Libris Mortis 5e - Spells
Libris Mortis 5e - Spells
Libris Mortis 5e - Spells
This chapter presents an array of spells designed for use by Animate Greater Undead
characters and monsters alike. Some are used by those who 6th-level necromancy
would control or serve undead, others are used to oppose
undead, and others are simply used by undead creatures Casting Time: 10 minutes
themselves. Range: 10 feet
Components: V, S, M (one clay pot filled with grave dirt, one
clay pot filled with brackish water, and one black onyx
Spell Descriptions stone worth 300 gp)
The spells are presented in alphabetical order. Duration: Instantaneous
Classes: Warlock, Wizard
Animate Crawling Claw This spell creates an undead servant. Choose a pile of bones
1st-level necromancy (ritual) or a corpse of a Huge or smaller creature within range. The
Casting Time: 1 minute creature must have been a beast, giant, or plant of CR 5 or
Range: 10 feet lower. Your spell imbues the target with a foul mimicry of life,
Components: V, S, M (a butcher's knife) raising it as an undead creature. The target becomes a
Duration: Instantaneous skeleton if you chose bones or a zombie if you chose a corpse.
Classes: Warlock, Wizard The target retains the statistics that it had in life, except for
This spell binds the life force of a murderer to its severed the following modifications:
hand, haunting and animating it. Choose a severed hand you The target loses any trait, such as Amphibious, that
can see within range. The hand must have been severed from assumes a living physiology.
the body of a humanoid murderer within the last seven days. The target can't cast spells, and thus loses the
If the murderer is dead and its spirit already manifests as Spellcasting and Innate Spellcasting traits if it had them.
another undead creature, or if its dead spirit has long passed The target's ability scores and traits are adjusted as per
on to another plane, the spell fails. the skeleton or zombie entry of the NPC Features table on
The target hand becomes a crawling claw, the statistics of page 282 of the Dungeon Master's Guide.
which can be found in the Monster Manual. It is under your
control for 24 hours, after which the hand becomes inactive On each of your turns, you can use a bonus action to
and can't be animated again. On each of your turns, you can mentally command any creature you made with this spell if
use a bonus action to mentally command the crawling claw. the creature is within 60 feet of you (if you control multiple
You decide what action the creature will take and where it creatures, you can command any or all of them at the same
will move during its next turn, or you can issue a general time, issuing the same command to each one). You decide
command for it to follow to the best of its understanding. If what action the creature will take and where it will move
you issue no commands, the claw follows its last command to during its next turn, or you can issue a general command,
the best of its ability. Once given an order, the claw continues such as to guard a particular chamber or corridor. If you issue
to follow it until its task is complete. no commands, the creature only defends itself against hostile
At Higher Levels. When you cast this spell using a spell creatures. Once given an order, the creature continues to
slot of 2nd level or higher, the crawling claw remains active follow it until its task is complete.
for an additional 24 hours for every slot level above 1st. The creature is under your control for 24 hours, after
When cast using a spell slot of 6th level or higher, the which it stops obeying any command you've given it. To
crawling claw remains active until slain. maintain control of the creature for another 24 hours, you
must cast this spell on the creature again before the current
24-hour period ends. This use of the spell reasserts your
control over one undead of CR 5 or lower that you have
animated with this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a spell
slot of 7th level or higher, the maximum challenge rating of
creatures you can animate or reassert control over increases
by 1 for each slot level above 6th.
1
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Avascular Mass Bite of the King
5th-level necromancy 8th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S Components: V
Duration: Concentration, up to 10 minutes Duration: 1 minute
Classes: Sorcerer, Warlock, Wizard Classes: Cleric, Sorcerer
You shoot a ray of necromantic energy from your Your maw suddenly opens many times its normal size as it
outstretched hand, causing one creature of your choice within attempts to swallow your victim whole. After the attempt, it
range to violently purge blood vessels through its skin. immediately returns to its normal size.
