spell does not distinguish between friends and foes, but 
  creatures behind the target, along with others who cannot see the 
  target’s face, are unaffected. 
  Cursed Blade
  4th-level necromancy
  Casting Time: 1 bonus action
  Range: Touch
  Components: V
  Duration: 10 minutes
  You imbue a weapon with necrotic energy. Choose one target 
  weapon within range. Any hit with the target weapon deals an addi-
  tional 1d12 necrotic damage and all damage dealt with the target 
  weapon temporarily reduces a victim’s hit point maximum by a like 
  amount until they finish a long rest. Additionally, a victim cannot 
  regain hit point for the duration of the spell.
  Anyone slain by a weapon enchanted by this spell cannot be 
  returned to life by spells cast with a spell slot of a lower level than 
  the one used to cast this spell.
  Death Bump
  5th-level necromancy
  Casting Time: 1 reaction, taken when a living creature is reduced 
  to 0 hit points
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  You call out at the moment death comes for a creature and send 
  death’s power elsewhere. When the target creature takes enough 
  damage to reduce it to 0 or fewer hit points, that creature takes only 
  enough damage to leave it with one hit point and falls prone, you 
  transfer the remaining damage to another target creature you can 
  see within range. The secondary target takes the remainder of the 
  damage if it is willing (e.g. If a target with 5 hit points would take 10 
  damage, the target would take 4 damage leaving it at 1 hit point and 
  the remaining 6 damage can be transferred to the secondary target).
  If the secondary target is unwilling, it may make a Constitution 
  saving throw to avoid the effect. If it succeeds on the saving throw, 
  the original target takes the entirety of the damage.
  Death Link
  8th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: 4 hours
  You link your health with that of the target, safeguarding yourself 
  from treachery or vengeance. One creature within range must make 
  a Constitution saving throw; incapacitated creatures suffer disad-
  vantage on this saving throw. If the saving throw fails, you and the 
  target are linked for the duration of the spell. Whenever one of you 
  takes damage, the other takes equivalent damage. Similarly, if you 
  or the target receives healing, you both heal the same amount (up 
  to your respective maximums). If you die, the target also dies. If the 
  target dies, and you may make a DC 20 Constitution saving throw. 
  If you succeed, you do not take any damage from your death link 
  this turn and remain among the living.
  Once you cast the spell, it cannot be canceled at will. It continues 
  until one party has died (or more likely both), the two of you are 
  not on the same plane of existence, or the spell is dispelled.
  At Higher Levels. If you cast this spell using a 9th level spell slot, 
  the duration increases to 24 hours.
  Deathsmoke
  Necromancy Cantrip
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a clear glass bead)
  Duration: 1 round
  You cause a cloud of noxious black smoke to fill a 5-foot cube that 
  obscures anything in or beyond the cloud. Any creature that is in 
  the cube or moves through the cloud must make a Constitution 
  saving throw. Those who fail take 1d6 necrotic damage. The cloud 
  disperses at the beginning of your next turn or if it is exposed to a 
  magical breeze.
  The spell’s damage increases by 1d6 when you reach 5th level 
  (2d6), 11th level (3d6), and 17th level (4d6).
  Death Talisman
  3rd level necromancy (ritual)
  Casting Time: 1 minute
  Range: Self
  Components: V, S, M (an object to enchant worth 1 gp)
  Duration: 30 days
  When you cast this spell you enchant a small shiny object with a por-
  tion of your health. As long as you are alive the item appears as normal. 
  If you die, however, or become petrified or otherwise permanently in a 
  state akin to death, the object instantly tarnishes and corrodes.
  You can only have one death talisman active at a time. 
  Death Throes
  5th-level necromancy
  Casting Time: 1 reaction, taken when you are reduced to 0 hit 
  points
  Range: Self
  Components: V, S
  Duration: Instantaneous
  
  Kazerabet’s art of NecromaNcy | spells
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  You take the ultimate revenge upon your foes and are instantly de-
  stroyed in an explosion of necrotic energy. All creatures within 30 
  feet of you must make a Constitution saving throw or suffer 9d12 
  necrotic damage, or half damage on a successful saving throw. 
  After you cast this spell, spells of 8th-level or lower cannot raise 
  or resurrect you nor can they in any way mitigate or cancel your 
  death from this spell.
  At Higher Levels. When you cast this spell using a spell slot of 
  6th-level or higher, increase the damage dealt by 2d12 per slot level 
  used above 5th.
  Defoliate
  8th-level necromancy
  Casting Time: 1 action
  Range: 300 feet
  Components: S, M (a petal from a withered flower and a sliver of 
  charred wood)
  Duration: Instantaneous
  You snuff out all plant life within range, leaving a landscape of 
  withered ashes. Trees, flowers, mushrooms, and all forms of veg-
  etation are reduced to ash. Non-plant creatures are unaffected, but 
  creatures in trees may take falling damage as the trees turn to ash. 
  Plant creatures in the area take 8d8 + 30 necrotic damage and may 
  attempt a Constitution saving throw for half damage.
  At Higher Levels. When you cast this spell using a 9th level spell 
  slot, the range increases to 600 feet.
  Detect Life or Undeath
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a hair from a newborn animal or bit of 
  grave dirt)
  Duration: Concentration, up to 10 minutes
  Choose to sense the living or the undead. If you choose the living, 
  for the duration of the spell, you sense the presence of other living 
  creatures within 30 feet of you. If you sense a living creature in this 
  way, you can use your action to examine any creature or object and 
  determine if it is alive, even if it is comatose or under an effect such 
  as a feign death spell.
