Dungeons & Dragons: 24 Best Necromancy Spells In 5e (2024)

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Dungeons & Dragons: 24 Best Necromancy Spells In 5e (1)

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Dungeons & Dragons: 24 Best Necromancy Spells In 5e (5)

The school of necromancy in Dungeons & Dragons is one of the more dangerous schools of magic. With spells that can manipulate life and death, wizards who specialize in this school of magic are called necromancers. Necromancy spells can be used for saving lives and can cause life-draining necrotic damage.

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The number of spells available in D&D 5e can make it hard to choose one to add to a spell list. Rest assured, these Level 2 spells are great choices.

Necrotic damage is dangerous for players and their enemies, as it is one of the most often unresisted damage types in Dungeons & Dragons. With so few foes being resistant to this type of damage, it's no wonder that some of the spells can deal devastating amounts of damage. Whether casters are creating armies of zombies or cursing their foes necromancy spells are a force to be reckoned with.

Updated on March 15, 2024, by Mara Cowley: Dungeons and Dragons remains an ever-popular tabletop game, with new and exciting content being steadily released to expand upon the ever-growing worlds, and let players experience brand-new adventures. But, adventures are dangerous, and players will need aid in combat to help them survive the dangers of these worlds. Spells are some of the most useful tools in a player's repertoire against dangers such as monsters and bandits. Necromancy spells are just one of the schools and one of the most underestimated. This article already showcases some of these powerful spells, but there are plenty more worth learning. As such, this article has been updated to provide even more proof Necromancy might be the best school.

23 Blindness/Deafness

Remove a Valuable Sense From a Foe

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (7)
  • Classes: Bard, Cleric, Sorcerer and Wizard
  • Duration: 1 minute
  • Components: Verbal
  • Spell Level: 2nd

In combat, hearing and sight are valuable tools to be able to attack effectively as well as having the chance to avoid incoming attacks. When one of those is taken away, combat may be a bit more of a struggle.

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Blindness/Deafness does just that, allowing players to temporarily render an enemy either blind or deaf. If the spell succeeds, it can make the enemy more vulnerable to their attacks, while also impeding their battle prowess.

Picture not from D&D.

22 Ray of Sickness

The Potential to Poison

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (9)
  • Classes: Sorcerer and Wizard
  • Duration: Instantaneous
  • Components: Verbal and Somatic
  • Spell Level: 1st

As it is only a first-level spell, Ray of Sickness does not pack as much of a punch as some of the more late-game spell options. But those on the lookout for useful early-game spells should consider adding this one to their repertoire.

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Not only does it deal a decent amount of damage for a first-level spell (2d8), but there is also a possibility that the creature targeted by this spell could be poisoned if it fails its Constitution saving throw. When a creature is poisoned, it gains disadvantage on attack rolls and ability checks which could be vital in combat.

21 False Life

Extra Health

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (11)
  • Classes: Artificer, Sorcerer, and Wizard
  • Duration: Instantaneous
  • Components: Verbal, Somatic, and Material (a small amount of alcohol or distilled spirits)
  • Spell Level: 1st

Healing is one of the major mechanics in D&D. It allows players to survive to fight another round, preventing a snowball that could result in the dreaded TPK (Total Party Kill). In earlier editions, Cure Wounds was a branch in the Necromancy tree, but 5e has since changed that. Of course, that is not to say there are no longer any Necromancy spells to bolster a player's life force. False Life does just that.

This first-level Necromancy Spell allows players to give themselves 1d4 + 4 temporary hit points, with the amount increasing by 5 for each level above 1st. This spell is a must-take when preparing for a big fight.

20 Shadow of Moil

Provides Protection and Damage

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (12)
  • Classes: Warlock
  • Duration: Up to 1 minute
  • Components: Verbal, Somatic, and Material (an undead eyeball encased in a gem worth at least 150gp)
  • Spell Level: 4th

Spells normally have the capacity to either harm, heal, or protect, with very few capable of doing more than one. Shadow of Moil is one of the few rare exceptions, as it wreathes its user in protective shadows that give resistance to radiant damage while also dealing 2d8 necrotic damage to any foes within 10 feet that attack the caster.

The combination of these two facets makes this spell one every warlock should learn, as they might run into enemies that can deal radiant damage, in which case Shadows of Moil will be near vital.

