When a humanoid within range dies, you can cast this spell to trap its soul inside a gem (the material component of the spell). The soul remains trapped until the spells ends or you release it, and while trapped the creature cannot be revived from the dead. You can tap the soul’s power up to six times to gain one of the effects below; after the sixth use of its power, the spell ends.
Steal Life. As a bonus action, you regain 2d8 hit points by draining the soul’s vigor.
Query Soul. You telepathically ask a question of the soul and it answers truthfully and to the best of its ability, though its answer maybe cryptic and is only 1-2 sentences. You and the soul need not share a language to use this ability, but the soul only knows what it knew in life. This does not require an action.
Barter Soul. You may transfer this soul to a being who deals in souls, but only if it has been tapped no more than twice. If the soul has been tapped more than twice its essence is not strong enough to survive the transfer.
* - When a humanoid dies within range ** - (Gem worth at least 100 gp)
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