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Necromancy

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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]

Name Description Classes
Alc Art Brd Clr DDM Drd FvS Pal Rgr Sor Wiz War
Bestow Curse The target is cursed, inflicting a -4 penalty to attack rolls, skill rolls and saves. A successful Will save negates this effect.
Blindness The power of unlife renders an enemy blinded for 30 seconds per caster level. A successful Fortitude save negates this effect.
Burning Blood You taint a living creature's blood with a hot, corrosive infusion, dealing both 2d4 points of acid damage + 1 per 2 caster levels and 2d4 points of fire damage + 1 per 2 caster levels every 2 seconds for a duration of 10 seconds.
Cause Fear An enemy becomes frightened. Necrotic energy slows the target slightly (-35% run speed). A successful will save causes the target to become shaken instead and negates the slow effect.
Chill Touch Makes a touch echo with the chill of death causing 1d6+2 negative energy damage per caster level (Max 5d6+10 at caster level 5) and 1 point of Strength damage. A successful Fortitude save negates the Strength damage. Chill Touch causes fear in the undead instead of damage. Undead who make a successful Will save negate this fear effect. Undead who fail their Will save will be feared as if panicked for 6d4 seconds.
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.
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.
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. The choices are: Blinding SicknessBlinding Sickness: Infects a living enemy with Blinding Sickness which blinds targets and deals 1d4 Strength and Dexterity damage., Cackle FeverCackle Fever: Infects a living enemy with Cackle Fever, whose symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Target is stunned for 6 seconds and takes 1d6 Wisdom damage., and Slimy DoomSlimy Doom: Infects a living enemy with Slimy Doom, which causes an enemy to turn into an infectious goo from the inside out and deals 4d6 acid damage + 1 per caster level every 3 seconds.
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.
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. They are subject to the same restrictions as summons conjured by summoning spells.
Death Aura Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 2d4 damage plus 1 per 2 caster levels (max 2d4+10 at caster level 20) every 2 seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Friendly Undead are instead healed by the aura. This aura can affect up to one creature per caster level.
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.
Destruction An enemy is Dead instantly, or is dealt 1d6+10 bane damage per caster level (up to level 20) on a successful Fortitude save.
Disrupt Undead This ray deals 2d3+6 positive energy damage plus an additional 1d3+3 for every 2 caster levels to an enemy undead. A successful Will save reduces the damage by half.
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.
Dust to Dust A thin, green ray springs from your pointing finger. Any creature struck by the ray takes 2d3+6 points of untyped damage per caster level (max 40d3+120 at caster level 20). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A successful fortitude save reduces this damage to 5d3+15.
Energy Drain A black ray of crackling negative energy suppresses the life force of any living creature it strikes, giving an enemy 2d4 negative levels. If the target has as many negative levels as its hit dice or levels, it dies. Each negative level gives a creature a -2 penalty on attack rolls, saves, skill checks, ability checks. Also inflicts a -1 penalty to effective level (affects things like spells and abilities which rely on caster level or character level). Negative levels stack.
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 and applying a stacking Negative damage over time.
False Life Harnesses the power of unlife granting to the caster 10 plus 1 per caster level temporary hit points. Maximum caster level 10, for a total of 20.
Fear An area of effect of terror in the shape of a cone 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 35% by necrotic energy.
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 2d3+6 negative energy damage per caster level (max 50d3+150 at caster level 25).
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.
Greater Death Aura Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3d4 negative energy damage plus 1 additional point per 2 caster levels (max 3d4+10 at caster level 20) every three seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Friendly Undead are instead healed by the aura.
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 can attempt a Will save to negate the effects. If the spell is successful, it renders the Undead creature immobile and helpless for the duration of the spell. Intelligent Undead also break free upon taking any damage, non-intelligent undead do not.
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.
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.)
Inflict Critical Wounds, Mass Casts Inflict Critical Wounds on multiple targets at range inflicting 1d6+10 per caster level negative energy damage, or healing Undead for 4d6+8 negative energy damage plus an additional 1 for every caster level (Maximum caster level 40.). A successful Will save reduces the damage by half.
