Necromancy Spells in Pathfinder Wrath of the Righteous is one of the school classes of magical spells that are featured in the game. The School of Necromancy magic consists of spells that manipulate the power of death, unlife, and the life force. A spell is a one-time magical effect. Other school categories include Abjuration Spells, Conjuration Spells, Illusion Spells, Divination Spells, Enchantment Spells, Evocation Spells, Transmutation Spells and Necromancy Spells.
Spells come in two types: Arcane (cast by bards, sorcerers, and wizards) and Divine (cast by clerics, druids, and experienced paladins and rangers) Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.Most spellcasters prepare spells in advance-whether from a spellbook or through prayers-while some cast spells spontaneously without preparation.
Necromancy Spells
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Waves of Exhaustion
Necromancy
Inflict Moderate Wounds, Mass
Necromancy
Inflict Serious Wounds, Mass
Necromancy
Level 8
Death Clutch
Necromancy
Embrace of Death
Necromancy
Horrid Wilting
Necromancy
Soulreaver
Necromancy
Level 9
Inflict Critical Wounds, Mass
Necromancy
Negative Eruption
Necromancy
Wail of the Banshee
Necromancy
Pathfinder Necromancy Spells
Quick Search of All Necromancy Spells
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Spell |
Description |
Level |
Animate Dead |
This spell raises 1d4+2 undead skeletal champions. They appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. | 4 |
Banshee Blast |
You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of damage per caster level (maximum 15d4); a successful Reflex save halves this damage. Any creature that fails its Reflex save must succeed at a Will save or become panicked for 1 round/level. | 6 |
Bestow Curse |
You place a curse on the subject. Choose one. | 4 |
Bestow Curse, Greater |
You place a curese on the subject. Choose one of the following: Greater Curse of Feeble Body -- The subject suffers a -12 penalty to Constitution score.Greater Curse of Weakness -- The subject suffers a -12 penalty to Strangth and Dexterity scores.Greater Curse of Idiocy -- The subject suffers a -12 penalty to Interlligence, Wisdom, and Charisma scores.Gretuer Curse of Deterioration -- The subject suffers a -8 penalty on attack rolls,saves, ability checks, and skill checks. | 7 |
Blessing of Undead |
You gain undead immunities, negative energy affinity and DR 5/bludgeoning. | 7 |
Blessing of Unlife |
Your power of unlife lets you temporarily make your own allies similar to undead. for 10 minutes per caster level a chosen ally gains undead immunities, negative energy affinity and DR 5/ Bludgeoning. | 7 |
Blindness |
[Curse] Renders target blind | 2 |
Bone Explosion |
Target's bones explode in the body. If the target fails a Fortitude saving throw, it receives 6 damage per caster level, and all creatures in a 20 feet radius receive 1d6 damage per caster level (Reflex save halves). If the Fortitude saving throw is successful, the target receives 1d6 damage per caster level, and all creatures in a 20 feet radius receive 1 damage per caster level instead (Reflex save halves). | 5 |
Bone Fists |
The bones of your targets' joints grow thick and sharp, protruding painfully through the skin at the knuckles, elbows, shoulders, spine, and knees. The targets each gain a +1 bonus to natural armor and a +2 bonus on damage rolls with natural weapons, and they deal an additional 1d6 points of piercing damage on successful grapple checks. | 2 |
Boneshaker |
Living creature with skeleton takes 3d6 damage plus 1d6 per 2 levels | 2 |
Boneshatter |
The target's bones (or exoskeleton) splinter, dealing 1d6 points of damage per caster level (maximum 15d6) to the target, which is also exhausted for 1 minute per caster level from the pain and exertion of the transformation. | 4 |
Cause Fear |
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear | 1 |
Circle of Death |
Circle of death snuffs out the life force of living creatures, killing them instantly. The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and HD that are not sufficient to affect a creature are wasted. | 6 |
Consume Undead |
You siphon the power of unlife from the target undead creature. If it's an enemy, it is dealt 1d8 damage per caster level, and you are healed for the same amount. If it's an ally, the damage is maximized to 8 damage per caster level. | 4 |
Consume Fear |
You make the target appear more intimidating, while making it possible to feed on fear. The target gains a bonus on Persuasion checks made to intimidate equal to your caster level. Every round the target is healed for 1 hp for every shaken or frightened enemy in 30 feet radius. | 2 |
