Level
3rd
Casting Time
1 Action
Range/Area
60 ft.
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
Ranged
Damage/Effect
Necrotic

When you cast this spell, spectral arms shoot out of your hands and grasp at the very soul of the target. If the target does not have a soul, this spell fails (ie. constructs). Make a ranged spell attack on the target. On hit the target takes 4d10 necrotic damage.

If this drops the target to 0 hp, you rip the soul from their body. You can either immediately put the soul into a magic item on your person or trap it in a glass jar worth at least 1 gp. If the soul is from a creature with a CR of 6 or greater, the soul can be used to restore charges to a magic item that can regain charges. If you store the soul in a glass jar, it can stay in the jar for 24 hours before it breaks outs and destroys the jar. During this time, anyone can open the jar and drive the soul into a magic item or set the soul free. The soul can not communicate in any way while it is trapped. If the CR is between 6-11, it restores 1 charge to the item, If between 12-17, it restores 2 charges and 18+ it restores 3 charges.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 and the time you can store a soul increases by 6 hours for each slot level above 3rd.

 

* - (a piece of flesh)

Available For: Warlock (Legacy) Wizard (Legacy)

SlippyTheDog

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