Tome of Magic
Necromantic Spells
Authorship & Attribution Most of these spells are not original to this site — they have been edited but not created here. Half were created by J.D. Frazer in his HeroQuest II supplement. Others were created by "Maleficient" on Old Scratch's HeroQuest Forum. Summon Undead is original to Milton Bradley. All other unmarked spells are original creations of this site. Attribution badges appear on each spell.

Spells marked Counter may be cast during another character's turn and do not count as the Sorcerer's action.
♠ Maleficient
♣ J.D. Frazer
MB
New
Updated = Original to this site, edited
Black Stigmatization♠ Maleficient
The Sorcerer provokes degeneration and bruises the flesh of all characters in the room. Roll 8 Combat Dice — the total skulls rolled (X) is the maximum Body Points to be distributed as damage. Starting with the character closest to the Sorcerer, each affected character rolls 1 Combat Die per current Body Point, and loses 1 BP for each skull rolled. This continues outward until either all characters have been affected or all X Body Points have been dealt out.
Blaze of Zharr♠ Maleficient
The Sorcerer calls up a room full of black and green necromantic energy. All characters in the room roll 4 Combat Dice — for each skull rolled, all living creatures lose 1 Body Point. The Sorcerer and Undead monsters are unaffected.
Blood Lust♠ Maleficient
One monster immediately rushes to attack the closest character it can see. If it harms a character, it may then attack another adjacent character. If no character is adjacent afterward, it may use its standard move but loses 1 Body Point. Must be cast on a monster with at least 2 Body Points remaining.
Bone SplinterNew
The Sorcerer summons a shard of necromantic bone that pierces one Hero they can see, dealing 1 Body Point of damage. Unless the Hero rolls a 5 or 6 on 1D6, bone fragments weaken their grip and their next attack uses 1 fewer Combat Die (minimum 1).
Chill Wind♣ J.D. Frazer
A bone-chilling wind blows along a straight line originating from the caster, extending as far as they can see. All creatures along the line lose 1 Body Point from the evil wind.
Cloud of Ashes♠ MaleficientUpdated
The Sorcerer summons a magical cloud of black ashes that fills the room or passage. For the next 2 turns, no character may cast any spell targeting a monster within the area of effect.
Coat of Darkness♠ MaleficientUpdated
The Sorcerer wraps themselves in deep magical darkness, becoming protected against any spell cast against them until their next turn. Furthermore, any character who attempts to cast a spell — even one not targeting the Sorcerer — must roll 1 Combat Die. Rolling a Black Shield causes them to lose 1 Mind Point permanently (until restored by magic).
Death Howling♠ MaleficientUpdated
The Sorcerer screams an obscene invocation in an ancient tongue, hardening all Undead minions. Until the end of the Sorcerer's next turn, all Undead monsters in the same room or passage gain +1 Combat Die in attack and +2 Combat Dice in defense.
Desecrate♣ J.D. Frazer
The caster selects up to 6 squares they can see and desecrates them. All Heroes standing on a desecrated square suffer 2 Body Points of damage and miss one turn. The desecration lasts only during the turn it is cast.
Devouring Blade♠ MaleficientUpdated
The Sorcerer endows the melee weapon of one monster with chaotic life-stealing energy. Whenever that monster attacks and deals Body Point damage, those same Body Points are transferred to the monster as healing. Must be cast on a monster holding a melee weapon.
Drain Life♣ J.D. Frazer
All creatures within 2 spaces of the caster lose 1D6 Body Points each — though none may be reduced below 1. The caster must also expend 2 of their own Body Points to complete the incantation. The spell may be resisted by rolling at least 2 skulls on Combat Dice — characters get 1 Combat Die per Mind Point.
Enslavement♠ Maleficient
The target's mind is plagued with chaotic lure and evil thoughts. They roll 2 Combat Dice and lose 1 Mind Point per skull. If a Black Shield is rolled, they also lose their next turn and fall under the Sorcerer's control for one turn — the Sorcerer may move them and perform any physical action (movement, attacking) but may not cast spells through them.
Fearsome Countenance♠ Maleficient
The Undead monster's eyes glow and its hands and weapon drip with blood. Before any character attacks the Fearsome monster, they must roll 1D6 — on a 5 or 6 they may attack normally; otherwise they roll 2 fewer Combat Dice than usual. The effect may be broken by rolling 1D6 per Mind Point — two 6s total (not necessarily on the same turn) break it. The spell Courage cancels this effect.
Impious Regeneration♠ Maleficient
The Sorcerer calls upon necromantic energy to regenerate their fouled flesh. While under this spell, the Sorcerer defends with White Shields only — for each pair of White Shields rolled when defending, they regain 1 Body Point. The Sorcerer rolls a defend roll every turn even if not attacked. The spell lasts n turns, where n equals the number of Body Points the Sorcerer had lost when the spell was cast. The Sorcerer may exceed their starting Body Points with this spell.
Intangibility
The caster becomes intangible — they cannot be attacked with non-magical weapons and cannot attack in return. An intangible character may walk through walls at will. Spellcasting is completely unaffected. An intangible character can still be attacked by any Undead Bane weapon (Spirit Blade, etc.) or any fire-enchanted weapon.