Consume Undead |
You siphon the power of unlife from the target undead creature. If it's an enemy, it is dealt 1d8 damage per caster level, and you are healed for the same amount. If it's an ally, the damage is maximized to 8 damage per caster level. | 4 |
Contagion |
The subject contracts one of the following diseases: blinding sickness, bubonic plague, cackle fever, mindfire, or shakes. The disease is contracted immediately (the onset period does not apply). | 4 |
Corrupted Blood |
You are nauseated. Additionally, if you die, you deal 6d6 damage to all creatures in 15 feet radius and apply Corrupted Blood to them. | 3 |
Create Undead |
This spell summons a graveknight or a guardian armor. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. | 6 |
Death Clutch |
Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. A target with 200 or fewer hit points remaining that fails its saving throw is instantly reduced to a number of negative hit points equal to your caster level or its Constitution score – 1, whichever is less negative. The creature is staggered until the beginning of your next turn, at which point it dies. If the affected creature receives a regenerate spell before the beginning of your next turn, the creature gains the normal benefits of that spell and, thanks to its heart’s regeneration, it doesn’t immediately die when your next turn begins. If a creature that dies from death clutch is brought back from the dead by a breath of life or raise dead spell, it must also be targeted with regenerate on the following round to restore its missing heart or be unable to return to life. A target with 201 or more hit points that fails its saving throw manages to keep its heart from leaping out of its chest, but it is still staggered for 1 minute and takes 1d4 points of Constitution drain and 1d4 points of Constitution bleed. |
8 |
Death Ward |
The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. This spells does not remove negative levels that the subject has already gained and does not protect against other sorts of attacks, even if attacks might be lethal. | 4 |
Deny Death |
You place a ward, guarding the target from death. For the next 10 minutes per level if the target dies, it is instead saved, but paralyzed until the end of battle. | 5 |
Destruction |
This spell instantly delivers 10 points of damage per caster level. If the target's Fortitude saving throw succeeds, it instead takes 10d6 points of damage. | 7 |
Disrupt Undead |
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. | 0 |
Doom |
The spell fills single subject with a feeling of horrible dread that causes it to become shaken. | 1 |
Embrace of Death |
You fall into a coma and start receiving 1d6 Constitution drain every round. You can attempt new saving throws every round, and a successful save leaves you staggered for 1 more round and makes you suffer 1d6 Constitution drain. | 8 |
Energy Drain |
This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent. An undead creature struck by the ray gains 2d4 x 5 temporary hit points for 1 hour. |
9 |
Enervation |
You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. IF you hit, the subject gains 1d4 temporary negative levels. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have. chance of becoming permanent, but the negative levels from generation don't last long enough to do so. An undead creature struck by the ray gains 1d4 x 5 temporary hit points per 1 hour. | 4 |
Explosion of Rot |
You call forth a burst of decay that ravages all creatures in the area. Even non-living creatures such as constructs and undead crumble or wither in this malignant eruption of rotting energy. Creatures in the area of effect take 1d6 points of damage per caster level (maximum 15d6) and are staggered for 1d4 rounds. A target that succeeds at a Reflex saving throw takes half damage and negates the staggered effect. Plant creatures are particularly susceptible to this rotting effect; a plant creature caught in the burst suffers a -2 penalty on the saving throw and takes 1 extra point of damage per die. | 4 |
Exsanguinate |
You force the target's blood to overflow in its body. The target receives 1d6 damage per caster level, and makes a Fortitude saving throw. If it fails, the target receives 1d6 Strength damage and 2d6 bleed damage. | 5 |
Eyebite |
Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects | 6 |
Eyes of the Bodak |
Your eyes become filled with unthinkable horrors. For 1 round per caster level, you gain a gaze, giving your enemies in 30 feet a negative level each round. | 4 |
False Grace |
This spell acts like False life, but affects all allies in 30 feet radius and grants 3d10 + caster level temporary hit points. | 6 |