Constructs and undead are not affected by this spell. The Make a melee spell attack against a creature you can reach.
target must make a Constitution saving throw, taking 8d10 On a hit, the target takes 6d12 piercing damage, and it must
necrotic damage on a failed save, or half as much damage on make a Dexterity saving throw. On a failed save, the target is
a successful one. immediately banished to the "stomach dimension" for the
On a failed save, the target's purged blood vessels are duration.
magically animated, creating a many-layered mass of The stomach dimension is a demiplane that adjusts its size
magically strong, adhesive tissue that trap those caught in to squeeze the largest creature that is currently inside of it.
them. The avascular mass instantaneously erupts in a 20-foot While in the stomach dimension, a creature is blinded and
radius sphere centered on the target. The avascular mass is restrained, and it takes 4d6 acid damage plus 4d6
difficult terrain and lightly obscures their area. bludgeoning damage at the start of each of your turns. To
If the avascular mass isn't anchored between two solid escape, a creature must deal 35 damage to the walls of the
masses (such as walls or trees) or layered across a floor, wall, stomach dimension on a single turn. The walls of the
or ceiling, it collapses on itself, and the spell ends at the start stomach dimension have an AC of 21 and are immune to
of your next turn. acid, necrotic, poison, and psychic damage.
Each creature that starts its turn in the avascular mass or A creature that successfully exits is within the stomach
that enters them during its turn must make a Dexterity saving dimension at the end of the duration appears to cut its way
throw. The original target of the spell automatically fails this free from thin air, appearing next to you in the nearest
saving throw. On a failed save, a creature is restrained as long unoccupied space.
as it remains in the avascular mass or until it breaks free. Each caster of this spell has a personal stomach dimension
A creature restrained by the avascular mass can use its that this spell links to. If a creature dies while in your
action to make a Strength check against your spell save DC. stomach dimension, you can choose to eject its corpse and
If it succeeds, it is no longer restrained. the items it had on its person, or you can let it remain as a
Any 5-foot cube of avascular mass that takes more than 10 warning for future victims of this spell.
radiant damage on a single turn disintegrates. When the spell
ends, the blood vessel mass becomes a small layer of limp, Clutch of Orcus
decaying tissue. 3rd-level necromancy
Casting Time: 1 action
Awaken Undead Range: 60 feet
7th-level necromancy Components: V, S
Casting Time: 1 hour Duration: Concentration, up to 1 minute
Range: 120 feet Classes: Cleric, Sorcerer, Warlock, Wizard
Components: V, S, M (a humanoid fingerbone) One humanoid of your choice that you can see within range
Duration: Instantaneous begins to suffer a magic-induced heart attack. The target
Classes: Warlock must succeed on a Constitution saving throw or take 3d8
This spell grants intelligence to mindless undead such as necrotic damage and be stunned for the duration. At the end
skeletons and zombies with an Intelligence score of 6 or of each of its turns, the target repeats the saving throw. It
lower. Choose up to ten undead within range that fit this takes 3d8 necrotic damage on a failed save, and the spell
criteria. The targets must be within range for the entire ends on the target on a successful one.
casting of the spell. At the completion of the casting, the
targets regain the Intelligence scores and languages that they
had in life. They also regain the weapon and armor
proficiencies they had in life (if any), and they gain advantage
on saving throws against effects that turn undead.