19 Harm

Hit Points Reduction

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (13)
  • Classes: Cleric
  • Duration: Instantaneous
  • Components: Verbal and Somatic
  • Spell Level: 6th

Harm is an aptly named spell, as it does just that. This sixth-level Necromancy spell exclusive to just clerics allows players to output a massive amount of damage to their target. This can total up to 14d6 if they fail their Constitution saving throw, but the target still takes half on a success.

Failing the saving throw has more consequences than just taking more damage. The target's maximum amount of hit points is reduced for an hour, depending on how much damage they took from the spell. This means they cannot heal their way back to the health they had before, allowing players to whittle them down to nothing.

18 Abi-Dalzim's Horrid Wilting

AOE Damage

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (14)
  • Classes: Sorcerer, Wizard, and Arcane Cleric
  • Duration: Instantaneous
  • Components: Verbal, Somatic, and Material (a bit of sponge)
  • Spell Level: 8th

Princes of the Apocalypse brought to that sees the material plane threatened by four prophets who seek to bring the powers and dangers of the elemental plane, as well as a whole host of new spells to choose from, including Abi-Dalzim's Horrid Writing.

This spell levies devastating damage against all creatures in a 30-foot cube centered on a point that the caster chooses. Each creature other than constructs and undead must succeed a Constitution saving throw, or they will be dealt 12d8 points worth of necrotic damage, or half of the roll total should they succeed. Along with dealing a mass amount of damage, any plants in the area immediately wither and die.

17 Wither and Bloom

Healing and Hurting

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (15)
  • Classes: Druid, Sorceror, and Wizard
  • Duration: Instantaneous
  • Components: Verbal, Somatic, and Material (a withered vine twisted into a loop)
  • Spell Level: 2nd

Just one of the spells in the expansive Curriculum of Chaos, Wither, and Bloom is one of the few spells that both hurts and heals, setting it apart as a unique necromancy spell, but also one of the best. If players pay attention to their necromancy classes in Strixhaven, they too can learn this spell.

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The caster chooses a point within the 60-feet spell range, where a 10-foot-radius sphere will fill with necrotic energy, dealing 2d6 necrotic damage to creatures of the caster's choice, or half of the roll of the creatures succeed on a Constitution saving throw. In addition to dealing that damage, a creature of the caster's choice can spend one of its unspent Hit Dice, and heal themselves for the amount rolled.

16 Negative Energy Flood

Raises What it Kills

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (17)
  • Classes: Warlock and Wizard
  • Duration: Instantaneous
  • Components: Verbal and Material (a broken bone and a square of black silk)
  • Spell Level: 5th

One of the spells that the beholder guild leader Xanathar collected was Negative Energy Flood, another spell for the school of Necromancy. This is more typical of a Necromancy spell, involving the creation of undead thralls to serve the caster.

Warlocks or Wizards who cast this spell deal 5d12 points of necrotic damage against a creature they can see within range, or only as much if the target passes their Constitution saving throw. If the target dies because of this damage, they don't stay dead. Instead, they will rise up as a zombie and pursue the closest target to them. Players should take care not to use this spell against enemy undead, as it will instead bolster them with temporary hit points.

15 Create Undead

Create Minions

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (18)
  • Classes: Cleric, Warlock, and Wizard
  • Duration: Instantaneous
  • Components: Verbal, Somatic, and Material (One clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
  • Spell Level: 6th

For players wanting a spell that aligns more with classical necromancy, look no further than Create Undead. This spell allows players to raise up to three corpses of Medium or Small size, creating loyal thralls to carry out their commands. Higher-level casting allows the user to reanimate more corpses with different variants.

The corpses become ghouls, using the stat block as seen in the Monster Manual. As a bonus action, the caster can issue a command to their ghouls so long as they are within 120 feet. If no commands are given, the creature will simply defend itself against hostiles.

14 Soul Cage

Great Versatility

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (19)
  • Classes: Warlock and Wizard
  • Duration: 8 hours
  • Components: Verbal, Somatic, and Material (a tiny silver cage worth 100 gp)
  • Spell Level: 6th

Soul Cage is a truly unique spell, allowing players to snatch the soul of a recently deceased being from wherever their soul was intended to ascend or descend, trapping them in a jar. Once they have the soul in their possession, they can use the soul in a number of ways until the cage is destroyed, or the 8-hour duration expires.