False Life |
Gives 1d10+level temporary hit points (10 maximum) | 2 |
False Life, Greater |
This spell functions as false life, except you gain temporary hit points equal to 2d10 + 1 point per caster level (maximum +20). | 4 |
Fear |
An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round. | 4 |
Feast of Blood |
This spell acts as Exsanguinate, except it affects all enemies in 20 feet radius and grants the caster temporary hit points equal to the maximum damage dealt. | 7 |
Fester |
Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit points or grant temporary hit points. If the target succeeds on a Fortitude saving throw, fester lasts only a single round. | 3 |
Fester, Mass |
This spell functions as fester, except that it affects multiple foes. Fester: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit point s or grant temporary hit points. If the target succeeds on a Fortitude saving throw, fester lasts only a single round. | 6 |
Finger of Death |
This spell instantly delivers 10 points of damage per caster level. If the target’s Fortitude saving throw succeeds, it instead takes 3d6 points of damage + 1 point per caster level. The subject might die from damage even if it succeeds on its saving throw. | 7 |
Flay for Purpose |
Every creature has a purpose in life — and that is to serve you. The target is affected by Repurpose, except the damage is 2d6 per round. After that, the target makes a Fortitude save. If fails, the target takes 10 damage per caster level.nRepurpose: You mark a target with a curse of servitude. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If the target dies during the effect, it is revived after death as an undead creature under your command. | 9 |
Harm |
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. If used on an undead creature, harm acts like heal. | 6 |
Horrid Wilting |
This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8). | 8 |
Inflict Critical Wounds |
When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead area powered by negative energy, this spells cures such a creature of a like amount of damage, rather than harming it. |
4 |
Inflict Critical Wounds, Mass |
Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage +1 point per caster level (maximum +40) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
9 |
Inflight Light Wounds |
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
1 |
Inflict Light Wounds, Mass |
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. | 5 |
Inflict Moderate Wounds |
When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). | 2 |
Inflict Moderate Wounds, Mass |
Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. | 7 |
Inflict Serious Wounds |
When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
3 |
Inflict Serious Wounds, Mass |
This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points damage per caster level (maximum 20d8). Inflict Serious Wounds, Mass Necromancy Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage +1 point per caster level (maximum +35) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
7 |
Life Blast |
When you cast this spell, you draw the life force from the surrounding land and hurl it at your enemies, dealing 1d6 points of positive energy damage per caster level (to a maximum of 12d6 at 12th level) to any undead creatures in the spell's area. | 3 |
Mastery of Flesh |
You know how to deal with both mortal and immortal flesh. When used against an enemy, this spell deals 4d8 + caster level damage to living targets and 2d8 + caster level to undead targets. When used on an ally, it instead heals undead targets for 4d8 + caster level and living targets for 2d8 + caster level. | 3 |
Negative Eruption |
This spell acts as harm spell, but affects all creatures in 30 feet radius. Additionally, all affected undead creatures gain +2 bonus to attack rolls, damage rolls, Will saving throws and twice the caster level temporary hit points. | 9 |
Pernicious Poison |
Target gets -4 on saves against poison. -4 on attempts to cure the target. No save! | 2 |
Plague Storm |
You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. Use the disease’s listed frequency to determine further effects, but the disease’s save DC increases by +2. | 7 |
Poison |
Call upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a succsesful melee touch atack. This poison deals 1d3 Constitution damage per round for 6 rounds. Poisoned creatures can make a Fortitude save each round to negate the damage and end the affliction. | 4 |
Power from Death |