  If you choose undeath, you sense the presence of undead crea-
  tures within 30 feet of you. If you sense an undead creature in this 
  way, you can use your action to pinpoint the location of each un-
  dead creature within range unless it is magically hidden or disguised 
  (in which case you learn the presence you detected is magically 
  obfuscated).
  The spell can penetrate most barriers, but it is blocked by 2 feet 
  of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of 
  wood or dirt.
  Detho’s Delirium
  1st-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a small silver bell)
  Duration: Concentration, up to 1 minute
  You force one target to babble, giving up their secrets. You touch 
  one creature that is sleeping, drugged, drunken, or unconscious 
  who must make a Constitution saving throw. If the target fails and 
  can speak a langauge, it begins to babble in one or more languages 
  it knows. The target cannot understand questions, and rambles at 
  random. While babbling, the target reveals one or more facts that it 
  knows which may be relevant to your situation, including the name 
  of a contact, a description of a treasure, a confession of guilt, etc. 
  You may not know how to interpret the utterances, however.
  Anyone targeted by this spell more than once in 24 hours is not 
  guaranteed to reveal any useful information.
  At Higher Levels. When you cast this spell using a spell slot of 2nd 
  level or higher, you can target one additional creature for each slot 
  level above 1st.
  Disruption
  9th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You manipulate necrotic energy in range, destroying all undead 
  creatures with 60 hit points or fewer and dispelling necromancy spells 
  of 5th level or lower. All other undead creatures within range must 
  make a Constitution saving throw. Failure indicates the creature 
  suffers 2d12 + 60 force damage, while success indicates the creature 
  suffers only half damage.
  Ebony Hand
  Necromancy cantrip
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: 1 round
  Your hand erupts in black flames, which power your spell attacks 
  until the beginning of your next turn. You gain advantage on all 
  melee spell attack rolls with cantrips or class features while this spell 
  is active. When you make a melee spell attack in conjunction with a 
  spell of 1st level or higher, you can sacrifice a number of hit points 
  equal to the spell’s level in order to gain advantage on a melee spell 
  attack with that spell.
  Eyes of the Vulture
  1st-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  You learn the current hit point totals, exhaustion levels, and maxi-
  mum hit points of up to 6 creatures that you can see within range. 
  Additionally, you gain advantage on the first attack you make before 
  the end of your next turn that targets the creature with the fewest 
  number of hit points that you targeted with this spell.
  False Face
  2nd-level necromancy (ritual)
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a ball of rubber and a mirror)
  Duration: 4 hours
  You copy the face of another living or dead humanoid or undead 
  creature within range. You copy only the face, not the target’s man-
  nerisms, voice, clothing, height or body shape.
  Unlike illusions, this spell cannot be disbelieved or seen through, 
  though your acting prowess (or lack thereof) may give you away. 
  Your false face radiates necromantic magic for the detect magic spell 
  and can be dispelled as normal.
  You can cancel this spell as a bonus action on your turn.
  
  Kazerabet’s art of NecromaNcy | spells
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  Favor of the Martyr
  4th-level necromancy
  Casting Time: 1 reaction which you take when you are reduced to 
  0 hit points
  Range: Self
  Components: V, S
  Duration: 1 minute
  For the duration of the spell, you ignore the charmed, frightened, 
  incapacitated, paralyzed, and dead conditions, ignore all effects of 
  exhaustion, and are immune to all damage.
  When the spell ends, you die. No magic, short of a wish spell can pre-
  vent your death or bring you back from the dead after casting this spell.
  Force Shapechange
  5th-level necromancy (ritual)
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a hair from a lycanthrope and a live butterfly)
  Duration: Instantaneous
  You infuse any shapechanger or shape changed creature with ne-
  crotic energy, forcing it back to its natural form. You can target up 
  to four creatures within range. If they are either of the shapeshifter 
  type or any creature currently not in its natural form (e.g. magically 
  polymorphed or a wild shaped druid), they must make a Constitu-
  tion saving throw. If a creature fails, it suffers 5d10 necrotic damage 
  and is paralyzed until the end of its next turn, at which point it 
  reverts to its natural form (shapeshifters in their natural form are 
  simply paralyzed and take damage). If the creature succeeds on its 
  saving throw, it takes half damage and is not paralyzed. A target 
  may voluntarily fail its saving throw, in which case it does not take 
  any damage but still suffers paralysis and reverts to its natural form.
  Graft Flesh
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (the flesh to be grafted)
  Duration: 24 hours or Instantaneous
  Your necromantic powers allow you to knit flesh back together. 
  You can reattach one severed or detached body part to its original 
  owner. Any hit point loss is not restored, but lingering effects of an 
  injury (such as blindness from the loss of an eye) are alleviated and 
  hit points can be regained normally.
  If the original body part is not available, you can graft flesh from a 
  member of the same species as the target, such as a different severed 
  limb. The graft can also include a cosmetic change, such as covering 
  scars or even completely fashioning a new face for the recipient. If the 
  grafted flesh is not from the same individual, however, the duration 
  is only 24 hours. After the duration expires, the grafted flesh withers 
  and decays and cannot be used again. Grafted flesh cannot benefit 
  from spells like gentle repose. True seeing and similar means cannot 
  penetrate disguises made from this use of the spell because it is not an 
  illusion, though the graft can be dispelled as normal.
