A Necromancer's Primer: Unleashing the Darkness with Potent Dark Spells

 

Strahd Von Zarovich, the Lord of Barovia, appears, holding a wine glass in one hand. The liquid inside is crimson and moves just a little too slowly to be wine. “I see the mice have come right to the cat this time,” he says, his voice tinged with amusement. “How considerate of you.”

The party's paladin steps forward, brandishing a sword that seems to be made of sunlight. Despite the light of the sword burning him, Strahd stands firm, looking at the party with disappointment. “Well, this was fun while it lasted,” he remarks.

With a flick of his hand, three spectral spirits appear above him. The party gasps as they recognize the spirits: a former party member, a lost lover, and a child they failed to protect. “Time to face your shame, like all the rest,” Strahd growls, and with a gesture, the spirits rush forward.

The paladin turns to run but trips as spectral hands reach out from the ground beneath him and pull him down. The Sunsword clatters to the ground, its light extinguished. The paladin gasps as the hands pull him into the earth, a grave opening like a hungry maw to swallow him. In a matter of moments, the world around them falls silent.

“Pity,” the Devil of Barovia remarks, “I thought these ones would be more fun.” Strahd turns away, and the doors close heavily behind him.

Looking for some dark and devious spells to scare your players, but can’t seem to find just what you want? As a DM for Curse of Strahd, I have run into that numerous times. The lands of Barovia are a dark and terrifying place, and the game elements reflect that. In the years that I have been running this campaign, I have been able to get by by flavoring monsters and spells, but sometimes I feel like I needed a little more dark magic. Something that would feel appropriate with the gothic themes that permeate Ravenloft. Luckily, the Runic Press Patreon has recently done a series of dark and devilish spells in the Necromancer’s Primer Part 1 & 2. This provides 11 spells that are perfect for any necromancer or evil cleric you have in the group. The spells are all fantastic, but one in particular caught my eye



Harrying Souls

4th-level necromancy


Casting Time: 1 action

Range: 40 feet

Components: V, S, M (a bone wrapped in marionette strings)

Duration: Concentration, up to 10 minutes


This spell creates three magical spirits which rise above you and follow you for the duration of the spell. As a bonus action during your turn, you can command all of your spirits, sending each specter to assail a creature of your choice within range. 

A creature can only be assailed by one spirit at a time. A creature being assailed by the spirits must make a Dexterity saving throw, taking 2d8 necrotic damage on a failed save, or half as much on a success. Creatures that fail the save also have disadvantage on their next attack roll or skill check before the start of your next turn. The spirits return to you at the start of each of your turns.
At Higher Levels. When you cast this spell at 5th level or higher, you summon one additional specter for each spell slot level above 4th.


This spell just oozes flavor in the best kinds of ways. The magical spirits can take any form that fits the flavor of your game. Whether that is the ghosts of former friends and companions, or the wailing images of their past failures personified, this spell does a fantastic job of bringing flavor. The effects, a helping of damage as well as a debuff by forcing disadvantage does a good job of creating a useful tool that also brings some challenges to the gameplay. 



Now this is just one of 11 excellent spells found in part 1 and 2 of the primer. These two supplements include:

Harrying Souls: A spell that conjures three magical spirits to assail your enemies.

  • Word of Hate: A damaging necromancy cantrip.

  • Chains of Pain: A spell that links enemies, causing them to share wounds inflicted on each other.

  • Grasp of the Grave: A spell to send your enemies to an early grave.

  • Plus many more exciting and thematic spells.

These spells are part of the magical arsenal available in parts 1 and 2 of the primer, accessible to all members of the Runic Press Patreon. We regularly create and share content to enhance your games and appreciate your support through membership. Even if you decide not to join now, all Runic Press Patreon content will eventually be made free to the public, so don't miss out—subscribe today!