TEXT:  
  i 
   
   
   
  Codex Three of the Enchiridia Mysteria 
  
   
  ii 
   
  Legalese 
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the 
  USA and other countries. 
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2018 by Mark Burton (a.k.a. Lord Rumfish) and published under 
  the Community Content Agreement for Dungeon Masters Guild.  
   
   
   
   
  Design: Mark “Lord Rumfish” Burton. 
   
  Art: DMs Guild Creator Resources presented by Wizards of the Coast, Black and White Stock 
  Art featuring David Lewis Johns and Luigi Castellani, Character Stock Art featuring David Revoy presented by Arcana 
  Games, Character Stock Art II featuring Christof Grobelski and Tan Ho Sim, Fantasy Art Pack featuring David Revoy, 
  Planar Art Pack: The Planes, Spheres, and Aether presented by Arcana Games, “Arcana Games” Dungeon Masters 
  Guild Logo Pack presented by Arcana Games, and the following artists hosted by Pixabay: account 12019. 
   
  Proofing: Lord Rumfish, Mary. 
   
  Special thanks: See Foreword. 
   
  
   
  iii 
   
  FOREWORD 
   
  I am no stranger to death. I have personally witnessed about 30 funerals, visitations, and memorial 
  services, and these constant reminders of my own mortality could be quite depressing and macabre if I 
  allowed them to be. The other side, of course, is that death would not exist without life. These losses, 
  and the cycle of growth and death, are given meaning by the perceptions allowed by life. I prefer to 
  spend my time in celebration of this short linear time I get to be alive, in full knowledge that I must 
  make good use of it with the inexorable approach of death. 
   
  Stated briefly: life and death are one and the same, and neither negates the other. 
   
  Welcome to Codex Three of the Enchiridia Mysteria. In this collection of 25 new spells about life, death, 
  and undead you will find both good and evil. Almost every spell is necromancy within this codex (with 
  one conjuration), as the focus is so clearly within the domain of life and death. The classic spells Disrupt 
  Undead and Malison have returned, and the rest are brand-new. While there are indeed foul spells of 
  the vilest necromancy within this enchiridion, there are also selfless spells of healing that even the 
  purest could not find fault in. This contrast is sharpest on the paladin spell list, where Oathbreaker 
  paladins get access to terrible magic, right next to the most unreproachable healing magic. Clerics and 
  wizards gain the most, but all spellcasting classes benefit from the options here. 
   
  Mom and Dad aren’t getting any younger, and Dad has been living on borrowed time for most of my life. 
  I’ve always appreciated them, but I hope I can be a comfort to them or at least of some use as they sail 
  into their retirement and twilight years. They have always been there for me, and I hope I can do the 
  same for them. My friends and playtesters seem to have all grown up and become adult-shaped people, 
  and I am glad I still get to see any of them. Special mention to Tim and Rachel, two of my friends who 
  have never met each other, for their seniority and maturity in my life. Also, they have both taught me 
  that being an adult doesn’t have to mean a lack of fun, just a lack of time. 
   
  To Mary, who has suffered so much death: life is still beautiful, and those who have died are still there in 
  the past, cheering you on. Death isn’t the most interesting part of the journey, and it is nothing to be 
  afraid of when there is still life to be lived. It doesn’t mean we don’t mourn or that it has no impact, but 
  death is one more thing among many, and it cannot change time. 
   
  Gabriel, I know it is difficult to see at your age, but death always waits nearby. Be both cautious of your 
  own mortality, and at the same time make the best of your life. If an accident or carelessness doesn’t 
  shorten it, you’ll have more time than you think, so brush your teeth! Necrotic damage to the mouth is a 
  quick downward spiral for your Constitution score. 
  