  When using this spell to attach a properly harvested undead graft 
  (see Kazerabet’s Art of Necromancy Volume II: Cysts and Grafts), the cast-
  er may substitute an Intelligence (Arcane or Religion) check for the 
  Wisdom (Medicine) check to permanently attach the graft.
  At Higher Levels. If you cast this spell using a spell slot of 5th level 
  or higher, the duration for grafting flesh from another individual 
  increases by 24 hours per slot level higher than 4th and any check to 
  permanently attach an undead graft gains a +1 bonus per slot level 
  higher than 4th.
  Grimwald’s Graymantle
  5th-level necromancy
  Casting Time: 1 bonus action
  Range: 60 feet
  Components: V, S, M (a skull or other bone)
  Duration: 10 minutes (D)
  Your necrotic powers create a nimbus of gray light, preventing 
  those within from healing. Choose to cast the spell on a point in 
  space or one target creature.
  If you target a point in space, area around the point is illuminated 
  or darkened by a grey haze, and is considered dim lighting.
  If you choose a target creature, make a ranged spell attack against 
  one creature within range. If you hit, the target is surrounded by a 
  grey haze, and the lighting becomes dim light streching for a 5-foot 
  radius aroudn it. 
  Creatures within the grey haze—except for constructs and 
  undead—cannot regain hit points. The grey haze ends if a spell of 
  6th level or higher is prevented from restoring hit points to a target 
  within the area. Undead and constructs are unaffected by the grey 
  haze and can regain hit points, but can be targets of the spell.
  At Higher Levels. When you cast the spell using a spell slot of 6th 
  level or higher, the spell does not end prematurely unless a spell of 
  a higher slot level than the one used for casting is prevented from 
  restoring hit points.
  Hold Undead
  2nd-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a punch of sulfur and powdered garlic)
  Duration: Concentration, up to 1 minute
  You bind the undead in place by manipulating the energies of death. 
  Choose a 10-foot square within range. All undead within the square 
  become targets of this spell.
  If a target has 75 or more hit points, the target must succeed on a 
  Wisdom saving throw or have its speed reduced to 0.
  If a target has between 50 and 75 hit points, the target must 
  succeed on a Wisdom saving throw or be restrained.
  If the target has between 25 and 50 hit points, the target must 
  succeed on a Wisdom saving throw or be paralyzed.
  At the end of each of its turns, a target with 25 or more hit points 
  can repeat the saving throw. On a success, the spell ends for the 
  target. On a fail, the target suffers the appropriate penalty for its hit 
  point total.
  If a target has fewer than 25 hit points, the target is paralyzed 
  until the spell ends with no further saving throws unless its hit 
  point total increases, in which case it can repeat the saving throw at 
  the end of its turn. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd 
  level or higher, increase the size of the square by 5 feet for each slot 
  level used above 2nd.
  Inevitable Doom
  1st-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: One round
  You target one creature with death’s malice. The target foe grants 
  advantage to each attack before the end of your next turn until it is 
  damaged. The first successful attack deals an additional 2d6 damage.
  At Higher Levels. The additional damage increases by 1d6 per slot 
  level used above first.
  
  Kazerabet’s art of NecromaNcy | spells
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  Life Bolt
  3rd-level necromancy
  Casting Time: 1 action
  Range: Self (90-foot cone)
  Components: V, S
  Duration: Instantaneous
  You hurl a bolt of your own life force from your open palm. You ex-
  pend up to six hit dice when you cast this spell. For each hit die you 
  expend, make a ranged spell attack at one creature within a 90-foot 
  cone. On a hit, you use the hit die expended as a damage die, dealing 
  radiant damage.
  Undead targets take additional damage equal to your spellcasting 
  ability modifier.
  At Higher Levels. When you cast this spell using a spell slot of 4th 
  level or higher, you can expend a number of hit dice up to twice the 
  spell slot level.
  Life Force Exchange
  9th-level necromancy
  Casting Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duration: Instantaneous
  By intoning fell words of necromancy, you exchange the life force—
  some would say the souls—of two creatures of the same type (i.e. 
  both humanoids, both dragons, etc.). Both recipients must make 
  a Constitution or Wisdom saving throw (whichever is worse). 
  The spell only functions properly if both creatures fail their saving 
  throw (one can voluntarily fail the save). If one creature succeeds on 
  its saving throw, it is stunned until the end of your next turn while 
  a creature that fails its save is paralyzed until the end of your next 
  turn if the other target makes its save.
  If the spell is successful, the two creature’s spirits are swapped. The 
  physical characteristics of both targets remain in the bodies while the 
  mental characteristics—including alignment, Intelligence, Wisdom, 
  and Charisma scores—are swapped. Both minds retain the benefit of 
  their original class features in their new body and do not have access 
  to class features of their new body. Many aged necromancers use this 
  spell to transfer their essence into a younger or stronger body, leaving 
  their unfortunate victim in an aged or diseased husk.
  Once cast, this spell can only be reversed by another application 
  of this spell or possibly a wish. 
  Life or Death Field
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  You imbue an object with the powers of life or death. If you choose 
  life, it deals radiant damage only to undead creatures. If you choose 
  death, it only deals necrotic damage to living creatures (i.e. not 
  undead or constructs).
