Mass Corpse Explosion

Mass Corpse Explosion

6th-level necromancy

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a severed finger)
Duration: Instantaneous

Up to 6 corpses in range immediately putrefy, exploding in a shower of decaying liquids and rotting flesh. Each target within 5 feet of an affected corpse must make a Dexterity saving throw. On a failed save, a target takes 6d6 acid damage and is poisoned for 1 minute. A poisoned creature can make a Constitution saving throw at the end of each of its turns, ending the poison on a success. On a successful save, a target takes half as much damage and is not poisoned.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

Usable by: Warlock, Sorcerer, Wizard

Walk With Spirits

Walk With Spirits

6th level Necromancy

Casting Time: 1 hour
Range: Self
Components: V, S, M (a bit of a gravestone, and 75gp of incense which is consumed by the spell)
Duration: Concentration, 1 hour

As an action, you enter the realm of the dead, walking with the spirits of those whose bodies lie nearby. Best used in a graveyard or at the site of a battle, this spell allows the caster to s peak with the spirits for advice, knowledge, and guidance. However, it also leaves them vulnerable to retribution from angry ghosts.

When you cast this spelL you phase into the Border Ethereal You may not move more than 100 feet away from the original location where you cast the spell While in the Border Ethereal you call forward the spirits of any bodies interred nearby; you may then ask questions of the spirits as with the speak with dead spell. You may ask each spirit up to five questions before it is released These spirits are much freer to answer than with a typical speak with dead spell; the spirit may have learned something since its death, can speculate on the future, and might be able to suggest what questions to ask ifit is of the desire to do so. These spirits are not required to an51.ver truthfully, unless you command them to, in which case they will answer only three questions. Otherwise, these spirits can be asked five questions, before they are released from the spell.

Once released, the spirit is free to return to rest, or to attack you as a banshee, ghost, or spectre (DM’s choice} You DM has the stats for this creature.

A spirit might attack you if your questions disrespected or angered it, or if the person was antagonistic to you or your kind during life. Most spirits do not like being commanded in any way, and doing such might cause them to become angry. A spirit capable of possession will likely open with that ability, before resorting to other attacks. Once defeated, the spirit dissipates and returns to rest.
Usable by: Cleric, Wizard

Shadow Evocation

Shadow Evocation

6th-level Illusion

Casting Time: Special
Range: Special
Components: V, S
Duration: Special

This spell allows the user to cast any Evocation spell of 1st to 4th level. This invocation isn’t as real as a normal casting, the spell energy being substituted with shadowstuff, so the spells are considered of their base level when cast. E.g. a Fireball cast with Shadow Magic is cast as if a 3rd level spell slot were used.

All other factors involved with the spell are as they are listed above. Casting time, range, and duration are as the original spells, as are saving throws and damage. This spell can only duplicate damaging evocations: no rituals or non-attack effects.

At Higher Levels, When you cast this spell using a spell slot of 7th level or higher, you can duplicate more powerful evocations, a 7th level spell allows you to duplicate 5th level spells like Cone of Cold or Bigby’s Hand (but not Wall of Force or Wall of Stone, because those are damaging evocations), an 8th level spell slot allows 6th level spells and a 9th level slot allows 7th. You may also choose to use a spell slot of 7th level or higher to increase the level of the evocation spell being cast. A 7th level spell slot will produce a fireball cast as a 4th level spell.
Usable by: Sorcerer, Warlock, Wizard

Lesser Disjunction

Lesser Disjunction

6th-level abjuration

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an emerald worth at least 500gp)
Duration: Instantaneous

A weakened version of disjunction, this spell disrupts the magic of a single creature. You choose a single creature within range that you can see, and that creature makes a Dexterity saving throw. On a failure, all magical effects on the creature end, and all of the creature’s carried magical items are stripped of their magic. Sentient items and artifacts are only temporarily depowered, and regain their magic after a short rest.
Attuned magical items affected by this spell can be re-energized by spending a long rest re-attuning to the item. However, non-attuned items (like potions of healing or spell scrolls) are permanently rendered non magical.

At Higher Levels. This spell affects one additional creature per level above 6th.
Usable by: Bard, Druid, Wizard

Necrotic Eruption

Necrotic Eruption

6th-level necromancy

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You magically manipulate a target’s necrotic cyst, causing it to spasm and erupt, spewing a fountain of virulent necrotic tissue. The target makes a Constitution saving throw. The target takes 10d8 necrotic damage on a failed save, or half as much damage on a successful one. If the save is successful, the target is no longer infected by a necrotic cyst.

All creatures within a 30-foot-radius of the target must make a Dexterity saving throw or be subject to the necrotic cyst spell.

A creature killed by this spell becomes a skulking cyst in 1d4 hours.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d8 for each slot above 6th.

Usable by: Cleric, Sorcerer, Warlock, Wizard