   
  iv 
   
  Table of Contents 
  Legalese ......................................................................................................................................................... ii 
  FOREWORD .................................................................................................................................................. iii 
  SPELL LISTS .................................................................................................................................................... 1 
  SPELLS BY SAVING THROW ........................................................................................................................... 4 
  SPELLS ........................................................................................................................................................... 5 
  ANNIHILATE UNDEAD ............................................................................................................................... 5 
  BLOODHEAL POTION ................................................................................................................................. 5 
  BRAMBLEBURST ........................................................................................................................................ 5 
  CORPSE LUNGE.......................................................................................................................................... 5 
  DISRUPT UNDEAD ..................................................................................................................................... 6 
  DIVERT DEATH ........................................................................................................................................... 6 
  FACE ME IN DEATH ................................................................................................................................... 6 
  FADE AND FEED ......................................................................................................................................... 7 
  FINAL STAND ............................................................................................................................................. 7 
  GIVE ME A HAND....................................................................................................................................... 7 
  INSTANT DEATH ........................................................................................................................................ 8 
  KELEMVOR’S SHIELD ................................................................................................................................. 8 
  MALISON ................................................................................................................................................... 8 
  MARTYR’S ABSOLUTION ........................................................................................................................... 9 
  NECROPROSTASIA ..................................................................................................................................... 9 
  REVIVE ANIMAL ......................................................................................................................................... 9 
  REMOVE CONTAGION ............................................................................................................................... 9 
  REVIVING TRANSFER ............................................................................................................................... 10 
  SEVER THE CYCLE .................................................................................................................................... 10 
  SOUL SHIELD ........................................................................................................................................... 10 
  SUDDEN ILLNESS ..................................................................................................................................... 11 
  VAMPIRIC BLADE ..................................................................................................................................... 11 
  WARDING VIGOR .................................................................................................................................... 11 
  WHISPER OF DEATH ................................................................................................................................ 12 
  WRACKING PAIN ..................................................................................................................................... 12 
   
  
   
  1 
   
  SPELL LISTS 
   
  Bard Spells 
    
  CANTRIPS 
  Divert Death 
  Remove Contagion 
   
  1st LEVEL 
  Bloodheal Potion 
  Warding Vigor 
   
  2nd LEVEL 
  Reviving Transfer 
   
  4th LEVEL 
  Malison 
  Necroprostasia 
   
  5th LEVEL 
  Wracking Pain 
   
  Cleric Spells 
    
  CANTRIPS 
  Disrupt Undead 
  Divert Death 
  Fade and Feed 
  Remove Contagion 
   
  1st LEVEL 
  Bloodheal Potion 
  Corpse Lunge 
  Warding Vigor 
   
  2nd LEVEL 
  Reviving Transfer 
   
  3rd LEVEL 
  Soul Shield 
  Sudden Illness 
   
  4th LEVEL 
  Necroprostasia 
   
  5th LEVEL 
  Give Me a Hand 
  Wracking Pain 
   
  6th LEVEL 
  Kelemvor’s Shield 
   
  7th LEVEL 
  Annihilate Undead 
  8th LEVEL 
  Sever the Cycle 
   
  9th LEVEL 
  Face Me in Death 
   
   
  Druid Spells 
    
  CANTRIPS 
  Disrupt Undead 
  Divert Death 
  Remove Contagion 
   
  1st LEVEL 
  Bloodheal Potion 
  Brambleburst 
   
  2nd LEVEL 
  Reviving Transfer 
   
  3rd LEVEL 
  Revive Animal 
  Sudden Illness 
   
  4th LEVEL 
  Necroprostasia 
   
  7th LEVEL 
  Annihilate Undead 
   
  8th LEVEL 
  Sever the Cycle 
   
   
  PALADIN Spells 
   
  1st LEVEL 
  Vampiric Blade(*) 
  Warding Vigor 
   
  2nd LEVEL 
  Reviving Transfer(*) 
   
  3rd LEVEL 
  Final Stand 
  Soul Shield(*) 
   
  4th LEVEL 
  Necroprostasia 
   
  5th LEVEL 
  Give Me a Hand(*) 
  Martyr’s Absolution 
   
  (*) Oathbreaker paladin only. 
  