You know how to gain strength from fallen allies and enemies alike. You gain +1 to attack rolls, saving throws and damage rolls for every dead creature in 30 feet radius up to maximum of 3 + 1 per five caster levels. If the bonus is +3 or higher you additionally gain effects of the haste spell. | 3 |
Pox Pustules |
You inflict a painful, itching rash on the target creature. The target is sickened and takes a -4 to Dexterity (this penalty cannot lower Dexterity below 0). | 2 |
Ray of Enfeeblement |
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead. | 1 |
Ray of Exhaustion |
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued becomes as well exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires. |
2 |
Ray of Sickening |
The subject is immediatly sickened for the spell's duration. A successful Fortitude save negates the effect. | 1 |
Repel the Profane |
This spell affects all undead creatures, evil outsiders and divine casters devoted to evil deities. If the target fails a Will saving throw, it's frightened for 1 round per caster level. If the saving throw is successful, the target is shaken for one round. This spell ignores immunity to fear effects. | 4 |
Repurpose |
You mark a target with a curse of servitude. For 1 round per two caster levels, the target is dealt 1d6 damage per round. If the target dies during the effect, it is revived after death as an undead creature under your command. | 5 |
Restore Undead |
This spell fully heals all allied undead creatures. | 7 |
Scare |
All living targets of less than 6HD are frightened for 1 round per level (shaken for 1 round on will save). Dispels remove fear | 2 |
Siphon Life |
This spell works as vampiric touch, expect it's a ranged touch attack in medium range and the amount of damage is 1d6 per caster level.nVampiric touch: You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1 hour later. | 6 |
Slay Living |
You can attempt to slay anyone living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a elee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage +1 point per caster level. The subject might die from damage even if it succeeds at its saving throw. | 6 |
Soulreaver |
This potent death spell deals 1d6 points of damage per caster level (maximum 20d6) to living creatures in the area of effect. | 8 |
Touch of Fatigue |
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell’s duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires |
0 |
Umbral Strike |
You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment). If you hit, the target takes 1d6 points of damage per caster level (maximum 20d6). Half of this damage is cold damage and half of it is negative energy. The bolt’s shadow expands and covers the target, rendering him blind for the duration of the spell. A successful Fortitude save halves the damage and negates the blind condition. |
7 |
Undeath to Death |
This spell functions like circle of death, except that it destroys undead creatures. | 6 |
Vampiric Blade |
You weapon becomes bloodthirsty. It deals 1d6 + caster level additional damage, healing the wielder for the same amount. | 4 |
Vampiric Shadow Shield |
Any creature that strikes you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of negative energy damage + 1 point per caster level (maximum +15). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage. When an attacker takes damage from the spell, you heal a number of hit points equal to 25% of the damage the spell dealt. | 5 |
Vampiric Touch |
Drain 1d6 damage per 2 levels (up to 10d6) from target as temporary hit points. Temporary hit points will disappear in 1 hour | 3 |
Wail of the Banshee |
When you cast this spell, you emit a terrible, soul-chilling scream that possibly kills creatures that hear it (except for yourself). The spell affects up to one creature per caster level, inflicting 10 points of damage per caster level. Creatures closest to the point of origin are affected first. | 9 |
Waves of Exhaustion |
Waves of negative energy cause all living creatures in the spell’s area to become exhausted. This spell has no effect on a creature that is already exhausted. | 7 |
Waves of Fatigue |
Waves of negative energy render all living creatures in the spell's area fatigued. This sell has no effect on a creature that is already fatigued. | 5 |
Wracking Ray |
A ray of sickyl greenish-gray negative energy issues forth from the palm of your hand. Make a ranged touch attack against the target. A creature hit by this spell is wracked by painful spasms as it muscles and sinews wither and twist. The subject takes 1d4 points of Dexterity and Strength damage per 3 caster levels you possess (maximum 5d4 each). This spell cannot reduce an ability score below 1, A successful Fortitude save halves the damage. |
5 |