The school of necromancy inDungeons & Dragonsis one of the more dangerous schools of magic. With spells that can manipulate life and death,wizards who specialize in this school of magicare called necromancers. Necromancy spells can be used for saving lives and can cause life-draining necrotic damage.

Necrotic damage is dangerous for players and their enemies, as it is one of the most often unresisted damage types inDungeons & Dragons. With so few foes being resistant to this type of damage, it’s no wonder that some of the spells can deal devastating amounts of damage. Whether casters are creating armies of zombies or cursing their foes necromancy spells are a force to be reckoned with.

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Updated on July 17, 2025, by Mara Cowley:Dungeons and Dragons remains an ever-popular tabletop game, with new and exciting content being steadily released to expand upon the ever-growing worlds, and let players experience brand-new adventures. But, adventures are dangerous, and players will need aid in combat to help them survive the dangers of these worlds. Spells are some of the most useful tools in a player’s repertoire against dangers such as monsters and bandits.Necromancy spellsare just one of the schools and one of the most underestimated. This article already showcases some of these powerful spells, but there are plenty more worth learning. As such, this article has been updated to provide even more proof Necromancy might be the best school.

23Blindness/Deafness

Remove a Valuable Sense From a Foe

In combat, hearing and sight are valuable tools to be able to attack effectively as well as having the chance to avoid incoming attacks. When one of those is taken away, combat may be a bit more of a struggle.

Blindness/Deafness does just that, allowing players to temporarily render an enemy either blind or deaf. If the spell succeeds, it can make the enemy more vulnerable to their attacks, while also impeding their battle prowess.

D&D dragon poison spell

22Ray of Sickness

The Potential to Poison

As it is only a first-level spell, Ray of Sickness does not pack as much of a punch as some of the more late-game spell options. But those on the lookout for useful early-game spells should consider adding this one to their repertoire.

Not only does it deal a decent amount of damage for a first-level spell(2d8),but there is also a possibility that the creature targeted by this spell could bepoisoned if it fails its Constitution saving throw.When a creature is poisoned, it gains disadvantage on attack rolls and ability checks which could be vital in combat.

Baldurs Gate 3 False Life spell card

21False Life

Extra Health

Healing is one of the major mechanics inD&D.It allows players to survive to fight another round, preventing a snowball that could result inthe dreaded TPK(Total Party Kill). In earlier editions, Cure Wounds was a branch in the Necromancy tree, but 5e has since changed that. Of course, that is not to say there are no longer any Necromancy spells to bolster a player’s life force. False Life does just that.

This first-level Necromancy Spell allows players togive themselves 1d4 + 4 temporary hit points,with the amount increasing by 5 for each level above 1st. This spell is a must-take when preparing for a big fight.

Necromancer

20Shadow of Moil

Provides Protection and Damage

Spells normally have the capacity to either harm, heal, or protect, with very few capable of doing more than one. Shadow of Moil is one of the few rare exceptions, as it wreathes its user in protective shadows that give resistance toradiant damagewhile also dealing 2d8 necrotic damage to any foes within 10 feet that attack the caster.

The combination of these two facets makes this spell one every warlock should learn, as they might run into enemies that can deal radiant damage, in which case Shadows of Moil will be near vital.

Gale Baldurs Gate 3 magic

19Harm

Hit Points Reduction

Harm is an aptly named spell, as it does just that. This sixth-level Necromancyspell exclusive to just clericsallows players to output amassive amount of damage to their target.This can total up to 14d6 if they fail their Constitution saving throw, but the target still takes half on a success.

Failing the saving throw has more consequences than just taking more damage. The target’s maximum amount of hit points is reduced for an hour, depending on how much damage they took from the spell. This means they cannot heal their way back to the health they had before, allowing players to whittle them down to nothing.

Princes of the Apocalypse official cover art Wizards of the Coast Humaoids fly across a storm wrecked sky, directed by a winged humanoid.

18Abi-Dalzim’s Horrid Wilting

AOE Damage

Princes of the Apocalypsebrought toD&D5e a new storythat sees the material plane threatened by four prophets who seek to bring the powers and dangers of the elemental plane, as well as a whole host of new spells to choose from, including Abi-Dalzim’s Horrid Writing.

This spell levies devastatingdamage against all creatures in a 30-foot cubecentered on a point that the caster chooses. Each creature other than constructs and undead must succeed a Constitution saving throw, or they will be dealt12d8 points worth of necrotic damage, or half of the roll total should they succeed. Along with dealing a mass amount of damage, any plants in the area immediately wither and die.

A woman with green skin and plant-like hair casts a spell of green energy.

17Wither and Bloom

Healing and Hurting

Just one of the spells in the expansiveCurriculum of Chaos,Wither, and Bloom is one of the few spells that both hurts and heals, setting it apart as a unique necromancy spell, but also one of the best. If players pay attention to their necromancy classes inStrixhaven, they too can learn this spell.

The caster chooses a point within the 60-feet spell range, where a10-foot-radius sphere will fill with necrotic energy, dealing 2d6 necrotic damageto creatures of the caster’s choice, or half of the roll of the creatures succeed on a Constitution saving throw. In addition to dealing that damage, a creature of the caster’s choice can spend one of its unspent Hit Dice, and heal themselves for the amount rolled.

A powerful caster commanding their army of undead.

16Negative Energy Flood

Raises What it Kills

One of the spells that the beholder guild leader Xanathar collected was Negative Energy Flood, another spell for the school of Necromancy. This is more typical of a Necromancy spell, involving the creation of undead thralls to serve the caster.

Warlocks or Wizards who cast this spell deal5d12 points of necrotic damageagainst a creature they can see within range, or only as much if the target passes their Constitution saving throw. If the target dies because of this damage, they don’t stay dead. Instead, they willrise up as a zombie and pursue the closest target to them.Players should take care not to use this spell against enemy undead, as it will instead bolster them with temporary hit points.

A spellcaster looking into their spellbook, the cover glowing with purple runes.

15Create Undead

Create Minions

For players wanting a spell that aligns more withclassical necromancy, look no further than Create Undead. This spell allows players toraise up to three corpses of Medium or Small size,creating loyal thralls to carry out their commands. Higher-level casting allows the user to reanimate more corpses with different variants.

The corpses become ghouls, using the stat block as seen in the Monster Manual. As a bonus action, the caster can issue a command to their ghouls so long as they are within 120 feet. If no commands are given, the creature will simply defend itself against hostiles.

14Soul Cage

Great Versatility

Soul Cage isa truly unique spell, allowing players to snatch the soul of a recently deceased being from wherever their soul was intended to ascend or descend, trapping them in a jar. Once they have the soul in their possession, they can use the soul in a number of ways until the cage is destroyed, or the 8-hour duration expires.