  If a creature vulnerable to the field touches the object or is forced 
  into contact by movement, it takes 2d6 damage at the beginning of 
  each turn it remains in contact with the object. If the item is a melee 
  weapon, it deals an additional 2d6 damage per attack.
  At Higher Levels. When you cast this spell using a spell slot of 5th 
  level or higher, the damage increases by 1d6 per slot level above 4th.
  Lifesurge
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  The pull of necrotic energy causes the lifeforce in one creature to 
  surge, granting it additional power and strength. For the duration 
  of the spell, the target gains all of the following effects:
  • The target gains advantage on all attack rolls
  • The target gains either one 3rd level spell slot which it can use if it 
  has spells known or prepared or it gains 20 temporary hit points
  • The target gains advantage on all Strength, Dexterity, and Con-
  stitution saving throws
  When the spell ends, the necrotic energy takes its toll. The target 
  gains one level of exhaustion and then must make a DC 15 Consti-
  tution saving throw. If the save is unsuccessful, the target gains a 
  second level of exhaustion.
  Lich Touch
  6th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a scrap of rotting flesh or meat)
  Duration: Concentration, up to 1 minute
  You gain some of the abilities of a lich. For the duration of the spell, 
  you have advantage on saves to avoid being frightened or paralyzed, 
  and your hands glow with a deathly aura.
  When you cast the spell, you can make a melee spell attack 
  against any target you can reach. If your attack is successful, the 
  target takes 6d8 necrotic damage and must make a Constitution 
  saving throw unless it is immune or resistant to necrotic damage. 
  Failure indicates the victim is paralyzed for one minute, though it 
  can repeat the saving throw at the end of each turn. Additionally, 
  you can use your action to repeat the attack against one creature 
  within range each turn as well.
  At Higher Levels. When you cast this spell using a spell slot of 7th 
  level or higher, the damage your touch inflicts increases by 1d8 per 
  slot level above 6th.
  Locate Remains
  1st-level divination (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a piece of bone)
  Duration: Concentration, up to 10 minutes
  For the duration, you can sense the presence and location of corpses 
  and bones within 30 feet of you. If you spend your action, you can 
  determine if any of the remains are undead.
  Alternately, you can cast this spell to seek out a specific individ-
  ual if you have a piece of their corpse or a personal item of theirs. 
  When you cast the spell in this way, you detect only their remains 
  but the range extends to 1000 feet.
  The spell can penetrate most barriers, but it is blocked by 2 feet 
  of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of 
  wood or dirt.
  Mask of Death
  4th-level necromancy (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a drop of doppelganger’s blood)
  Duration: 24 hours
  You make one corpse appear as someone else that you have seen. 
  This is not an illusion and stands up to any level of scrutiny on 
  a physical level short of surgery or autopsy, but an Intelligence 
  
  Kazerabet’s art of NecromaNcy | spells
  13
  (Investigation) check may turn up errors if the person knows the 
  individual well.
  You can cast this spell upon a zombie, causing its appearance to 
  change but its mannerisms are still those of a zombie. Casting the 
  spell on a hostile zombie requires a successful melee spell attack.
  Miasma of Entropy
  4th-level necromancy
  Casting Time: 1 action
  Range: Special
  Components: V, S
  Duration: Instantaneous
  You call up the forces of rot and decay to destroy organic materials. 
  Choose one of the following:
  • You target a single, non-living organic item that weighs up to 50 
  pounds.
  • You target all nonliving organic objects within a 15-foot cone 
  that weigh up to 5 pounds.
  The targets rot, wither, crack, and otherwise crumble into use-
  lessness far beyond repair.
  At Higher Levels. When you cast this spell using a spell slot of 
  5th-level or higher, increase the weight a target object can weigh 
  by 25 pounds for a single object or 2 pounds for a cone for each slot 
  level used above 4th.
  Minor Necromancy
  Necromancy cantrip
  Casting Time: 1 action
  Range: 10 feet
  Components: V, S
  Duration: Special
  You manipulate the energies of death around you. Choose one of 
  the following options:
  • You temporarily animate the corpse or bones from one Small 
  or Medium Humanoid. The effect lasts until the end of your 
  turn, during which time you can mentally command the corpse 
  or bones as a bonus action to move up to 15 feet, grab or lift an 
  object weighing up to 2 pounds, moan, open or close its eyes, or 
  chatter its teeth.
  • You snuff out the life force of one target Tiny Beast or Plant 
  within range. It is reduced to 0 hit points and killed.
  • You rot, sour, curdle, or otherwise spoil one target food item or 
  drink that is no bigger than 1 cubic foot. This effect is permanent.
  Moilian Flames
  5th-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Concentration, up to 1 minute
  You blast one target with cold, rotting flames. The target creature is 
  affected by the Molian flames. The target creature within range must 
  make a Dexterity saving throw. If the creature fails, it takes 4d6 cold 
  and necrotic damage. Any creature ending its turn adjacent to the 
  target must also make a Dexterity saving throw or be afflicted by the 
  Molian flames. Your allies have advantage on this saving throw.
  At the end of each of its turns, a creature affected by your Molian 
  flames takes 10 cold and necrotic damage and may make a Constitu-
  tion saving throw to end the Molian flames.
  At Higher Levels. When you cast the spell using a spell-slot of 
  6th-level or higher, the spell deals an additional 2d6 damage per slot 
  level used above 5th.