Inflict Critical Wounds When laying your hand upon a creature, you channel negative energy that deals 1d6+10 points of damage per caster level, or 4d6+8 points of damage plus 1 point per caster level to heal Undead (Maximum caster level 20.). A successful Will save reduces the damage by half.
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 for a lesser amount. A successful Will save reduces the damage by half.
Inflict Light Wounds When laying your hand upon a creature, you channel negative energy that deals 1d6+2 points of damage per caster level (Maximum caster level 5.), or to heal Undead. A successful Will save reduces the damage by half. If used on an undead Ally, you instead heal 1d6+2 points of damage plus 1 point per caster level (Maximum caster level 5).
Inflict Moderate Wounds, Mass Casts Inflict Moderate Wounds on multiple targets at range inflicting 1d6+4 negative energy damage per caster level, or healing Undead for d6+4 negative energy damage plus an additional 1 for every caster level (Maximum caster level 30.). A successful Will save reduces the damage by half.
Inflict Moderate Wounds When laying your hand upon a creature, you channel negative energy that deals 1d6+4 per caster level of damage, or 2d6+4 points of damage plus 1 point per caster level (Maximum caster level 10.) to heal Undead. A successful Will save reduces the damage by half.
Inflict Serious Wounds, Mass Casts Inflict Serious Wounds on multiple targets at range inflicting 1d6+6 negative energy damaage per caster level, or healing Undead for 3d6+6 negative energy damage plus an additional 1 for every caster level (Maximum caster level 35.). A successful Will save reduces the damage by half.
Inflict Serious Wounds When laying your hand upon a creature, you channel negative energy that deals 1d6+6 damage per caster level (Maximum caster level 15.), or 3d6+6 points of damage plus 1 point per caster level to heal Undead. A successful Will save reduces the damage by half.
Insidious Spores Target enemy becomes contaminated with spores for 12 seconds. Every 2 seconds the target takes 1d10 Poison, 1d10 Rust, 1d2 Wisdom, and 1d2 Intelligence damage. Additional castings increase the duration.
Lesser Death Aura Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 1d4 negative damage every 2 seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Friendly Undead are instead healed by the aura. This aura can affect up to one target per caster level.
Necrotic Ray Blast a living enemy with 1d6+12 negative energy damage per caster level up to 25d6+300 at caster level 25. 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.
Negative Energy Burst Negative energy expands from the caster, doing 1d6+4 negative energy damage per caster level (Maximum damage 10d6+40 at CL:10) to all living enemies and friendly undead caught in the blast. A successful fortitude save reduces the damage by half. Undead are instead healed by the attack. Undead don't make the fortitude save for half healing.
Party Pooper Since you are the enemy of fun, this potion removes entertaining heads and protects against the for one hour.
Poison Calling upon the venomous powers of natural predators, you infect the foe with a horrible poison. 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.
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.
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. A successful Fortitude save means the creature is only fatigued.
Duration of the Ray is 60 seconds base+6 seconds per caster level.
Rend the Soul Twists unholy energies around a single foe, causing it significant negative damage over time. Deals 1d6+4 damage every 2 seconds for 10 seconds (max 20d6+80 at caster level 20). A successful fortitude save reduces damage by half.
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.
Slay Living Slays 1 living creature you touch or deals 1d6+10 damage Per Caster Level on a successful Fortitude save.
Spawn Screen Prevents 1 ally per caster level from rising as Undead. Certain rare, extremely powerful Undead can circumvent this protection.
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.
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.
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, ability checks, 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.
The symbol dissolves 20 seconds after being triggered, or in 5 minutes otherwise.
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.
Undeath to Death Destroys undead creatures in an area of effect. This spell affects 1 undead and an additional undead target for every 4 caster levels after the first (for a maximum of 4 undead at caster level 13). A successful Will save negates this effect.
Wail of the Banshee You emit a terrible scream, creating a deadly area around yourself for 6 seconds. Every 2 seconds, two nearby enemies must make a fortitude save or die. On a successful fortitude save, the target takes 1 to 4 negative levels. You are free to perform other actions while Wail of the Banshee is active.
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.
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.

SLAs[edit]

Animate Ally • Crushing Dread • Dark Light of the Moon • Devour the Soul • Dragon Breath • Gloomspear • Moon's Shadow • Necrotic Blast • Necrotic Bolt • Necrotic Touch (SLA) • Prey on Fear

See also[edit]