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The uses for the soul include the following options:

  • Steal Life
    • Use a bonus action to regain 2d8 hit points.
  • Query Soul
    • Ask the soul a question (no action required) and receive a brief telepathic answer, which can be understood regardless if they share a language.
    • The soul knows only what it knew in life, but it must answer truthfully.
    • The answer is no more than a few sentences and might be cryptic.
  • Borrow Experience
    • Use a bonus action to bolster the caster with the soul’s life experience, making the next attack roll, ability check, or saving throw with advantage.
    • The benefit must be used before the start of their next turn, or lose it,
  • Eyes of the Dead
    • As an action, name a place the humanoid the caster saw in life, which creates an invisible sensor somewhere in that place if it is on the same plane of existence.
    • The sensor remains for as long as the caster concentrates, up to 10 minutes. The player receives visual and auditory information from the sensor as if they were in its space using their senses.
    • A creature that can see the sensor (such as one using See Invisibility or True Sight) sees a translucent image of the humanoid trapped in the cage.

13 Spirit Shroud

Additional Damage

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (21)
  • Classes: Cleric, Paladin, Warlock, and Wizard
  • Duration: Concentration, up to 1 minute
  • Components: Verbal and Somatic
  • Spell Level: 3rd

Introduced in Tasha’s Cauldron of Everything, Spirit Shroud is a third-level Necromancy spell. Players can call forth spirits of the dead, which float around them and can act as an intangible, invulnerable spirit shield.

In addition, any attack that the player makes (including cantrips and spell attacks) will deal an additional 1d8 damage when hitting a creature within 10 feet of the player. Players also have the ability to decide whether the damage dealt is Radiant, Necrotic, or Cold. This makes Spirit Shroud a powerful spell since players can choose a damage type that would help them in any situation.

12 Circle of Death

Deal Massive Damage in a Large Radius

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (22)
  • Classes: Sorcerer, Warlock and Wizard
  • Duration: Instantaneous
  • Components: Verbal, Somatic, and Material (the powder of a crushed black pearl worth at least 500 gp)
  • Spell Level: 6th

The Necrotic school of magic is home to some of the heaviest hitters, and Circle of Death is no different. Not only does it have a massive reach, with the spell expanding in a 60-foot radius sphere, but it deals mass amounts of damage to anyone unfortunate enough to be within its extensive range.

The spell deals a hefty 8d6 necrotic damage dependent on a Constitution saving throw, but even those that pass will still take half damage, so players are guaranteed to deal damage when they cast this.

11 Summon Undead

Summon Forth Minions

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (23)
  • Classes: Warlock and Wizard
  • Duration: Concentration, up to 1 hour
  • Components: Verbal, Somatic, and Material (a gilded skull worth at least 300 gold)
  • Spell Level: 3rd

Summon Undead is a third-level Necromancy spell found in Tasha’s Cauldron of Everything. Players can summon an undead spirit that acts as an ally and can choose between three forms: Ghostly, Putrid, or Skeletal. Each form determines specific traits and abilities the spirit will have.

  • Ghostly:
    • 30-foot movement speed and 40-foot fly/hover speed
    • Incorporeal Passage – The spirit can move through other creatures and objects as if they were difficult terrain.
    • Deathly Touch – A creature must succeed on a Wisdom saving throw, or be frightened until the end of its next turn.
  • Putrid:
    • 30-foot movement speed
    • Festering Aura – Creatures within 5 feet of must succeed on a Constitution saving throw, or be poisoned until its next turn.
    • Rotting Claw – Melee Weapon Attack dealing slashing damage.
  • Skeletal:
    • 20-foot movement speed
    • Grave Bolt – Ranged Spell Attack dealing necrotic damage.

The spirit uses the Undead Spirit stat block and will obey the player's verbal commands for up to an hour.

10 Toll the Dead

No Spell Slot Needed

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (24)
  • Classes: Cleric, Warlock, and Wizard
  • Duration: Instantaneous
  • Components: Verbal, Somatic
  • Spell Level: Cantrip

One of the best damage-dealing cantrips in Dungeons & Dragons, Toll the Dead fills the air around an enemy with haunting bells. If the target fails their wisdom saving throw, they take 1d8 necrotic damage. If the target happens to be missing any of its hit points, it instead takes 1d12 necrotic damage.