2
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Command Horde Energy Ebb
3rd-level necromancy 4th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Classes: Cleric, Wizard Classes: Cleric, Sorcerer, Wizard
When you cast this spell, and as an action on each of your You point your finger and utter a foul incantation, releasing a
turns for the duration, you can command up to four undead black needle of crackling negative energy that assaults the
that you can see within range that are under your control. You life force of living creatures. When you cast this spell, and as
give the same command to each target. You choose from one an action on each of your turns until the spell ends, you can
of the following commands each time you use this effect: target one creature you can see within range. If the target
Advance. Each target can use its reaction to move up to its isn't undead, it must succeed on a Constitution saving throw
speed. or take 4d8 necrotic damage and suffer one level of
Apprehend. Each target can use its reaction to attempt to exhaustion. If the target is undead, you instead roll 4d8. The
grapple one creature within its reach. The undead can all target gains half the total as temporary hit points.
grapple the same target or can split their grapples between At Higher Levels. When you cast this spell using a spell
different targets. slot of 5th level or higher, the damage and temporary hit point
Attack. Each target can use its reaction to make one attack dice increase by 1d8 for each slot level above 4th.
against a creature they can see. The undead can all attack the
same target or can split their attacks between different Field of Ghouls
targets. 7th-level necromancy
At Higher Levels. When you cast this spell using a spell Casting Time: 1 action
slot of 4th level or higher, you can target two additional Range: Self (30-foot radius)
undead for each slot level above 3rd. Components: V
Duration: Instantaneous
Consumptive Field Classes: Cleric, Sorcerer, Warlock
4th-level necromancy
You transform the ebbing life force of all nearby badly
Casting Time: 1 action wounded creatures and use it to create ghouls. Each non-
Range: Self (15-foot radius) undead creature within 30 feet of you is poisoned until the
Components: V end of your next turn. Targets with 30 hit points or fewer
Duration: Concentration, up to 1 minute must also make a Charisma saving throw. If a target has 0 hit
Classes: Blackguard, Sorcerer, Warlock, Wizard points, it automatically fails this saving throw. On a failed
A consumptive death field radiates from you in an aura with a save, a target dies.
15-foot radius. Until the spell ends, the aura moves with you, A humanoid killed by this spell rises at the start of your
centered on you. When a hostile creature enters the aura for next turn as a ghoul that is under your command, following
the first time on a turn or starts its turn there, it must make a your verbal orders to the best of its ability. Any ghoul created
Constitution saving throw. On a failed save, the creature by this spell melts into a pile of flesh and is destroyed after 24
takes 2d6 necrotic damage, and you regain hit points equal to hours.
half the necrotic damage dealt. Undead are unaffected by this
spell. Ghastly Stench
At Higher Levels. When you cast this spell using a spell 2nd-level necromancy
slot of 5th level or higher, the damage increases by 1d6 for Casting Time: 1 action
each slot level above 4th. Range: Self (15-foot radius)
Components: V, S
Duration: Concentration, up to 10 minutes
Classes: Bard, Blackguard, Cleric, Sorcerer, Warlock, Wizard
You emanate the putrid stench of a ghast. For the duration,
each creature that starts its turn within 15 feet of you must
succeed on a Constitution saving throw or be poisoned until
the start of its next turn.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can increase the radius of this
spell by 5 feet for each slot level above 2nd.
3
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Ghoul Gauntlet Grave Bolt At
5th-level necromancy Necromancy cantrip slot o
incre
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S Components: V, S
Duration: 1 minute Duration: Instantaneous
Classes: Cleric, Sorcerer, Wizard Classes: Sorcerer, Warlock, Wizard
Your touch gradually transforms a living victim into a You launch a bolt of negative energy at a creature or object
ravening, flesh-eating ghoul. The transformation process within range. Make a ranged spell attack against the target.
begins at the limb or extremity (usually the hand or arm) On a hit, the target takes 1d10 necrotic damage. If this attack
touched, and spreads outwards as the target's body slowly hits a tree, a plant creature, or some other form of vegetation,
dies and is transformed into a ghoul's cold, undying flesh. the target instead takes 1d12 damage.
Make a melee spell attack against a humanoid within your The spell's damage increases by one die when you reach
reach. On a hit, the target is poisoned. 5th level (2d10 or 2d12), 11th level (3d10 or 3d12), and 17th
At the end of each of the target's turns, it must make a level (4d10 or 4d12).