   
  2 
   
  Ranger Spells 
   
  3rd LEVEL 
  Revive Animal 
   
  4th LEVEL 
  Necroprostasia 
   
   
   
  Sorcerer Spells 
    
  CANTRIPS 
  Disrupt Undead 
  Divert Death 
  Remove Contagion 
   
  1st LEVEL 
  Corpse Lunge 
  Warding Vigor 
  Whisper of Death 
   
  2nd LEVEL 
  Reviving Transfer 
   
  3rd LEVEL 
  Soul Shield 
  Sudden Illness 
   
  4th LEVEL 
  Malison 
  Necroprostasia 
   
  5th LEVEL 
  Wracking Pain 
   
  6th LEVEL 
  Kelemvor’s Shield 
   
  7th LEVEL 
  Annihilate Undead 
   
  8th LEVEL 
  Sever the Cycle 
   
  9th LEVEL 
  Instant Death 
   
   
   
  Warlock Spells 
   
  CANTRIPS 
  Divert Death 
  Remove Contagion 
  1st LEVEL 
  Bloodheal Potion 
  Corpse Lunge 
  Warding Vigor 
  Whisper of Death 
   
  2nd LEVEL 
  Reviving Transfer 
   
  3rd LEVEL 
  Soul Shield 
  Sudden Illness 
   
  4th LEVEL 
  Malison 
   
  5th LEVEL 
  Wracking Pain 
   
  6th LEVEL 
  Kelemvor’s Shield 
   
  8th LEVEL 
  Sever the Cycle 
   
  9th LEVEL 
  Face Me in Death 
  Instant Death 
   
   
  Wizard Spells 
    
  CANTRIPS 
  Disrupt Undead 
  Divert Death 
  Remove Contagion 
   
  1st LEVEL 
  Corpse Lunge 
  Warding Vigor 
  Whisper of Death 
   
  2nd LEVEL 
  Reviving Transfer 
   
  3rd LEVEL 
  Soul Shield 
  Sudden Illness 
   
  4th LEVEL 
  Malison 
  Necroprostasia 
   
  5th LEVEL 
  Give Me a Hand 
  Wracking Pain 
  
   
  3 
   
   
  6th LEVEL 
  Kelemvor’s Shield 
   
  7th LEVEL 
  Annihilate Undead 
   
   
   
  8th LEVEL 
  Sever the Cycle 
   
   
  9th LEVEL 
  Face Me in Death 
  Instant Death 
  
   
  4 
   
  SPELLS BY 
  SAVING THROW 
   
  STRENGTH (0) 
   
  DEXTERITY (0) 
   
  CONSTITUTION (8) 
  Brambleburst 
  Fade and Feed 
  Give Me a Hand 
  Instant Death 
  Remove Contagion 
  Sudden Illness 
  Whisper of Death 
  Wracking Pain 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  INTELLIGENCE (0) 
   
  WISDOM (3) 
  Final Stand 
  Reviving Transfer 
  Sever the Cycle 
   
  CHARISMA (2) 
  Annihilate Undead 
  Martyr’s Absolution 
   
   
  
   
  5 
   
  SPELLS (25 total) 
   
   
  ANNIHILATE UNDEAD 
  7th level necromancy 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You create a burst of positively-charged life 
  energy in a 60-foot radius within range. Undead 
  creatures in that radius must make Charisma 
  saving throws or take 16d6 radiant damage. 
  Undead who succeed take only half damage. 
  Any undead brought to 0 hit points by this spell 
  is annihilated, leaving only their possessions. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 8th level or higher, this spell deals 
  3d6 additional radiant damage for each slot 
  level above 7th. 
   
   
  BLOODHEAL POTION 
  1st level necromancy 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, S, M (drops of your own blood, 
  plus a vial or flask to hold the potion) 
  Duration: 30 days 
    
  You turn some of your blood into a magical 
  potion to heal wounds. You take 1 damage and 
  lose 1 point of your maximum hit points, which 
  cannot be recovered if the potion is still active. 
  In exchange, you produce a potion that heals 
  the imbiber for 1d6 HP. 
   
  You cannot have more than 5 of these potions 
  active, nor can you cast this spell more than 5 
  times in a single day. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, the potion 
  heals 1d6 more HP and you lose 1 more max HP 
  for each slot level above 1st. 
   
