Embalm

Today's spell of the week is the 2nd level necromancy spell, embalm! This isn't our first necromancy spell; that title belongs to consume memories. Consume memories is a higher-level spell, which is a shame because it doesn't address a serious problem within the universal spell list. As of this article being written, there are only 12 necromancy spells of a spell level lower than 3rd, only 8 of which are leveled, and only 3 of which deal damage. And out of those 3 damage-dealing spells, only 1 of them is 2nd level and it was just introduced by Strixhaven! This makes playing necromancy specialists, namely wizards of the school of necromancy, difficult and constrictive during levels 1-4. Thus, we're offering our own addition to homebrewed low-level necromancy spells to give this school of magic some much-needed padding.

This spell serves as an effective damage spell with additional utility for budding necromancers in need of some heat. The target can be a creature or a corpse; if it's a creature, it must make a Constitution saving throw or take 4d8 poison damage, as well as become poisoned until the end of its next turn. If it succeeds, it takes half the damage. If the damage reduces the target to 0, or if the target was a corpse, its face contorts into a pained grimace and they cease decomposing for a year (and a day)! 

This spell is intended to be a damaging alternative to the only damaging 2nd level necromancy spell and upcasting first level necromancy spells. This is why we made its primary appeal the damage; because necromancers need it. Additionally, it serves as a more universally useful alternative to gentle repose if you need that sort of thing. You could even kill a target and bring their embalmed body back to your camp to revivify and interrogate! We hope you enjoy this spell, and we'll see you next time!

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Donate some cadavers and we'll be sure to keep them poisonously looked after!

Embalm

2nd-level necromancy

Casting Time: 1 action

Range: 30 feet

Components: V, S, M (a small fossil)

Duration: Instantaneous

Classes: Cleric, Warlock, Wizard

You reach towards a creature or corpse within range and slowly close your fist, conjuring toxic gasses to enshroud the target. If the target is a creature, it must succeed a Constitution saving throw, or take 4d8 poison damage and be poisoned until the end of its next turn. On a successful save, the target takes half as much damage and is not poisoned.

If the target is a corpse, or if the poison damage reduces a creature to 0 hit points, its body becomes stiff and its face becomes frozen in an agonized, contorted expression. The target’s body will not decay for a year and a day after this spell is cast on it.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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Devourer of Yeenoghu