Constitution saving throw. On a failed save, the target takes
4d6 necrotic damage. If the target succeeds on three of these Kiss of the Vampire
saves, it is no longer poisoned, and the spell ends. The spell 3rd-level enchantment
can also be ended early by the greater restoration, heal, and Casting Time: 1 action
remove curse spells. Range: 30 feet
If the target is reduced to 0 hit points while poisoned by Components: V, S, M (a black onyx worth at least 50 gp that
this spell, it dies and rises at the start of your next turn as a has been carved with the image of a fang-mouthed face)
ghoul that is under your command, following your verbal Duration: 1 minute
orders to the best of its ability. The ghoul melts into a pile of Classes: Bard, Cleric, Warlock, Wizard
flesh and is destroyed after 24 hours.
You target one non-undead creature you can see within 30
Ghoul Light feet of you. If the target can see you, it must succeed on a
1st-level necromancy Wisdom saving throw or be charmed by you for the duration.
The charmed target regards you as a trusted friend to be
Casting Time: 1 action heeded and protected. Although the target isn't under your
Range: Touch direct control, it takes your requests or actions in the most
Components: V, S, M (a bit of rendered fat) favorable way it can.
Duration: 8 hours The charmed target can repeat the saving throw at the end
Classes: Cleric, Sorcerer, Wizard of each of its turns. It takes 3d6 psychic damage on a failed
A sickly green flame, equivalent in brightness to a torch, save, and the spell ends for it on a successful one.
springs forth from an object that you touch. The effect looks At Higher Levels. When you cast this spell using a spell
like a regular flame, except for its green hue, but it creates no slot of 4th level or higher, you can target one additional
heat and doesn't use oxygen. The flame can be covered and humanoid for each slot level above 3rd.
hidden, but not smothered or quenched.
Undead within 30 feet of this light have advantage on Lay Waste
saving throws against effects that turn undead. If an undead 3rd-level necromancy
already had advantage on such saving throws before entering Casting Time: 1 action
the area, it instead gains immunity to effects that turn undead Range: Self
while within the area. Components: V, S
At Higher Levels. When you cast this spell using a spell Duration: Concentration, up to 10 minutes
slot of 3rd level or higher, the effect persists until it is Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard
dispelled. You create six tiny orbs of negative energy in your space.
They float in the air and orbit you for the spell's duration.
When you cast the spell—and as a bonus action on each of
your turns thereafter—you can expend one or two of the orbs,
sending them streaking toward a point or points you choose
within 120 feet of you. Once a orb reaches its destination or
impacts against a solid surface, the orb explodes. Each
creature within 5 feet of the point where the orb explodes
must make a Constitution saving throw. A creature takes 2d6
necrotic damage on a failed save, or half as much damage on
a successful one.
4
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Mourning Mist Negative Energy Burst
3rd-level necromancy 7th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a bottle of black ichor) Components: V, M (a broken bone and a square of black silk)
Duration: 1 round Duration: Instantaneous
Classes: Cleric, Sorcerer, Wizard Classes: Warlock, Wizard
You hurl a globule of black mist at a point within range. Each A wave of negative energy washes out from a point of your
non-undead creature in a 20-foot-radius sphere centered on choice within range. Each non-undead creature in a 15-foot-
that point must make a Constitution saving throw. On a failed radius sphere centered on that point must make a
save, a creature takes 4d10 necrotic damage, and each Constitution saving throw, taking 5d12 necrotic damage on a
undead ally of your choice has advantage on attacks against failed save, or half as much damage on a successful one. A
the creature until the end of your next turn. humanoid killed by this damage rises up as a zombie at the
start of your next turn. The zombie pursues whatever living
Necrotic Cyst creature it can see that is closest to it.
5th-level necromancy Undead in the area of the spell don't make a saving throws.
Casting Time: 1 action Instead, each undead in the area gains half the total damage
Range: Touch roll as temporary hit points.
