You select a living vessel if they are not willing, they must make a con saving throw, on a fail,
the targets soul springs out from their body leaving behind an empty husk. The target can make another saving throw at the end of its following turns with disadvantage
and end the effect, the living husk has no thoughts and the being becomes a soul that the caster holds on to and adsorbs.
If said target is considered a foe the husk left behind takes 3d10 Necrotic Damage every turn,
upon death the husk behind explodes dealing 1d10 force dmg in a 15ft radius. ( the husk get all stats reduced to one, cant talk, think, communicate, or have vision )
the caster heals 1d4 at the beginning of the spell and at the end if the husk dies.
If the target is a willing ally, the entire body become a controllable soul that becomes ethereal and is fired as a projectile
and latches on to another person in range of 60ft, if the soul latches onto an ally, the ally heals 1d4 every turn until the caster commands otherwise
if the target is an enemy, they must make a CON Save or take 3d10 necrotic damage on a fail and half on a success, this happens at the start each of the casters turn.
At the beginning of the targets turn they can make a con save to kick the soul off their body, the caster can command the soul to latch again to a another target the
following turn. The soul requires verbal instructions (no action required)
AT HIGHER LEVEL; the healing that is given increases by 1d4, the necrotic damage increases by 1d10, and the force damage increases by 1d10 as well for each level above 1st.
* - (A LIVING SOUL)
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