  Necrotic Awareness
  1st-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: Concentration, up to 1 minute
  For the duration, you sense the presence of necrotic cysts and 
  undead grafts (see Kazerabet’s Art of Necromancy Volume II: Cysts and 
  Grafts) within 30 feet of you. If you sense a necrotic cyst or undead 
  graft in this way, you can use your action to locate it.
  The spell can penetrate most barriers, but it is blocked by 2 feet 
  of stone, 2 inches of common metal, a thin sheet of lead, or 6 feet of 
  wood or dirt.
  Negative Plane Protection
  5th-level abjuration
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (three drops of the caster’s blood)
  Duration: Concentration, up to 24 hours
  You ward off the evil effects of the shadowfell and the lower planes. 
  Choose one target creature within range. For the duration of the 
  spell:
  • The target’s maximum hit points cannot be reduced.
  • The target’s ability scores cannot be reduced.
  • The target resists cold and necrotic damage.
  • The target gains advantage on all saving throws against cold or 
  necrotic damage, all necromancy spells and spell effects, and all 
  effects inflicted by creatures native to the lower planes and the 
  shadowfell (such as undead, fiends, and certain fey).
  • The target gains advantage on all saving throws due to the envi-
  ronmental effects of being on the lower planes or in the shadowfell.
  At Higher Levels. When you cast this spell using a spell slot of 6th 
  level or higher, you can target one additional creature per slot level 
  used above 5th. 
  Nulathoe’s Concussive Demise
  1st-level necromancy
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S
  Duration: Instantaneous
  Target the corpse of one creature or an undead creature. If you tar-
  get a corpse, the corpse explodes, dealing 3d10 slashing damage to 
  all creatures within 10 feet of it. The corpse cannot be reanimated 
  by necromancy spells without being meticulously reassembled.
  If you target an undead creature with this spell, it does not ex-
  plode and you learn it is an undead creature.
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd-level or higher, the explosion deals an additional 1d10 damage 
  per slot level used above 1st.
  Past Life
  2nd-level divination
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a fragment of skin, hair, or bone)
  Duration: Instantaneous
  You touch the remains of an individual and instantly get a vision of 
  who they were in life. Choose a target fragment of skin, hair, or bone. 
  You can describe the person who lost the fragment as if you had seen 
  them when they lost it. There is no limit to the time the individual has 
  been dead, and this spell even works if the person is currently alive.
  
  Kazerabet’s art of NecromaNcy | spells
  14
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, you can view the final minute of the person’s 
  life or time when their body part was separated from their body. 
  When you cast this spell using a spell slot of 6th level or higher, you 
  can target a personal item (a ring, favorite weapon, etc.) and gain a 
  vision of its owner instead.
  Putrefaction
  3rd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a bit of rotten meat)
  Duration: Instantaneous
  You fill the area with a necrotic stain, which causes food and drink 
  to rot and living creatures to become sick. All food or drink within 
  range rots, clots, spoils, sours, curdles, and otherwise goes bad (bodies 
  of water or other liquids larger than a large barrel are unaffected).
  Other creatures except undead or constructs within range must 
  make a Constitution saving throw or suffer 1d4 points of poison 
  damage or half damage on a successful saving throw.
  Any creature eating or drinking contaminated food must make 
  a Constitution saving throw or be infected with sewer plague (see 
  chapter 8 of the Dungeon Master’s Guide) or another disease of the 
  Dungeon Master’s choice.
  At Higher Levels. When you cast this spell using a spell slot of 4th 
  level or higher, the damage increases by 1d4 per slot level above 3rd 
  and the range increases by 10 feet per slot level above 3rd.
  Rain of Blood
  2nd-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S, M (a small vial of pure water)
  Duration: 1 round
  Your words call down a spray of dark red blood, empowered by 
  necrotic energy. The blood drops continue to swirl and drizzle in 
  a 10-foot cylinder within range until the beginning of your next 
  turn. Any creature that enters the area or ends its turn there must 
  make a Constitution saving throw or suffer 3d6 necrotic damage. A 
  creature making its saving throw takes only half damage.
  Creatures wearing heavy armor or otherwise covered in metal 
  receive advantage on the saving throw.
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 1d6 per slot level used 
  above 2nd.
  Ray of Entropy
  6th-level necromancy
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  You target one foe that you can see with a sickly ray of necrotic 
  energy. If you hit the target with a ranged spell attack, it takes one 
  level of exhaustion. In addition, if the ray hits, the target must make 
  a Constitution saving throw or suffer 3d12 necrotic damage.
  At Higher Levels. If you cast this spell using a spell slot of 8th-level 
  or higher, the target suffers two levels of exhaustion on a successful 
  attack and the damage increases to 5d12.
  Resist Turning
  2nd-level necromancy
  Casting Time: 1 reaction that you take when you see a power or 
  spell that targets only undead used within range.
  Range: 90 feet
  Components: V, S
  Duration: Instantaneous
  You flood the area with necrotic power, blocking spells and other 
  abilities that target only undead creatures. Choose a point within 
  range. Until the end of your next turn, all undead within 15 feet of 
  that point are immune to being turned and spells or abilities of 2nd 
  level or lower that target only undead.
  At Higher Levels. When you cast this spell using a spell slot of 3rd 
  level or higher, undead within 15 feet of your chosen point are immune 
  to undead targeting spells equal to the slot level you used or lower. 
