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Necromancy
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 | |
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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 | |||||||||||
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Alc | Art | Brd | Clr | 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.
This curse can be removed with Break Enchantment, Remove Curse or by using a Rest Shrine. |
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Blindness | The power of unlife renders an enemy blinded for 30 seconds per caster level. A successful Fortitude save negates this effect.
This spell can be removed by Remove blindness, Heal, and Panacea. |
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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. Currently capped at caster level 20. | ||||||||||||
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). | ||||||||||||
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 1d6+2 negative energy damage per caster level. Maximum damage 5d6+10 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.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or will be feared as if panicked for 6d4 seconds (6 to 24 seconds). Red and purple named undead are immune to this fear. (Players in Undead forms such as Pale Master shrouds or the Wraith form from Cursed Blade of Jack Jibbers are also affected by this, but get a saving throw every 2 seconds.) |
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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.
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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 (to a maximum of +10 at level 20) every 3 seconds as long as they remain within it. Friendly Undead are instead healed by the aura, and don't trigger spell resistance. 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. | ||||||||||||
Devour the Soul | You consume the soul of your targeted enemy, killing it instantly unless it makes a Will saving throw. This ability is considered a Necromancy spell. This ability works on undead, but not constructs and other creatures with no lifeforce. If the target survives then it loses 20 PRR and MRR for 6 seconds.
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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. | ||||||||||||
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. | ||||||||||||
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.
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. |
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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. | ||||||||||||
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. | ||||||||||||
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 7-12 negative energy damage per caster level (Maximum caster level 25 or 50d3+150) damage.
The subject might die from damage even if it succeeds on its saving throw. |
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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. | ||||||||||||
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 plus 1 point per caster level (Maximum caster level 5.), or to heal Undead. A successful Will save reduces the damage by half. | ||||||||||||
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 3 seconds as long as they remain within it. | ||||||||||||
Necrotic Bolt | You fire a black bolt of energy from your finger that deals 1d6+3 (4 to 10) hit points of negative energy damage per caster level to a creature. A successful Fortitude save reduces the damage by half. This ability counts as a level 3 Wizard spells.
Players are immune to this effect. |
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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.
D&D Dice: Deals 1d6+12 negative energy damage per caster level and bestows one negative level. |
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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. | ||||||||||||
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. |
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Rend the Soul | Twists 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. | ||||||||||||
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.
The fear lasts for 8d3 seconds (8 to 24 seconds). If the target succeeds on his will save, the shaken lasts only 4 seconds. Players that are feared are prevented from performing nearly every action (including attacking, casting spells, interacting with objects and drinking Potions), but may move freely. Monsters that are feared flee from the source of its fear as best it can. |
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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, 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. |
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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. |