Soul Gathering (5e Spell)
All creatures within a 25 foot radius of the caster must make a Constitution saving throw, losing half of its maximum hit points on a failed save, and transferring ownership of an affected creature's soul to the caster. On a success, affected creatures keep their soul, and the caster takes 1d4 necrotic damage per successful saving throw. For each soul you gather, you must make a DC 14 Constitution saving throw. On a failed saving throw, you take 2d8 necrotic damage. The soulless body becomes a undead with undead traits they are not under your control, unless you cast another spell to control them.
7th-level Necromancy | |
Casting time: | 1 action |
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Range: | Self |
Components: | V, S, M (An eyeball from a humanoid, a drop of blood, a piece of obsidian worth at least 100 gp) |
Duration: | Concentration, up to a minute |
If a creature enters within a 25 foot radius around you while you are concentrating on it, they take 2d6 necrotic damage for each turn they spend in the radius. If there a undead or soulless this spell doesn't affect them, but they take 1d4 necrotic damage instead of 2d6 if they enter the radius. If this damage would kill a creature, their soul is transferred into your possession. Once this spell ends, you are stunned for a number of rounds equal to how many rounds you have concentrated on the spell + 1. This spell consumes the blood and the eyeball.
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