3.5e Soul Magus Spells

SOUL MAGUS SPELLS

0-LEVEL SOUL MAGUS SPELLS

  • Healing Spark:Create a spark of soul energy that seeks out a damaged ally to heal them for 1d3+1/level (max +5) HP.
  • Miniscule Synostodweomer: Channels a spell into positive energy to cure 1 HP/spell level.
  • Spellspark: Create a spark that deals 1d4 damage, half fire, half untyped energy.

LEVEL 1 SOUL MAGUS SPELLS

  • See Energy: Detect magical, psychic, and living energy.
  • Lifedrain: Drain a living object of 1d4/level health, distribute among nearby allies.
  • Soulmote: Create a creature of pure soulstuff, capable of healing allies and attacking with positive energy. Increase hit die by taking 1d4 damage per extra HD.

LEVEL 2 SOUL MAGUS SPELLS

  • Shadow Archetype: 20-ft radius of supernatural shadow, chance to frighten those in area each round.
  • Soul Lightning: Cast bolt of soulstuff which deals 1d4/level each of electric and untyped damage, max 8d4 each.
  • Invigorate: Gain 1d12+1/level temporary hit points (max +10).

LEVEL 3 SOUL MAGUS SPELLS

  • Offensive Synostodweomer: Cancels magical spells and effects, restores 1d4 hit point per spell level nullified to target of your choice.
  • Soul Speech: Gain telepathic communication within speaking distance.
  • Burning Countenance: Subject glows with supernatural flames, can make Charisma checks to awe those nearby at +1/2 levels (Max +5)

MORE TO COME LATER...

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gollark: If you *can* avoid COVID-19 somehow you're avoiding a 2% (depending on age I guess) death risk, and I'm pretty sure people regularly do things to avoid risks smaller than that.
gollark: Humans do have dead cells at the top of skin or something to partly block UV light, but I have no idea how effective that is.
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