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Necromancy

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Necromancy[edit]

Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.

Spells per Class and Level[edit]

Artificer Bard Cleric Favored Soul Paladin Ranger Warlock Sorcerer/Wizard Total
Level 1 0 1 3 3 0 0 4 4 15
Level 2 0 2 2 2 0 0 4 7 17
Level 3 0 1 4 4 0 0 4 2 15
Level 4 0 0 2 2 0 0 2 7 13
Level 5 0 0 3 3 0 0 6 2 14
Level 6 0 0 5 5 0 0 2 5 17
Level 7 0 0 3 3 0 0 0 4 10
Level 8 0 0 3 3 0 0 0 2 8
Level 9 0 0 1 1 0 0 0 2 4
Total 0 4 26 26 0 0 0 35 113

Spells[edit]

Icon Name Description Classes
BestowCurse.png Bestow Curse The target is cursed, inflicting a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Blindness.png Blindness The power of unlife renders an enemy blinded for 30 seconds per caster level. A successful Fortitude save negates this effect. Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
BurningBlood.png Burning Blood You taint a living creature's blood with a hot, corrosive infusion, dealing both 2d4 + 1 per 2 caster levels points of acid damage and 2d4 + 1 per 2 caster levels points of fire damage every 2 seconds for a duration of 12 seconds. Currently capped at caster level 20. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
CauseFear.png Cause Fear An enemy becomes frightened. A successful will save causes the target to become shaken instead. Necrotic energy slows the target slightly (-10% run speed). Icon Feat Past Life Bard.png Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ChillTouch.png Chill Touch A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d3+3 negative energy damage per caster level. Maximum damage 5d3+15 at caster level 5. No save on this portion. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
CircleOfDeath.png Circle of Death Rains dark energy into an area. Living Creatures are subject to a death effect; getting a reflex save and then a fortitude save to avoid death. Targets who succeed against the reflex save suffer no ill effect, but creatures who succeed on the fortitude save still suffer 1d4 negative levels. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
CommandUndead.png Command Undead Control is granted over the enemy Undead, forcing it to fight for you. Mindless Undead are controlled for 1 to 4 minutes. Other Undead can be controlled for a maximum of 10 minutes but get an additional Will save every 20 seconds. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Contagion.png Contagion Infects a living enemy with the chosen disease, which strikes immediately and deals damage every minute to one or more attributes. A successful Fortitude save negates the damage. Affected creatures can only recover if they make two consecutive Fortitude saves. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
ControlUndead.png Control Undead Control is granted over the enemy undead, forcing it to fight for you. A successful will save negates this effect. Controlled undead get an additional will save every 2 minutes. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
CreateUndead.png Create Undead This evil spell allows you to create one of three types of undead: a wight priest, a dread wraith, or a mummy lord. Created undead are automatically under the control of their creator. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Arcane Spell Death Aura.png Death Aura Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2d4 damage plus 1 per two? caster levels every 3 seconds as long as they remain within it. Undead are instead healed by the aura, and friendly Undead don't trigger spell resistance. This aura can affect up to one creature per caster level. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
DeathPact.png Death Pact This spell allows you to enter a pact with your deity that brings you back to life after you are slain. While under the effects of this spell, your Constitution is decreased by 2, and cannot be restored until you rest. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Destruction Destruction An enemy is Dead instantly, or is dealt 1d3+3 bane damage per caster level (no maximum) on a successful Fortitude save. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Icon DisruptUndead.jpg Disrupt Undead This ray deals 2d3+6 positive energy damage plus an additional 1d3+3 damage per two caster levels beyond the first level (increases at level 3,5,7,9,11,13,15,17,19,21,etc) to an enemy undead. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Doom.png Doom This spell fills a single living creature with a feeling of horrible dread that causes it to become shaken, penalizing all saves, attack rolls, and skill rolls by -2. A successful Will save negates this effect. This is a fear effect. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
EnergyDrain.png Energy Drain You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. The subject hit suffers 2d4 negative levels. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Enervation.png Enervation You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. The subject hit suffers 1d4 negative levels. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