  Shatterbone
  6th-level necromancy
  Casting Time: 1 action
  Range: Self (30-foot cone)
  Components: V, S, M (a faceted crystal or gem that has been 
  exposed to the light of the midday sun)
  Duration: Instantaneous
  You call up a lancing grey light to disrupt undead. The line fills a 
  30-foot cone. Any undead creatures in the cone must make a Con-
  stitution saving throw or suffer 10d6 necrotic damage that ignores 
  necrotic resistance (but not immunity). Those that make their 
  saving throw take half damage.
  Undead creatures destroyed by this spell dissolve into dust, and 
  cannot be reanimated later. Mundane bones are also reduced to 
  dust, and ordinary corpses cannot be animated or raised. A resurrec-
  tion spell is required to restore anyone whose corpse was caught in 
  the line, or true resurrection if their body was reduced to bones when 
  this spell was cast.
  At Higher Levels. When you cast this spell using a spell slot of 7th 
  level or higher, the damage increases by 2d6 per slot level above 6th.
  Skeletal Guard
  8th-level necromancy
  Casting Time: 10 minutes
  Range: 120 feet
  Components: V, S, M (50 gp worth of onyx which is consumed by 
  the spell)
  Duration: Permanent
  You target up to 8 corpses or piles of bones from humanoid crea-
  tures. Each corpse becomes a skeleton under your control, but is 
  bound to a location within range. The skeletons guard that location 
  from intrusion, but cannot go more than 120 feet from the location. 
  These skeletons have advantage against spells and effects which 
  would turn them or otherwise force them to flee.
  These skeletons do not count against any limits imposed by the 
  animate dead spell, but you can not have more than 8 skeletons 
  active with this spell at once. Animating new skeletons beyond this 
  limit causes previously animated skeletons to crumble to dust.
  At Higher Levels. If you cast this spell using a spell slot of 9th-lev-
  el, you can instead animate 12 skeletons with this spell.
  Skull Watch
  3rd-level necromancy
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (an intact skull from a living, intelligent 
  creature and a bit of earwax)
  Duration: 8 hours
  
  Kazerabet’s art of NecromaNcy | spells
  15
  You hang a skull in the air and leave it to alert you of danger. The 
  skull must be intact and come from a living, intelligent creature (not 
  a beast, construct, or plant). Once you cast the spell, the skull hovers 
  two to six feet off the ground and watches a line 90 feet long and 20 
  feet wide, originating from it with darkvision. Any living, intelli-
  gent creature (not a beast, construct, plant, or undead) that enters 
  the line activates the skull, which begins to shriek and wail: the 
  noise can be heard in a quarter-mile radius and continues for one 
  minute. You are also mentally alerted as long as you are on the same 
  plane of existence as the skull. If you cast this spell multiple times, 
  you cannot determine which of the skulls has been activated, only 
  that one has. After it activates, the skull floats to the ground and can 
  be recovered and used again.
  You can move the skull, as long as you do not step into its line of 
  vision, though no one else can move it. The skull can be destroyed; 
  it has 5 hit points and AC 10. 
  At Higher Levels. When you cast this spell using a spell slot of 6th 
  level or higher, the skull remains enchanted for up to one year, and 
  when activated the caster gains a glimpse of the creature that acti-
  vated it though the details are obscured as if the activating creature 
  were in dim light (regardless of your normal vision or ability to see 
  in the dark). 
  Spawn Screen
  2nd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S
  Duration: 8 hours (D)
  You target up to three willing living creatures. For the duration of 
  the spell, effects which would cause them to become undead (such 
  as the bite or attacks of an undead creature) fail to raise the screened 
  character as undead.
  Legendary creatures can make a Charisma saving throw when 
  they use a a spell or power to raise the dead and target someone 
  protected by your spawn screen. If they pass this saving throw, the 
  power or spell works as normal.
  At Higher Levels. When you cast this spell using a spell-slot of 
  3rd-level or higher, you can target two additional creatures per slot 
  level above 2nd.
  Spectral Hand
  Necromancy cantrip
  Casting Time: 1 bonus action
  Range: Self
  Components: V, S
  Duration: 1 round
  You send your life force out in the shape of a ghostly hand to deliver 
  your magical attacks. Until the beginning of your next turn, your 
  reach for melee spell attacks extends to 15 feet.
  At 5th level, your reach extends to 20 feet (25 feet at 11th level, 
  30 feet at 17th level).
  Spectral Senses
  2nd-level necromancy (ritual)
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a preserved ear or eye)
  Duration: Concentration, up to 10 minutes
  You link your own senses with that of one undead target, corpse, or 
  intact skull. An undead creature may make a Charisma saving throw 
  or to avoid the effect. Undead that you can command automatically 
  fail this saving throw. For the duration of the spell, you can spend 
  your action to see, hear, smell, and taste as though you were in the 
  target’s location until the beginning of your next turn as long as you 
  are on the same plane of existence. 
  All of your senses, such as dark vision, function normally. While 
  you are sensing through the target you are blinded, deafened, and 
  unable to smell and taste anything. You only taste what is placed in 
  the corpse’s mouth and are not sickened by the rotting flesh of the 
  corpse itself (if any).
  Additionally, if you target an undead creature that is bound to follow 
  your commands, you can direct the creature with the same action.
  At Higher Levels. When you cast this spell with a spell slot of 4th 
  level or higher, the duration increases to 1 hour (6th level or higher, 
  4 hours; 8th level or higher, 8 hours).
  Spectral Voice
  1st-level necromancy (ritual)
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a preserved tongue)
  Duration: 10 minutes
  You awaken the voice of a corpse, allowing you to speak through it. 