  BRAMBLEBURST 
  1st level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  A target creature you can see is suddenly 
  afflicted with growths of thorny vines that erupt 
  from under its skin. The target must make a 
  Constitution saving throw, taking 2d8 magical 
  slashing damage on a failure or half damage on 
  a success. An undead creature is particularly 
  susceptible to having plants take root inside it 
  and has disadvantage on its saving throw. 
   
  A creature that fails its save has disadvantage 
  on attacks, checks, and Dexterity saving throws 
  until it or another creature spends an action to 
  tear the vines away. This deals an additional 
  2d4 magical slashing damage to the creature 
  unless the creature removing the vines 
  succeeds on a Medicine check equal to your 
  spell save DC. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, increase the 
  initial slashing damage by 1d8 and the removal 
  slashing damage by 1d4 for each slot level 
  above 1st. 
   
  CORPSE LUNGE 
  1st level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a piece of a dead 
  humanoid creature) 
  Duration: Instantaneous 
  
   
  6 
   
  A corpse you can see suddenly lurches to make 
  a melee attack against a creature within 5 feet 
  of it. Roll a melee spell attack for the corpse to 
  hit an adjacent target. Unless the creature is 
  somehow immune to being surprised, the 
  attack gains advantage. 
   
  On a hit, the target struck takes 1d8 plus your 
  spell ability modifier bludgeoning damage, and 
  1d6 psychic damage. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, increase the 
  psychic damage by 1d6 for each slot level above 
  1st. 
   
   
   
  DISRUPT UNDEAD 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You fire a beam of positively-charged 
  necromantic energy towards an undead foe, 
  disrupting its essence. Make a ranged spell 
  attack roll against an undead target. If you hit, 
  the target takes 2d6 radiant damage. This spell 
  has no effect if the target is not undead. 
   
  This spell’s radiant damage increases by 2d6 
  when you reach 5th level (4d6), 11th level 
  (6d6), and 17th level (8d6). 
   
   
  DIVERT DEATH 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You conjure the very essence of death out of a 
  dying creature, and channel it into an attack. 
  First, you must target a dying creature. That 
  creature removes one failed death saving 
  throw, if any. This does not stabilize it, but it 
  delays death. 
   
  If you successfully remove a failed death saving 
  throw, you must then fire a ray of sickly brown 
  necrotic energy towards another creature. The 
  beam must be aimed at another creature, even 
  if that is yourself. Make a ranged spell attack 
  roll. If you hit, the target takes 1d8 necrotic 
  damage. 
   
  This spell’s necrotic damage increases by 1d8 
  when you reach 5th level (2d8), 11th level 
  (3d8), and 17th level (4d8). 
   
   
  FACE ME IN DEATH 
  9th level necromancy 
  Casting Time: 1 hour 
  Range: Self 
  Components: V, S, M (black onyx gemstones 
  worth a total of 10,000 gp, which the spell 
  consumes) 
  Duration: 1 year and 1 day 
    
  
   
  7 
   
  You set a powerful and terrible ritual in motion, 
  waiting to take place upon your death. The next 
  time you die during the spell’s duration, at the 
  beginning of your next turn you return fully 
  healed as an undead creature, zombie-like in 
  appearance. 
   
  Your type changes to undead, you gain 
  immunity to poison damage and the poisoned 
  condition, and you gain a natural Strength-
  based slam attack you are considered proficient 
  with. The slam attack deals 1d6 + Str modifier 
  bludgeoning damage plus 2d8 necrotic damage. 
   
  Once you have risen as an undead being in this 
  way, you cannot become alive again without 
  some form of divine intervention. The change is 
  instantaneous and cannot be dispelled. 
   
  FADE AND FEED 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  This spell siphons life energy from a foe to heal 
  you or an ally.  A target creature within range 
  must make a Constitution saving throw or take 
  1d4 necrotic damage.  If the creature takes 
  damage, you or an ally within range heal hit 
  points for an amount equal to the damage 
  dealt. 
   
  This spell’s necrotic damage increases by 1d4 
  when you reach 5th level (2d4), 11th level 
  (3d4), and 17th level (4d4). 
   
