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Maim

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration Instantaneous

Tendrils of necromantic energy sink into a creature you can see within range and sap away its health. The target makes a Constitution saving throw. On a failed save, the target takes 3d8 Necrotic damage and it is afflicted by a condition. Roll 1d4 to determine the condition:

1-Blinded /2-Poisoned /3 -Restrained /4-Stunned

At the end of each of its turns, the target repeats the save, ending the condition on itself on a success.

On a successful save, before damage is rolled or the condition is determined, you choose whether the target takes half as much damage only, or if it gains the condition until the end of your next turn instead.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

2nd Level Necromancy

Blood Chill

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration (C) 1 Minute

A ray of deathly-cold energy shoots from you towards a creature you can see within range. The creature makes a Dexterity saving throw. On a failed save, the creature takes 2d8 Cold damage and the temperature of its body plummets, its Speed is halved, it takes a -2 penalty to AC, and it can’t cast spells with Somatic components. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.

On a successful save, the creature takes half as much damage only.

This spell has no effect on Undead or Constructs.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

2nd Level Necromancy

Detect Evil and Good

  • casting time 1 Action
  • range Self (30 ft.)

  • components V, S
  • duration CON 10 Min

For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

1st Level Divination

Inflict Wounds

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.

1st Level Necromancy

Ray of Sickness

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration Instantaneous

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

1st Level Necromancy

Shield

  • casting time 1 Reaction
  • range Self

  • components V, S
  • duration 1 Round

An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

1st Level Abjuration

Revenge

  • casting time 1 Reaction
  • range 120 ft.

  • components V
  • duration Instantaneous

As a being leaves this world, you channel the energies that tear soul from body in a vengeful burst towards its killer. The creature who reduced another creature to 0 Hit Points takes Force damage equal to the damage dealt (maximum of 10).

Using a Higher-Level Spell Slot. The maximum damage increases by 5 for each spell slot level above 1.

1st Level Necromancy

Detect Magic

  • casting time 1 Action (R)
  • range Self (30 ft.)

  • components V, S
  • duration (C) 10 Minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

1st Level Divination

Mage Armor

  • casting time 1 Action
  • range Touch

  • components V, S, M
  • duration 8 Hours

You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.

1st Level Abjuration

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Chill Touch

  • casting time 1 Action
  • range Touch

  • components V, S
  • duration Instantaneous

(Cantrip) Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Cantrip Necromancy

Ray of Frost

  • casting time
  • range 60 ft.

  • components V, S
  • duration Instantaneous

(Cantrip) A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Cantrip Evocation

Light

  • casting time 1 Action
  • range Touch

  • components V, M
  • duration 1 Hour

You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.

Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Cantrip Evocation

Putrefy

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration Instantaneous

You inject necromantic energy into the body of a creature you can see within range, accelerating the inexorable process of cellular death of its living tissue.

The target must succeed on a Constitution saving throw or take 1d8 Necrotic damage. If the target has one of the following conditions, it takes an additional 1d4 Necrotic damage: Blinded Deafened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).

Cantrip Necromancy

Fire Bolt

  • casting time 1 Action
  • range 120 ft.

  • components V, S
  • duration Instantaneous

You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Cantrip Evocation

Toll the Dead

  • casting time 1 Action
  • range 60 ft.

  • components V, S
  • duration Instantaneous

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Cantrip Necromancy

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