Leeching Tendril
The Sorcerer summons a tendril of necromantic energy that destroys any one Undead creature the Sorcerer chooses. For every 3 Body Points of necromantic energy the tendril absorbs from the destroyed creature, the Sorcerer regains one previously cast spell. The tendril lasts 1D4 turns.
Mist of Despair♠ Maleficient
A mystical mist envelops one character, causing them to fall into helpless fright. The target becomes terrified of all Undead monsters — including the caster — and is unable to melee attack any of them. The spell lasts until the character can no longer see any Undead. Spellcasting and ranged attacks are unaffected.
Recall of the Damned♠ MaleficientUpdated
Roll 1 Combat Die for each Undead monster in the same room as the Sorcerer. For each skull rolled, if that monster is killed in the next round it will be called back to Unlife by the Sorcerer's necromantic will. Place reanimated miniatures on the squares they last occupied — they cannot move or attack until their next turn. Recalled Undead are reanimated at full Body Points.
Resuscitation♠ MaleficientCounter
May be cast during any character's turn on a monster that has just been slain. Necromantic energies flow through the corpse — it immediately rises and attacks the character that killed it. The monster remains on the board as an Undead with 0 Mind Points. The Sorcerer may not attack or cast a spell on their next turn.
Shadow Gathering♠ Maleficient
The Sorcerer is surrounded by a swirling maelstrom of shadows, allowing them to concentrate their power. This spell has no effect when cast, but allows the Sorcerer to simultaneously cast 2 spells on their next turn.
Shroud of Darkness♣ J.D. Frazer
The caster envelops an area within sight in a magical shroud of darkness. The area must be specified and must cover a block 3 squares wide by 3 squares long. The Shroud prevents any creature from using a missile weapon into or out of the area, and limits movement to 2 squares per turn as characters fumble in the darkness. Lasts 1D6 turns.
Soul SiphonNew
The Sorcerer channels Negative Energy to drain the souls of all living characters in a 3-space radius. Each character rolls 1 Combat Die per Mind Point — if no White Shield is rolled, they lose 2 Body Points and 1 Mind Point. The Sorcerer heals 1 Body Point for each character who takes damage.
Summon Plague♣ J.D. Frazer
A horrific plague is called down on one target in sight. The target loses 1 Body Point per turn until death. There is no antidote. The spell may only be resisted by rolling at least 2 skulls on Combat Dice — characters get 1 Combat Die per Mind Point.
Summon UndeadMB
Conjures a group of Undead to protect and surround the spellcaster. Roll 1D6:
1–24 Skeletons
3–43 Skeletons, 2 Zombies
5–62 Zombies, 2 Mummies
Tomb ShroudNew
The Sorcerer envelops a 2×2 square area they can see with a shroud of necromantic energy. Living characters in the area roll 2 Combat Dice — each skull causes 1 Body Point of loss. Undead within the area heal 1 Body Point per turn while inside. Lasts 1D4 turns.
Touch of Leprosy
One Undead creature is infused with this curse. Any Hero who loses at least 1 Body Point to an Undead with this curse must roll 1D6 per current Body Point — a 6 resists. If not resisted, the victim then loses 1 Body Point per turn until death, at which point they become a Servant of Darkness and cannot be reanimated.
Tough♠ Maleficient
The target monster is filled with Necromantic energy. If the monster fails to roll a single Black Shield when defending, it may re-roll 2 additional Combat Dice.
Undead Champion
The Sorcerer calls up a cloud of leeching necromantic energy that destroys every Undead creature in the room except one (the Sorcerer's choice). All the energy from the destroyed Undead flows into the one surviving monster — it receives the total of all Body Points lost by the other Undead in the room. The Sorcerer is unaffected.
Veil of DecayNew
The Sorcerer conjures a veil of necromantic mist in a 2-space radius around themselves, lasting until their next turn. Living characters entering or starting their turn in the veil roll 1 Combat Die — a skull causes 1 Body Point of loss from decay. Undead within the veil gain 1 extra Combat Die in defense while inside.
Wither♣ J.D. Frazer
The target within sight withers, losing all Body Points except 2, and may not move on their next turn due to weakness. The spell may be resisted by rolling a skull on a Combat Die — characters get 1 Combat Die per Mind Point.
Wraith's GraspNew
A spectral wraith clutches one living character in line-of-sight. The character loses 2 Body Points and cannot attack on their next turn due to soul-chilling fear. Heroes defend by rolling 1D6 per Mind Point — at least one 6 defends.
Attribution & Design Notes

Most of these spells were not created by the site author but have been edited for integration with this ruleset.

♠ Maleficient — Spells created by "Maleficient" on Old Scratch's HeroQuest Forum (no longer active). All Maleficient spells are marked with the ♠ badge.

♣ J.D. Frazer — Spells created by J.D. Frazer in his HeroQuest II supplement. All J.D. Frazer spells are marked with the ♣ badge.

MBSummon Undead is original to the Milton Bradley HeroQuest base game.

All remaining unmarked spells are original creations of this site. Updated indicates a Maleficient or JDF spell that has been meaningfully edited.