  FINAL STAND 
  3rd level necromancy 
  Casting Time: 1 minute 
  Range: Self 
  Components: V, S 
  Duration: 24 hours 
    
  You create a mighty undercurrent attached to 
  your life essence. If you die while this spell is 
  active, the energy of the final moments of your 
  life and death explode outwards in necromantic 
  energy. Enemy creatures within an 80-foot 
  radius of the spot where you died must make 
  Wisdom saving throws or take 10d6 necrotic 
  damage. Those who succeed take half damage.  
   
  Allied creatures within the same radius are 
  healed for 10d6, your final gift to them before 
  passing beyond the veil. You are destroyed so 
  completely by this spell that no trace of your 
  body remains. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, increase the 
  damage and healing done by 2d6 for each slot 
  level above 3rd. 
   
   
  GIVE ME A HAND 
  5th level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a set of fingernails from a 
  humanoid hand, which the spell consumes) 
  Duration: Instantaneous 
    
  
   
  8 
   
  You target a creature’s hand, causing it to rot 
  off and serve you. The target creature takes 
  6d10 necrotic damage, and if it took any of this 
  damage it must make a 
  Constitution saving throw. On 
  a failure, one of the creature’s 
  hands rots off, or (if it has no 
  hands) one hand-like 
  appendage rots away, such as 
  a tentacle. Any object held in 
  that hand is dropped. 
   
  If the creature loses a hand, it 
  animates into a crawling claw 
  (MM p.44) which serves you 
  faithfully until it is destroyed. 
  The crawling claw 
  understands spoken 
  instructions in Common and 
  carries them out dutifully but 
  maliciously. 
   
   
  INSTANT DEATH 
  9th level necromancy 
  Casting Time: 1 reaction, 
  which you take in response to 
  a visible enemy attacking you 
  or casting a spell on you 
  Range: 400 feet 
  Components: V 
  Duration: Instantaneous 
    
  You immediately engulf the 
  target trying to harm you with deadly necrotic 
  energy. The target must make a Constitution 
  saving throw, and on a failure takes 6d10 + 50 
  points of necrotic damage. On a successful save, 
  the target takes half damage. If this damage 
  reduces the target to 0 hit points, it is dead and 
  cannot be revived except with a Wish combined 
  with True Resurrection. 
   
  If this damage kills the target, it stops the attack 
  or spell that would have affected you. 
   
   
  KELEMVOR’S SHIELD 
  6th level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (one ounce of 
  your own dead flesh, which can be hair 
  or nail trimmings) 
  Duration: 24 hours 
    
  You reshape the energy of your life 
  essence, taking a great risk to bolster 
  yourself. For the duration, you have 
  resistance to all damage. However, all 
  damage that you take reduces your 
  maximum hit points by an equal 
  amount until you take a long rest 
  (effectively, you lose maximum HP 
  rather than taking normal wounds). 
  Greater Restoration can restore your 
  maximum HP, and temporary hit points 
  can offset the effect. 
   
  MALISON 
  4th level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: 1 minute 
    
  You cause a fell curse to fall upon 
  creatures within a 30-foot radius within range. 
  All creatures in the area suffer -1 to AC and 
  saving throws for the duration. This penalty 
  does not stack with itself. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 8th level or higher, the penalty 
  increases to -2 to AC and saving throws, and the 
  duration extends to 1 hour. 
  
   
  9 
   
   
  MARTYR’S ABSOLUTION 
  5th level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Instantaneous 
    
  Touching an afflicted creature, you heal them of 
  all conditions and detrimental magic, but you 
  may be afflicted in turn. An unwilling creature 
  requires a melee spell attack to touch.  
   
  The creature you touch has all conditions 
  except for invisibility removed, ongoing 
  diseases are cured, and detrimental magic with 
  an ongoing effect that was cast by a foe is 
  effectively dispelled. 
   
  You must make a Charisma saving throw, with 
  disadvantage if any of the spells you dispelled 
  were 6th level or higher. If you succeed, you 
  have no negative effects. If you fail, you are 
  afflicted by every condition and spell you just 
  removed from the touched creature. 
   