Another great thing about Toll the Dead is that as a cantrip, it scales with the player's level. Cast at higher spell slots, it can deal a maximum of 4d12 damage at the seventeenth level.

9 Spare the Dying

Prevent Death

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (25)
  • Classes: Artificer and Cleric
  • Duration: Instantaneous
  • Components: Verbal, Somatic
  • Spell Level: Cantrip

As a cantrip, Spare the Dying has limitless value for players. Casters can stabilize a creature they can touch, possibly preventing them from dying. This is a skillset normally available only if players have access to a healer's kit, or can perform a successful medicine check.

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Spare the Dying requires no ability check, and unlike a healer's kit, it has limitless uses. The spell only requires verbal and somatic components, which means it can be cast without concentration or material components.

8 Inflict Wounds

Mass Amounts of Damage

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (27)
  • Classes: Cleric
  • Duration: Instantaneous
  • Components: Verbal, Somatic
  • Spell Level: 1st

Inflict Wounds is one of the best damage-dealing first-level spells in Dungeons & Dragons. This spell can be made as a melee attack roll, meaning it has the possibility to critically hit a target.

On a hit, the target takes 3d10 necrotic damage; however, this spell can be cast at higher-level spell slots to increase that amount. Inflict Wounds does not require any material components, thus freeing up melee casters to add in additional attacks or carry a shield in their offhand.

7 Revivify

Restore Life to the Dead

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (28)
  • Classes: Artificer, Cleric, Druid, Paladin, and Ranger
  • Duration: Instantaneous
  • Components: Verbal, Somatic, and Material (diamonds worth 300 gold points, which the spell consumes)
  • Spell Level: 3rd

This spell changes the entire game when players can access it. While other spells only restore hit points or stabilize a creature, Revivify can resurrect them. There is a limit, though, as this can only be used within one minute after the target has died.

With several monsters in the game that can kill an adventurer in a single attack, Revivify becomes a necessity. What's more, there is no limit to how many times it can be cast on a single creature. Inventive players with access to this spell can get very creative with its application.

6 Bestow Curse

Debuff the Enemy

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (29)
  • Classes: Bard, Cleric, and Wizard
  • Duration: Concentration, up to 1 minute
  • Components: Verbal, Somatic
  • Spell Level: 3rd

One of the few debuff Necromancy spells in Dungeons & Dragons is the third-level spell Bestow Curse. Bestow Curse has incredible versatility in the way that curses can be inflicted on a target. If the target fails a saving throw, they suffer the full effect of the curse for the duration.

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Unlike other upcast spells, this Bestow Curse gains a longer duration at higher levels of casting. At the fifth level, the concentration requirement is removed. At the ninth level, this spell becomes permanent until it is dispelled.

5 Danse Macabre

Puppeteer a Small Army

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (31)
  • Classes: Warlock and Wizard
  • Duration: Concentration, up to 1 hour
  • Components: Verbal, Somatic
  • Spell Level: 5th

Being able to animate the dead and creating undead allies are amazing options for a necromancer. The fifth-level spell Danse Macabre allows the caster to create up to five powerful undead with a single spell. At higher levels, this spell can animate even more corpses.

These can be corpses of any type, so long as they are Small and/or Medium in size. The corpses are then reanimated into the caster's choice of skeletons or zombies. They can then use the caster's spellcasting modifier for their attack and damage rolls. The player controlling them can give them commands as a bonus action, which can be maintained for up to an hour with concentration.

4 Eyebite

Multiple Possible Effects

Dungeons & Dragons: 24 Best Necromancy Spells In 5e (32)
  • Classes: Bard, Sorcerer, Warlock, and Wizard
  • Duration: Concentration, up to 1 minute
  • Components: Verbal, Somatic
  • Spell Level: 6th

Eyebite allows the caster to choose between three effects that can strike dread into any enemy, with three different options as to how. If the caster chooses to inflict Asleep on the target, the target will fall unconscious. Another option is Panicked, which causes the target to become frightened. On each of its turns, the creature has to take a dash action to move away from the player. Lastly, the player can inflict Sickened, forcing the target to roll at disadvantage on attack rolls and ability checks.

On each turn, players can use their action to target another creature. However, if that creature succeeds on a saving throw, it can not be targeted again.

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