  You target one corpse with a mouth or skull within range. When 
  you speak, the corpse instead speaks. The target doesn’t speak with 
  your voice, but rather a dull and hollow version of the corpse’s 
  original voice, or an unnerving whisper for a skull or skeleton. You 
  can end this spell on your turn as a free.
  Because your voice emits from the target, you must end this spell 
  in order to cast any others.
  Spendelarde’s Chaser
  4th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S, M (a drop of holy water)
  Duration: Instantaneous or 10 minutes
  Originally invented to cure hangovers, your touch cures the target 
  of other toxins as well. If the target is poisoned, inebriated, drugged, 
  or otherwise intoxicated, the target is instantly purged of any 
  non-magical intoxicants or toxins.
  If the target is not currently affected by any drugs or poison, the 
  spell grants the target advantage against any such effects as long as 
  they are not magical in nature. If the effect does not normally allow 
  saving throws, the target can make a DC 20 Constitution saving 
  throw (with advantage) to ignore the effect completely.
  Spirit Armor
  3rd-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: 10 minutes
  You surround yourself with your own life’s essence shielding you 
  from harm. Expend two hit dice or suffer damage equal to the 
  maximum of each hit die you fail to expend (this damage cannot be 
  reduced or resisted by any means). While your spirit armor is active 
  you shed dim light in a 10-foot radius, have an armor class of 17, 
  and advantage on all Constitution, Wisdom, and Charisma saving 
  throws against magical effects. 
  Spook
  Illusion cantrip
  Casting Time: 1 action
  Range: 30 feet
  
  Kazerabet’s art of NecromaNcy | spells
  16
  Components: V, S
  Duration: Instantaneous
  You intone a terrifying syllable and point at one target creature 
  within range. If the target is either undead nor a construct, it must 
  make a Wisdom saving throw. If the target fails, it is scared of 
  you until the end of your next turn (creatures immune to being 
  frightened are immune to this effect). While the target is scared of 
  you, it cannot approach you and suffers disadvantage on all attacks 
  against you. If you target a creature that is already scared of you or 
  frightened from another effect, it suffers disadvantage on its saving 
  throw.
  You may target two creatures that are within a 10-foot cube at 
  5th level, three within a 15-foot cubeat 11th level, and four within a 
  20-foot cube at 17th level.
  Swordshun
  4th-level necromancy (ritual)
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a blade)
  Duration: Instantaneous
  You plunge a blade into your own flesh, warding you from harm 
  from other weapons. The blade—which must be dagger-sized or 
  larger—deals maximum damage when you wound yourself, and this 
  damage cannot be reduced in any way. As long as the blade remains 
  in place, you are immune to slashing and piercing damage. In ad-
  dition, you suffer half a die of damage (round up) from the blade at 
  the start of each turn, which also cannot be reduced.
  The effect ends if you fall unconscious or the blade is removed (as 
  a minor action for you, or an action for another while you are inca-
  pacitated). The blade is consumed by the spell when the effect ends.
  Undead Mount
  2nd-level necromancy
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a drop of water, a human hair, and a pinch 
  of powdered hoof)
  Duration: 24 hours
  You animate the corpse of a horse, mule, warhorse, or other Large 
  or Medium beast. The target creature is under your control, and 
  you have advantage on all ability checks related to it. You can con-
  trol it as though it were a living mount, though you can substitute 
  your Intelligence (Arcana), Wisdom (Religion), or Charisma (In-
  timidation) for any ability checks to control the mount. The mount 
  retains the statistics it had in life, except:
  • The mount’s creature type is undead.
  • Its Wisdom is reduced to 8 and Charisma to 5.
  • It is immune to poison damage and the poisoned condition and 
  exhaustion.
  • Its speed is reduced to 60 feet.
  • It loses any native flying speed.
  • Its hit point maximum is half its previous maximum.
  • It loses all other special traits it had in life.
  The mount is unable to attack or do anything other than move un-
  der your command. If the rider of the mount is undead, the mount 
  cannot be turned separately; any successful turning attempt against 
  an undead rider also turns the mount.  When the spell ends, the 
  mount returns to a normal corpse, though it can be animated again 
  using this spell.
  At Higher Levels. If you cast this spell using a spell slot of 3rd level 
  or higher, you can target the corpse of another beast per slot level 
  used above 2nd. If you cast this spell using a spell slot of 6th-level or 
  higher, you can target the corpse of one huge beast or allow a target 
  to retain its flight speed per slot level used above 5th.
  Undead Spell Focus
  5th-level necromancy
  Casting Time: 1 action
  Range: Touch
  Components: V, S
  Duration: 10 minutes
  You link your life force with that of one undead that you control. 
  For the duration of the spell, you can choose your location to be 
  your own location or that of your undead spell focus for the pur-
  pose of casting spells, and you can control your undead spell focus 
  using your own actions. You can even have a spell with a range of 
  “self” affect your undead spell focus. Thus, you might cast shield to 
  protect your focus (assuming you can see it) or cast vampiric touch 
  affecting your spell focus allowing the undead to make the attacks 
  for you while you gain the benefits of healing, or you can have your 
  spell focus be the origin of your wail of the banshee. 
