Magic Resistance: Arcane Soul has advantage on saving throws against spells and magical effects, and takes half damage from spells and magical effects.
Arcane Intuition: Arcane Soul knows any spell cast near it, without needing to make an arcana check to identify the spell.
Spell Stasis: Arcane Soul stores whatever the last spell that hit it, or forced it to make a saving throw is, and may cast the spell as a bonus action on its next turn, if it doesn't cast it on its next turn the spell is lost. Arcane Souls Spell save DC is 20 and its spell hit is +12.
Multi-Attack: Arcane Soul makes two Arcane Blade attacks and one Devour Magic attack.
Arcane Blade: +12 to hit, 5dt range, 2d6+7 damage of the Arcane Souls Choice
Devour Magic: +12 to hit, 30ft range, target rolls 1d10 they lose an amount of spell slots of the Arcane Souls choice that add up to whatever the number rolled,
Arcane Storm: (Recharge 5 or 6) Arcane Soul makes a ranged spell attack against each creature of its choice with 90ft, +12 to hit, this attack is a critical hit on a roll of a 19 or 20, on a hit the target takes 10d10+10 damage determined randomly from the following list:
- Fire
- Cold
- Force
- Psychic
- Necrotic
- Lightening
and are afflicted with the Slow or Haste spell determined randomly lasting 1 minute.
Release Spell: Arcane Soul casts the last spell that was cast on it at a target of its choice.
Arcane Retribution: Whenever Arcane Soul is the subject of a spell attack, or forced to make a saving throw by a spell, it can use its reaction to make the caster take force damage equal to 3 times the spells level.
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