False Life False Life Harnesses the power of unlife granting to the caster 10 plus 1 per caster level (Maximum caster level 10, for a total of 20.) temporary hit points. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Fear Fear A cone of terror causes each living enemy in an area to become panicked. A successful Will save causes enemies to become shaken. Creatures that fail their save are also slowed by necrotic energy. Icon Feat Past Life Bard.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
FingerOfDeath.png Finger of Death You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 4d2+4 untyped damage per caster level (Maximum caster level 25 or 100d2+100) damage. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
GhoulTouch.png Ghoul Touch This spell imbues your hand with negative energy, allowing you to paralyze any single living Humanoid that you touch. A successful Fortitude save negates this effect and targets get a new save to break free every 6 seconds. Humanoids include player Races except for Warforged, Kobolds, Goblinoids, Bugbears, Troglodytes, and more. See the Humanoid page for a full list. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
HaltUndead.png Halt Undead This spell renders as many as three Undead creatures immobile. A non-intelligent Undead creature gets no saving throw, and an intelligent Undead creature does. If the spell is successful, it renders the Undead creature immobile for the duration of the spell. (Similar to the effect of Hold Person on a living creature.) Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Harm.png Harm Charges the target with negative energy dealing 10 points of damage per caster level. (Maximum damage 150.) A successful Will save reduces the damage by half. Harm cannot reduce the target's hit points to less than 1. Against Undead targets this spell heals like Heal. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
HorridWilting.png Horrid Wilting This spell evaporates moisture from the body of each subject living creature, dealing 1d3+3 points of damage per caster level. (Maximum damage 20d3+60.) This spell is especially devastating to water type outsiders like Water Elementals, and to Plants which instead take 1d4+4 points of damage per caster level. (Maximum damage 20d4+80.) As of U10 the spell has targeting problems. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
InflictCriticalWounds.png Inflict Critical Wounds When laying your hand upon a creature, you channel negative energy that deals 4d6+8 points of damage plus 1 point per caster level (Maximum caster level 20.), or to heal Undead. A successful Will save reduces the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
InflictCriticalWoundsMass.png Inflict Critical Wounds, Mass Casts Inflict Critical Wounds on multiple targets at range inflicting 4d6+8 negative energy damage plus an additional 1 for every caster level (Maximum caster level 40.), or healing Undeads. A successful Will save reduces the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
InflictLightWounds.png Inflict Light Wounds When laying your hand upon a creature, you channel negative energy that deals 1d6+2 points of damage plus 1 point per caster level (Maximum caster level 5.), or to heal Undead. A successful Will save reduces the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
InflictLightWoundsMass.png Inflict Light Wounds, Mass Casts Inflict Light Wounds on multiple targets at range inflicting 1d6+2 negative energy damage plus an additional 1 for every caster level (Maximum caster level 25.), or healing Undeads. A successful Will save reduces the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
InflictModerateWounds.png Inflict Moderate Wounds When laying your hand upon a creature, you channel negative energy that deals 2d6+4 points of damage plus 1 point per caster level (Maximum caster level 10.), or to heal Undead. A successful Will save reduces the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
InflictModerateWoundsMass.png Inflict Moderate Wounds, Mass Casts Inflict Moderate Wounds on multiple targets at range inflicting 2d6+4 negative energy damage plus an additional 1 for every caster level (Maximum caster level 30.), or healing Undeads. A successful Will save reduces the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
InflictSeriousWounds.png Inflict Serious Wounds When laying your hand upon a creature, you channel negative energy that deals 3d6+6 points of damage plus 1 point per caster level (Maximum caster level 15.), or to heal Undead. A successful Will save reduces the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
InflictSeriousWoundsMass.png Inflict Serious Wounds, Mass Casts Inflict Serious Wounds on multiple targets at range inflicting 3d6+6 negative energy damage plus an additional 1 for every caster level (Maximum caster level 35.), or healing Undead. A successful Will save reduces the damage by half. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