Components: V, S
Duration: Instantaneous Plague of Undead
Classes: Cleric, Sorcerer, Wizard 9th-level necromancy
Make a melee spell attack against a creature within your Casting Time: 1 action
reach. On a hit, the target develops an internal spherical sac Range: 60 feet
that contains fluid or semisolid necrotic flesh, unless it is a Components: V, S, M (one or more black sapphires whose
construct or undead. The internal cyst is noticeable as a slight total value equals or exceeds 10,000 gp)
bulge on the target's arm, abdomen, or face (wherever you Duration: Instantaneous
chose to touch the target), and is buried deeply enough in its Classes: Cleric, Sorcerer, Warlock, Wizard
flesh that it is not easily identifiable without a successful Great necromantic power causes any number of Small or
Wisdom (Medicine) check against your spell save DC. Medium corpses you can see within range to animate. Each
While the target possesses a necrotic cyst, it suffers from corpse immediately stands up and becomes undead. You
the poisoned condition, and it can't magically regain hit decide whether a corpse becomes a zombie or a skeleton.
points or benefit from resistance to necrotic damage. These undead are permanently under your command and
Additionally, whenever the target takes damage, it must make follow your verbal orders to the best of its ability. They also
a Constitution saving throw. On a failed save, the target's hit gain a bonus to their attack and damage rolls equal to your
point maximum is reduced by an amount equal to the spellcasting ability modifier for the next 24 hours.
damage taken. This reduction lasts until the creature finishes
a long rest. The target dies if this effect reduces its hit point Protection from Positive and Negative
maximum to 0. Energy
A protection from evil and good spell prevents the necrotic 3rd-level abjuration
cyst from forming, but once a necrotic cyst is implanted, it Casting Time: 1 action
can only be removed can be removed only by heal or another Range: Touch
disease-curing spell of 6th level or higher. The target may also Components: V, S
elect to have some well-meaning chirurgeon remove it Duration: Concentration, up to 1 hour
surgically. The procedure is a bloody, painful process that has Classes: Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
a chance to kill the target if done improperly. The procedure
takes 1 hour, and the chirurgeon must make a Wisdom For the duration, the willing creature you touch has
(Medicine) check against your spell save DC. On a success, resistance to necrotic and radiant damage.
the cyst is removed safely, and the target suffers one level of
exhaustion. On a failure, the target dies.
5
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Revive Undead Vampiric Smite
6th-level necromancy 3rd-level necromancy
Casting Time: 1 minute Casting Time: 1 bonus action
Range: Touch Range: Self
Components: V, S, M (a black pearl worth at least 500 gp) Components: V
Duration: Instantaneous Duration: Concentration, up to 1 minute
Classes: Cleric, Warlock, Wizard Classes: Blackguard, Paladin
Your restore animation to the remains of an undead creature The next time you hit a creature with a weapon attack before
you touch. The target reanimates with all of its hit points, but this spell ends, you siphon away some of the target's life
it it is under no compulsion to behave in any particular way force. The attack deals an extra 3d6 necrotic damage to the
unless it was under your control before it was destroyed. This target, and you regain hit points equal to half the amount of
spell fails if the target was destroyed by a Turn Undead effect, necrotic damage dealt.
or if its body was otherwise completely obliterated by a spell At Higher Levels. When you cast this spell using a spell
or other effect. The undead must have been inactive for no slot of 4th level or higher, the damage increases by 1d6 for
more than a week, and its Challenge Rating must be equal to each slot level above 3rd.
