Level
7th
Casting Time
1 Action Ritual
Range/Area
Self (60 ft. )
Components
S, M *
Duration
1 Minute
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Necrotic

Behind the trappings of gloom and decay lies a delicate art of potential and mystery: black magic. Originally named so for the fear and disgust it inspired, what it focuses on is the manipulation and discharge of spiritual animacy, and defining the borders of life and death. With a gesture you activate the magic, which seems sinister and almost sentient as you direct it about you.

To activate the magic, in addition to the material component you must either lose one die of hit points or commandeer the soul of a living creature that died within the last minute. Doing so gives you a die equal to one of the creature's hit die or of your own. While the spell is active, you can use a reaction to harvest the soul of a living creature that died within the last minute, gaining another soul in the same manner as activation. You can have up to proficiency total souls.

While the spell is active, you can designate a use of the hit die as either Positive or Negative, and you cannot designate a use as both for a single action. Undead creatures count as having a Negative Animacy, and others as Positive. On your turn, with your action you can make a melee or ranged spell attack against a number of creatures in range up to the total number of souls you have, expending any number of souls. A living creature with Positive Animacy will be healed equal to the die of the souls used if they are designated as Positive, or take Necrotic damage if they were designated as Negative; a dead creature of Positive Animacy will be automatically hit and revive with HP equal to the hit die of the souls used, or have its Animacy changed to Negative if they were designated as Negative. A living creature with Negative Animacy will be healed equal to the die of the souls used if they are designated as Negative, or take Necrotic damage if designated as Positive; a dead creature of Negative Animacy will be automatically hit and revive with HP equal to the hit die of the souls used, or have its have its Animacy changed to Positive if they were designated as Positive. You can expend all the hit die at once and if the target's current hit points are fewer than the roll, it must make a Constitution saving throw; if it fails, it dies instantly if its Animacy is the opposite of the designated souls. You can also use a soul to gain a barrier around a target that absorbs its hit die in damage(unless that damage is Radiant) if designated as Positive, or gain a bonus to your next Intimidation check equal to your spellcasting ability modifier if Negative; these effects last until the spell ends.

A creature that has its Animacy changed to Positive and is revived will then become a living creature of its race, or of a similar race(DM's choice) if it is unknown. A creature killed by this spell will count towards the number of available souls automatically on your next turn. All attacks and effects of this spell for one action occur at the same time. The spell ends at the end of its duration, or if you die or have no more souls remaining. A creature cannot be revived outside of divine intervention during this spell if its soul has been collected, and after the spell ends unused souls return to their previous place.

If cast at a level above 7th, for each spell slot expended above 7th you gain an additional die when collecting a soul and on cast.

* - (a satchel of finely powdered bone)

Spell Tags: Healing Damage Buff Negation Combat Warding

Available For: Cleric (Legacy) - Life Domain (Legacy) Wizard (Legacy) - School of Necromancy (Legacy) Cleric (Legacy) - Death Domain Paladin (Legacy) - Oathbreaker Warlock (Legacy) - The Undying Cleric (Legacy) - Grave Domain (Legacy) Sorcerer (Legacy) - Shadow Magic (Legacy) Blood Hunter - Order of the Profane Soul (INT)

Uskius

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