You commune with the spirits of the dead and gain their knowledge. Until you finish a Long Rest or cast this spell again, you gain one skill proficiency and one tool proficiency of your choice. Additionally, when you cast the spell, you gain knowledge of the area within 1 mile of you.
Choose three of the following facts, you learn those facts as they pertain to the spell’s area:
**The presence and location of any Undead.
**The location of any hallowed ground, like spaces affected by the Hallow spell.
*The details pertaining to deaths that happened within the area in the 7 days.
**The Necromancy spells that have been cast in the area within the last 30 days and the true name, species, description, and caster level of who cast them.
**The details pertaining to historical events that have happened within the last 100 years.
You turn the life force of a creature you can see within range against itself. The target makes a Constitution saving throw. On a failed save, it takes an amount of Necrotic damage equal to 7 rolls of one of its Hit Point Dice and it cannot regain Hit Points until the end of its next turn.
Using a Higher-Level Spell Slot. The number of rolls to determine the damage increases by 1 for every spell slot level above 5
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot. The Bludgeoning damage increases by 1d10 for each spell slot level above 4.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn’t a creature, such as a tree or shrub. It doesn’t make a save, it simply withers and dies.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.
You inject disease into a creature you touch. When you do, choose any number of creatures you can see to be immune to the effect of this spell for the duration. The target makes a Constitution saving throw. On a failed save, it takes 4d8 Necrotic damage and has the Poisoned condition for 1 minute. On a successful save, it takes half as much damage .
A creature Poisoned by this spell is contagious. If a creature that isn’t immune to this spell and isn’t already Poisoned by it starts its turn within 5 feet of a contagious creature, it makes a Constitution saving throw. On a failed save, the creature takes 4d8 Necrotic damage, has the Poisoned condition for 1 minute, and becomes contagious. On a success, the creature is immune to this spell for the duration.
Using a Higher-Level Spell Slot. If you cast this spell using a level 5 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 6+ spell slot, the spell does not require Concentration, and the duration becomes 1 hour (level 6), 8 hours (level 7), 24 hours (level 8), or 7 days (level 9).
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.
You harness the energy released at the moment of death and hurl it as a ray of necromantic power towards a creature within range. Make a ranged spell attack. On a hit, the target takes 5d8 Necrotic damage.
Additionally, after making the spell attack, you can choose to spend up to three of your Hit Point Dice, rolling them and adding the result to the spell’s damage.
Using a Higher-Level Spell Slot. The damage increases by 1d8 and the number of Hit Point Dice you can spend increases by 1 for each spell slot level above 3.
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional Humanoid for each spell slot level above 2.
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.
Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You inject necromantic energy into the body of a creature you can see within range, accelerating the inexorable process of cellular death of its living tissue.
The target must succeed on a Constitution saving throw or take 1d8 Necrotic damage. If the target has one of the following conditions, it takes an additional 1d4 Necrotic damage: Blinded Deafened, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned.
At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th level (4d8 and 4d4).
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
(Cantrip) A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
(Cantrip) Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
You touch a willing creature who isn’t wearing armor. Until the spell ends, the target’s base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.
As a being leaves this world, you channel the energies that tear soul from body in a vengeful burst towards its killer. The creature who reduced another creature to 0 Hit Points takes Force damage equal to the damage dealt (maximum of 10).
Using a Higher-Level Spell Slot. The maximum damage increases by 5 for each spell slot level above 1.
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 1.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.
A ray of deathly-cold energy shoots from you towards a creature you can see within range. The creature makes a Dexterity saving throw. On a failed save, the creature takes 2d8 Cold damage and the temperature of its body plummets, its Speed is halved, it takes a -2 penalty to AC, and it can’t cast spells with Somatic components. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
On a successful save, the creature takes half as much damage only.
This spell has no effect on Undead or Constructs.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.
Tendrils of necromantic energy sink into a creature you can see within range and sap away its health. The target makes a Constitution saving throw. On a failed save, the target takes 3d8 Necrotic damage and it is afflicted by a condition. Roll 1d4 to determine the condition:
1-Blinded /2-Poisoned /3 -Restrained /4-Stunned
At the end of each of its turns, the target repeats the save, ending the condition on itself on a success.
On a successful save, before damage is rolled or the condition is determined, you choose whether the target takes half as much damage only, or if it gains the condition until the end of your next turn instead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.