Arcane Spell Lesser Death A.png Lesser Death Aura Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative damage every 3 seconds as long as they remain within it. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Necroticray.png Necrotic Ray A negative energy ray that does 1d4+4 negative damage per caster level to a living enemy. Maximum 20d4+80 at caster level 20. A successful Fortitude save reduces the damage by half. The ray also suppresses the life force of any living creature it strikes, granting it 1 negative level, no save. Friendly Undead are instead healed by the attack. Undead don't make the Fortitude save for half healing, and friendly Undead don't trigger Spell Resistance, but enemy Undead trigger Spell Resistance. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Arcane Spell Negative Energ.png Negative Energy Burst Negative energy expands from the caster, doing 1d4+4 negative energy damage per 2 caster levels (Maximum damage 5d4+20.) to all living enemies and friendly undead caught in the blast. A successful fortitude save reduces the damage by half. Friendly undead are instead healed by the attack. Undead don't make the fortitude save for half healing, and friendly undead don't trigger spell Resistance. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Poison Poison Calling upon the venomous powers of natural predators, you infect the Foe with a horrible Poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save. (DC 10+your caster level+your Wisdom modifier.) Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
RayOfEnfeeblement.png Ray of Enfeeblement A coruscating ray springs towards the target, inflicting a 1d6 Strength penalty plus 1 additional per 2 caster levels. Maximum Strength penalty 1d6+5 at caster level 10. This spell has double range. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
RayOfExhaustion.png Ray of Exhaustion A black ray projects from your pointing finger. The target is immediately exhausted for the spell’s duration. Exhausted creatures take a -6 penalty on Strength and Dexterity, and suffer a -25% penalty to movement speed. Currently has no save for monsters, although this is likely a bug given that the description mentions one. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
36px Rend the Soul wists unholy energies around a single foe, causing it significant negative damage over time. Deals 4 to 10 damage every two seconds for 10 seconds for every caster level up to 20. A successful fortitude save reduces damage by half. D&D Dice: Deals 1d6+4 negative damage per caster level, max 20d6+80, every 2 seconds for 10 seconds.. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
Scare.png Scare This spell functions as Cause Fear on multiple targets. Affected enemies become frightened. A successful will save causes the target to become shaken instead. Targets subject to the full fear effect will be slowed slightly by necrotic energy. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SlayLiving.png Slay Living Slays 1 living creature you touch or deals 3d3+9 damage on a successful Fortitude save. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png
SpawnScreen.png Spawn Screen Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SymbolOfDeath.png Symbol of Death You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all targets inside the symbol will suffer a single negative level. You can cause your enemies to run out and back in the symbol several times to stack up consecutive negative levels upon them, they will suffer one additional one each time they run through. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SymbolOfFear.png Symbol of Fear You create a purple symbol of power in the air, and it's activated by an enemy who comes into range of it. It applies the condition panicked to all nearby opponents for 6 seconds per caster level or until the symbol expires. Each enemy can make a Will save to negate this condition. The symbol dissipates in 20 seconds after being triggered, or in 5 minutes otherwise. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SymbolOfPain.png Symbol of Pain You scribe a potent rune of power in the air. When the symbol is activated by a target approaching, all nearby targets suffer wracking pain that imposes a -4 penalty on attack rolls, skill checks, and saving throws for a duration of 30 seconds plus 12 seconds per caster level (No maximum). Each enemy can make a Fortitude save to negate the effect each time they pass through the symbol. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
SymbolOfWeakness.png Symbol of Weakness You create a greenish symbol of power in the air, and it's activated by an enemy who comes into range of it, weakening all nearby enemies by inflicting a 3d6 penalty to Strength. Each enemy can make a Fortitude save to negate the effect. The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
UndeathToDeath.png Undeath to Death Destroys undead creatures in a standard AOE area. A successful Will save negates this effect. Icon Feat Past Life Cleric.png Icon Feat Past Life Favored Soul.png Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
WailOfTheBanshee.png Wail of the Banshee You emit a terrible scream creating an area of effect based on yourself that kills enemy creatures that hear it. Each creature who makes a successful fortitude save negates death and instead results in them suffering horribly, taking 1d4 negative levels. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
WavesOfExhaustion.png Waves of Exhaustion Waves of negative energy cause all living creatures to become Exhausted. Exhausted creatures take a -25% penalty to movement speed, -6 penalty to Strength and Dexterity, and cannot tumble. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png
WavesOfFatigue.png Waves of Fatigue Waves of negative energy render all living creatures in the spell’s area fatigued. A fatigued creature takes a -2 penalty to Strength and Dexterity, and suffers a -10% penalty to movement speed. Icon Feat Past Life Sorcerer.png Icon Feat Past Life Wizard.png

See also[edit]