  Undead Torch
  3rd-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a firefly or glow worm, living or dead)
  Duration: 10 minutes
  You imbue one undead creature within range with a glowing aura 
  of necrotic power. The undead creature sheds bright light in a 
  5-foot radius and dim light in a 20-foot radius. The glowing aura 
  resembles flames, but never harms undead or constructs. If the 
  target makes a melee attack against a creature within 5 feet that isn’t 
  a construct or undead, it deals an additional 2d6 necrotic damage. 
  Any creature within 5 feet except a construct or undead that hits 
  the target with a melee attack or otherwise comes into direct physi-
  cal contact with the target also takes 2d6 necrotic damage.
  If the target is reduced to 0 hit points while under the effect of 
  this spell, the aura flares and then vanishes. Creatures other than 
  undead and constructs within 5 feet of the target when it is reduced 
  to 0 hit points must make a Dexterity saving throw or suffer 2d6 
  necrotic damage.
  At Higher Levels. When you cast this spell using a spell slot of 4th 
  level or higher, you can affect another undead creature for each slot 
  level above 3rd.
  Veil of Undeath
  8th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S, M (a finger from a zombie)
  Duration: 8 hours (D)
  You breathe your last breath and enter a state of living undeath. 
  While this spell is in effect, you gain the following benefits:
  • You are immune to poison damage, diseases, exhaustion, and the 
  poisoned condition.
  • You resist cold and necrotic damage.
  • You cannot be put to sleep.
  • You don’t need to breathe.
  • Darkvision up to 60 feet.
  • If damage reduces you to 0 hit points, you may make a Consti-
  tution saving throw with a DC of 5 + the damage taken, unless 
  the damage is radiant or from a critical hit. On a success, the you 
  drop to 1 hit point instead.
  • Whenever a spell or effect targets you, you can decide if your 
  
  Kazerabet’s art of NecromaNcy | spells
  17
  creature type is Undead in addition to or instead of your normal 
  creature type (e.g. humanoid).
  Ward Against Undead
  3rd-level abjuration
  Casting Time: 1 action
  Range: Self (10-foot radius)
  Components: V, S
  Duration: Concentration, up to 1 minute
  You ban undead creatures from entering a zone around you. The 
  zone is a 10-foot radius that casts dim light when you cast the spell 
  and cannot be moved. Undead creatures must make a Wisdom 
  saving throw to be able to enter the zone. They can make the save 
  each turn they attempt to enter the zone. Undead who start their 
  turn within the zone must make a Wisdom saving throw or be 
  frightened of the zone, even if they are normally immune to fear ef-
  fects. This spell does not prevent undead from using ranged attacks, 
  spells, or powers into the zone even if they cannot enter.
  At Higher Levels. When you cast this spell using a spell slot of 4th 
  level or higher, the radius of the zone increases by 10 feet per slot 
  level above 4th.
  Wail of the Banshee
  9th-level necromancy
  Casting Time: 1 action
  Range: 30 feet
  Components: V, S, M (a lock of hair from an evil female elf)
  Duration: Instantaneous
  You let out an unearthly shriek and those who hear you fall down 
  dead. All creatures within range that are not deafened other than 
  you suffer 40d6 psychic damage or half with a successful Constitu-
  tion saving throw. Your shriek is audible to all within 300 feet but 
  only those within the spell’s range take damage.
  Wither Limb
  5th-level necromancy
  Casting Time: 1 action
  Range: Self
  Components: V, S
  Duration: Instantaneous
  With a gesture and a touch, you cause one of the target creature’s 
  limbs to wither. Make a melee spell attack against the target. If you 
  hit, one of their limbs (determined randomly) is useless and you 
  may inflict 3d12 necrotic damage. A withered arm may make it im-
  possible to attack with a weapon or bear a shield, while a withered 
  leg reduces the target’s movement by half (targets with more than 
  4 legs retain a speed of 5 feet until more than half their legs are 
  withered).
  Withered limbs are restored when the target benefits from a long 
  rest.
  At Higher Levels. When you cast this spell using a spell slot of 6th 
  level or higher, withered limbs cannot be restored without the use 
  of lesser restoration or a stronger spell. When you cast this spell with 
  a spell slot of 8th level or higher, withered limbs cannot be restored 
  without greater restoration or a more powerful spell.
  Year Stealing or Gifting
  7th-level necromancy
  Casting Time: 1 minute
  Range: Touch
  Components: V, S, M (a pound of bone marrow from a young or 
  ancient dragon)
  Duration: Instantaneous
  You transfer vital life force between you and one target. If the target 
  is unwilling, it may make a Dexterity saving throw to avoid the 
  effect unless it is incapacitated or restrained.
  If you attempt to steal years, you become 2d4+10 years younger 
  and the target ages the same number of years. If you opt to gift years, 
  you become 2d4+10 years older while the target becomes younger.
  After casting this spell, you gain 1d4 levels of exhaustion. If you 
  cast this spell more than once within a year, you also permanently 
  lose two points of Constitution.
  At Higher Levels. When you cast this spell using a spell slot of 8th 
  level or higher, you transfer an additional 2d4 years per slot level 
  used above 7th.
  It is said that all things that will change 
  the hearts of men must first wear great 
  and terrible masks. Surely the Art is one of 
  these, for once we understand the nature of 
  life and death the world will never be the 
  same. Those of us with the fortitude for 
  this research must conduct it, for the world 
  will surely thank us for our efforts once the 
  fear of our Art subsides.
  -K
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Kazerabet's Art of Necromancy/Kazerabet's Art of Necromancy Volume 1 - Spells.pdf