   
  NECROPROSTASIA 
  4th level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: 8 hours 
    
  You grant a creature some protection against 
  necromancy spells and undead creatures. The 
  next time the target would be negatively 
  affected by a necromancy spell or an undead 
  creature, instead that spell or undead attack 
  has no effect on the target. After this spell has 
  protected the target in this way, the spell ends. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 5th level or higher, you may target 
  one additional creature for each slot level 
  above 4th. 
   
   
  REVIVE ANIMAL 
  3rd level necromancy 
  Casting Time: 30 minutes 
  Range: Touch 
  Components: V, S, M (A diamond worth at least 
  200 gp, which the spell consumes) 
  Duration: Instantaneous 
   
  You return a dead beast you touch to life, 
  provided that it has been dead no longer than 
  10 days. If the creature’s soul is both willing and 
  at liberty to rejoin the body, the creature 
  returns to life with 1 hit point. 
   
  This spell also neutralizes any poisons and cures 
  nonmagical diseases that affected the creature 
  at the time it died. This spell doesn’t, however, 
  remove magical diseases, curses, or similar 
  effects; if these aren’t first removed prior to 
  casting the spell, they take effect when the 
  creature returns to life. 
   
  This spell closes all mortal wounds, but it 
  doesn’t restore missing body parts. If the 
  creature is lacking body parts or organs integral 
  for its survival—its head, for instance—the spell 
  automatically fails. 
   
   
  REMOVE CONTAGION 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  
   
  10 
   
  One target creature within range must make a 
  Constitution saving throw. On a failure, it takes 
  2d4 necrotic damage as bacteria and viruses are 
  purged from its system, including helpful 
  bacteria. 
   
  If the creature is suffering from a disease and 
  took necrotic damage from this spell, that 
  creature may make a Constitution saving throw 
  with advantage against the DC of the disease. 
  On a success, the disease will not progress for 
  24 hours. If successful saving throws against the 
  disease remove penalties or count towards 
  curing it, this saving throw applies towards it. 
  Even on a failure, it will not worsen the disease. 
   
  This spell’s necrotic damage increases by 2d4 
  when you reach 5th level (4d4), 11th level 
  (6d4), and 17th level (8d4). You have the option 
  to deal 2d4 instead of this amount. 
   
   
  REVIVING TRANSFER 
  2nd level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You drain life essence from a nearby creature 
  and send it to another creature, although most 
  of the energy is lost in the transfer. The first 
  target of this spell must make a Wisdom saving 
  throw or take 4d6 necrotic damage, or half as 
  much on a successful save. 
   
  If the first target took any necrotic damage, a 
  second target creature is healed for 1 HP. While 
  not much, it can be enough to get an 
  unconscious ally back into the fray! 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, increase the 
  necrotic damage by 1d6 for each slot level 
  above 2nd, and increase the healing by 1 point 
  for each slot level above 2nd. 
   
   
  SEVER THE CYCLE 
  8th level necromancy 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a piece of a golem) 
  Duration: Instantaneous 
    
  You curse the soul of a creature that you can 
  see within range, attempting to remove it from 
  the cycle of life. The target takes 5d8 necrotic 
  damage and must make a Wisdom saving 
  throw. 
   
  On a failed save, the creature cannot regain hit 
  points, whether from short rests, by spending 
  hit dice, long rests, magical spells, potions, 
  innate regeneration, etc. The creature can’t 
  recover from disease naturally, and always fails 
  death saving throws. A creature who dies while 
  still affected by this spell cannot be raised or 
  resurrected. 
   
  At the end of every 30 days, the creature can 
  repeat its saving throw against this spell. If it 
  succeeds on its saving throw, the spell ends. 
   
  The spell can also be ended by Greater 
  Restoration or Wish. 
   
   
  SOUL SHIELD 
  3rd level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 8 hours 
    
  You bring forth a host of souls that fly around 
  you in a sphere, protecting you from harm. The 
  
   
  11 
   
  shield has 5d6 HP and absorbs all damage that 
  would be dealt to you. Damage from 
  nonmagical bludgeoning, piercing, or slashing 
  attacks do only half damage to the shield due to 
  its ghostly nature. 
   