or less than your character level (or Challenge Rating, if you
don't have a class level). Veil of Undeath
6th-level necromancy
Sheltered Vitality Casting Time: 1 action
6th-level abjuration Range: Self
Casting Time: 1 action Components: V, S, M (a black sapphire worth 1,000 gp)
Range: Touch Duration: 1 hour
Components: V, S, M (a diamond worth at least 500 gp) Classes: Cleric, Sorcerer, Warlock
Duration: 1 hour You gain many of the traits common to undead creatures. You
Classes: Bard, Cleric, Druid, Warlock gain the following benefits for the duration:
One willing creature you touch gains advantage on saving
throws against the following effects for the duration: Your body appears sick and ghastly, as though you were a
walking corpse. Undead with an Intelligence score of 6 or
Effects that reduce its ability scores lower won't attack you except in self defense or when
Effects that reduce its hit point maximum ordered to, and you are detected as an undead by a
Effects that cause its exhaustion level to increase paladin's Divine Sense feature.
You don't require air, food, drink, or sleep.
Unholy Crusade You are immune to necrotic damage. Whenever you are
3rd-level necromancy subjected to necrotic damage, you instead gain a number
Casting Time: 1 action of temporary hit points equal to half the necrotic damage
Range: Self (30-foot radius) you would have taken.
Components: V You are immune to the poison, disease, and exhaustion.
Duration: Concentration, up to 1 minute
Classes: Blackguard Venomous Smite
1st-level evocation
Unholy power radiates from you in an aura with a 30-foot Casting Time: 1 bonus action
radius, infusing your allies' weapons with negative energy. Range: Self
Until the spell ends, the aura moves with you, centered on
you. While in the aura, each nonhostile creature in the aura Components: V
(including you) deals an extra 1d4 necrotic damage when it Duration: Concentration, up to 1 minute
hits with a weapon attack. Classes: Blackguard, Paladin
The next time you hit a creature with a melee weapon attack
during the spell's duration, your attack deals an extra 1d6
poison damage. Additionally, the target must make a
Constitution saving throw or be poisoned until the spell ends.
As an action, the creature can make a Constitution check
against your spell save DC to overcome the poison and end
this spell.
6
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Wall of Pain Wither Limb
5th-level necromancy 2nd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 minute
Classes: Blackguard, Cleric, Sorcerer, Warlock, Wizard Classes: Bard, Blackguard, Sorcerer, Warlock, Wizard
You create a wall of negative energy on a solid surface within Choose one humanoid that you can see within range to make
range. You can make the wall up to 60 feet long, 20 feet high, a Constitution saving throw. On a failed save, you can choose
and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 to wither one of its legs or one of its arms. If you wither a leg,
feet high, and 1 foot thick. The wall is opaque and lasts for the target falls prone and can't stand up for the duration. If
the duration. you wither an arm, the target drops any item it is holding with
When the wall appears, each non-undead creature within that arm, and until the spell ends, it can't use that arm to use
its area must make a Constitution saving throw. On a failed or hold items, to make attacks, or to perform somatic
save, a creature takes 4d8 necrotic damage and has its speed components for spells.
halved until the end of their next turn. On a successful save, it At Higher Levels. When you cast this spell using a spell
takes half as much damage and does not have its speed slot of 3rd level or higher, you can target one additional
halved. humanoid for each slot level above 2nd.
A non-undead creature takes the same damage when it
enters the wall for the first time on a turn or ends its turn
there. The other side of the wall deals no damage.
An undead that passes through either side of the wall has
its speed increased by 10 feet until the end of your next turn.
At Higher Levels. When you cast this spell using a spell
slot of 6th level or higher, the damage increases by 1d8 for
each slot level above 5th.
Weakening Aura
2nd-level necromancy
Casting Time: 1 bonus action
Range: Self (30-foot radius)
Components: V, S
Duration: 1 minute
Classes: Bard, Blackguard, Cleric
You create an aura of negative energy that weakens the life
force of nearby creatures. Creatures within 15 feet of you
can't regain hit points and have disadvantage on death saving
throws, saving throws against exhaustion, and saving throws
against effects that would reduce their hit point maximum.
On each of your turns before the spell ends, you can use
your bonus action to temporarily disable the field until the
start of your next turn.
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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