This section features spells that are a part of Kyme's dark fantasy world. Many were first cast in the midst of the War of Extinction, and that dark legacy continues with each invocation.
Necromancy cantrip
Casting Time: 1 bonus action
Range: 15 feet
Components: S, M (a bit or iron quenched in blood)
Duration: 1 round
Classes: Sorcerer, Warlock, Wizard
When you have dealt damage to a creature, you run your hand across your body and a wound appears on the creature. The target must succeed on Constitution saving throw or bear the wound and suffer its effects. The next damage roll for an attack against the target creature, one of the damage die can be rerolled. You must use the new total. The wound then disappears.
The number of rerolled die increases by 1 when you reach 5th Level (2), 11th level (3), and 17th level (4).
4th-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: S, M (a braided wire or bit of food)
Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Warlock
Choosing a creature you can see within range you begin to strangle the life from it. The creature must succeed on a Constitution saving throw or the creature begins to gasp for air, taking 6d6 necrotic damage and becomes incapacitated and cannot speak. On a success the creature takes half the damage and no additional effect. The creature can repeat the save at the end of their turn, ending the effect on a success. On each of your turns you can use your action to deal an additional 3d6 necrotic damage to the creature. If the creature is under the effect of the spell for 1 minute, it falls unconscious for 1 minute. The creature will wake if it takes damage or a creature uses its action to wake them.
3rd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a handful of nails)
Duration: Instantaneous
Classes: Cleric, Warlock, Wizard
You choose creature you can see within range as a coffin magically forms around them. The target must make a Dexterity saving throw. On a failure the creature is locked inside and restrained as nails pierce the coffin and the creature takes 4d12 piercing damage. Until the start of its next turn the creature is considered in total cover. On a success the creature takes half as much damage and the coffin decays instantly.
An undead creature that is below its max hit points has disadvantage on its saving throw against this spell.
6th level necromancy
Casting Time: 10 Minutes
Range: Self
Components: V, S, M (a piece of the type of creature that is the focus of the spell which is consumed)
Duration: Concentration, up to 10 minutes
Classes: Cleric, Warlock, Wizard
You instill a mote of necromantic energy into a dead creature that is on the same plane of existence as you, that is not undead. You can then sense through the creature's senses for the duration of the spell. You must know the creature that is the target of the spell. There is a 25 percent chance that the spell will animate the body, which will use the zombie or skeleton stats as determined by the DM. You can then use a bonus action to control the creature or have it carry out a course of action.
7th-level conjuration
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: 1 round
Classes: Druid
This spell creates a magical link between a 10 foot sphere of water within range and another body of water, at any distance, on the same plane of existence. You must have seen or touched the destination body of water at least once before. For the duration, any creature can step into the target water and exit from the destination water by using 5 feet of movement.