Level
9th
Casting Time
2 Actions
Range/Area
Self
Components
V, S, M *
Duration
10 Minutes
School
Necromancy
Attack/Save
None
Damage/Effect

Grants the caster magical soul wings. It also changes their movement to 30 ft. flying speed. While the spell is active, the caster will gain an extra 50 hp and will be unable to use their weapons and spells and will instead be able to use an action to use any of these following abilities:

Spirit Steal: Any creature with a challenge rating of 1 or less within a 30 ft. radius of the caster will have their souls stolen and turned into Creature Souls. Using their bonus action, the caster can command them to either attack a creature within 30 ft. or move somewhere within 30 ft. The creature who’s soul was stolen is unable to do anything while their soul is gone. If the creature dies, the creature soul dies with it. If the soul dies, it returns to its body and the creature regains consciousness and cannot be affected by this ability again. If there are no creatures with a CR of 1 or lower I’m range, the caster can’t use this ability. This ability also cannot be used if any Creature Souls are still alive. 

Imps: The caster can create 5 5 ft. circles on the ground and imps will burst out of the ground at them, setting fire to creatures that were standing on the circle dealing 2d4 fire damage, before retreating back to where they came.

Spirit Laser: The caster rolls to attack and then shoots out a 20 ft. long laser dealing 2d8 + 5 necrotic damage.

Spirit Hands: The caster will summon 2 medium sized spirit hands that the caster can use their bonus action to order them to lift a creature up to 20 ft. in the air and drop them (the creature has to roll a strength saving throw against the casters spell save DC. If they succeed, nothing happens) or punch a creature within 30 ft. (The caster has to roll to attack), dealing 2d8 bludgeoning damage. The hands last for 2 rounds and cannot be damaged. If there are also Creature Souls under the caster’s control, the caster cannot control both of them with one bonus action.

Soul Swarm: Summon 20 souls that you command to charge at a creature. Once they reach their target, they explode dealing 1d4 necrotic damage per soul. This ability can only be used up to 2 times per cast of Misconduction.

Other Things to Keep in Mind: if the caster reaches 0 hp while the spell is still active, they will become unstable, causing them to explode and die instantly and are unable to do death saves. When the spell ends, the caster will lose all their special powers and regain their normal spells and weapons. They will also fall unconscious and won’t wake up for 6 hours no matter what. The spell also can only be casted once per week.

* - (1 soul coin)

Available For: Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy)

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