  If a damage source exceeds the shield’s HP, it 
  causes the spell to end and the remaining 
  damage is dealt to you. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 4th level or higher, increase the 
  shield’s HP by 2d6 for each slot level above 3rd. 
   
   
  SUDDEN ILLNESS 
  3rd level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: 1 minute 
    
  A target creature you can see suddenly 
  becomes violently ill in some way. The target 
  must make a Constitution saving throw, and on 
  a failure, they take 5d10 poison damage.  
   
  Additionally, roll a d10 to determine a condition 
  that afflicts them: 1 paralyzed, 2 stunned, 3 
  restrained, 4 – 10 poisoned. At the end of each 
  of the target’s turns, it must make another 
  Constitution saving throw. On a success, the 
  spell ends. 
   
  On a successful save, the target takes half 
  damage and does not suffer an affliction. 
   
  VAMPIRIC BLADE 
  1st level necromancy 
  Casting Time: 1 bonus action 
  Range: Self (one melee weapon you wield) 
  Components: V, S 
  Duration: 10 minutes 
    
  A sanguine glow surrounds your chosen melee 
  weapon. Whenever you deal damage in melee 
  with the imbued weapon, you are healed for 2 
  HP. This healing only triggers once per attack, 
  no matter how many creatures the attack hit. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 3rd level or higher, you may cast 
  this spell on a willing target within touch range 
  rather than yourself. They are affected as if they 
  had cast the spell on themselves. 
   
   
   
  WARDING VIGOR 
  1st level necromancy 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
    
  You bolster yourself or an ally with false vigor 
  that can fool even the powers of the undead. 
  For the duration, the target gains 3d4 + 4 
  temporary hit points. 
   
  As long as the target has these temporary hit 
  points, they have resistance to necrotic 
  damage. 
   
  Necrotic damage always targets these 
  temporary hit points first. For example, if a 
  vampire bit the target, the necrotic damage 
  from the bite would affect the temporary HP 
  first, then the piercing damage would apply. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, increase the 
  temporary hit points by 5 for each slot level 
  above 1st. 
   
   
  
   
  12 
   
  WHISPER OF DEATH 
  1st level necromancy 
  Casting Time: 1 action 
  Range: 60-feet 
  Components: V, S 
  Duration: Instantaneous 
    
  You channel part of a fell word of power as 
  black mist pours out of your mouth, causing 
  weak targets to die and strong targets to suffer. 
   
  Choose one target creature within range.  If 
  that creature has a CR (Challenge Rating) of 1/8 
  or less, it instantly withers and dies. A target 
  that is immune to necrotic damage is immune 
  to this spell. 
   
   A stronger foe must make a Constitution save, 
  and on a failure takes 2d6 necrotic damage.  On 
  a success, the target takes half damage. 
   
  At Higher Levels: When you cast this spell using 
  a spell slot of 2nd level or higher, consult the 
  following table: 
   
   
  WRACKING PAIN 
  5th level necromancy 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
    
  You create a burst of necromantic energy in a 
  20-foot radius within range. Creatures within 
  the area must make Constitution saving throws.  
   
  Those who fail are wracked with terrible 
  crippling pain, and have disadvantage on attack 
  rolls and checks, cannot take reactions, and 
  their speed is reduced to half. 
   
  Affected targets concentrating on spells must 
  make concentration rolls as if they had taken 
  damage (Constitution save, DC equal to your 
  spell save DC). Any time an affected creature 
  tries to cast a spell, they must make the same 
  concentration roll, or the spell is lost. 
   
  Those who succeed process the pain rapidly, 
  taking 2d8 necrotic damage but without 
  lingering pain. The spell then ends for them. 
  Spell Slot 
  CR Killed 
  Necrotic Damage 
  2nd 
  1/4 
  3d6 
  3rd 
  1/2 
  4d6 
  4th 
  1 
  5d6 
  5th 
  2 
  6d6 
  6th 
  3 
  7d6 
  7th 
  4 
  8d6 
  8th 
  5 
  9d6 
  9th 
  6 
  10d6 
  
   
  13 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Lord Rumfish/Codex 3 of the Enchiridia Mysteria - Mortality Magic.pdf