Soul Magic
So, You found my book! Hopefully you aren't some meat-head barbarian and are instead a clever boy or girl (or anything else) that knows a thing or two about magic. In this tome I present a few spells of my own creation that fall in my field of arcane speciality: Souls. If you can manage to make it out of the Tomb you found this in, I encourage you to practice and flaunt your new special skill. What's the catch of accepting a gift from an evil Archlich you ask? Nothing! All I ask of you is to tell whoever asks where you found this tresure, and to encourage them to delve into my Tomb. If they are clever like you, they too will make it out alive with mighty treasure. If they aren't so clever, their souls would make an eccelent breakfast for myself.
—Acererak The Eternal
Soul Devour
9th-level necromancy
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
- Class: Warlock, Wizard
You attempt to consume a creature’s soul to empower yourself. Target creature within range must succeed on a Charisma saving throw or take 100 necrotic damage, taking half as much on a success. If this damage reduces the target’s hit points to 0 and the creature failed the saving throw, you consume the target’s soul, and the target instantly dies. If you consume the creature's soul in this way, you gain temporary hit points equal half the target creature's hit point maximum. While you have these temporary hit points, you have advantage on attack rolls, ability checks, and saving throws.
A creature whose soul has been consumed in this way cannot be restored to life by any means short of a wish spell.
Creatures that do not have souls, (such as most constructs and zombies) and creatures whose souls are in another location than their body (such as liches) are immune to this spell. Undead that have the Incorporeal Movement trait have disadvantage on the Charisma saving throw.
Soul Ejection
8th-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
- Class: Warlock, Wizard
You attempt to thrust a creature's soul out from its body. Target creature within range must make a Charisma saving throw. On a failed save, the creature takes 5d12 force damage, and its soul is ejected from its body, causing it to immediately fall unconscious as its soul is stuck in the border ethereal plane for the duration. On a successful save, the creature takes half as much damage, and the spell ends.
What has a soul?
The DM should use their best judgement to decide if any given creature has a soul or not. These spells break the precedent for 5E for similar abilities that affect souls (such as the soul-eating sentient magic item Blackrazor), as those give a loose definition of affecting all creatures that are not undead or constructs. These spells give a more nuanced definition that includes incorporeal undead (such as ghosts) as they are literally souls that do not have bodies.
The decision of what creatures have souls is one that should be made with the lore of the DM's world in mind. For example, classical vampire lore states that they are soulless monsters, however in the DM's setting they might in fact be undead that still retain their souls.
At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
When the spell ends, the creature's soul safely returns to its body, unless the body has died during the spell’s duration.
Creatures that do not have souls (such as most constructs and zombies), creatures whose souls are in another location than their body (such as liches), and creatures that have souls but not corporeal bodies (such as ghosts) are immune to this spell.
Soul Jolt
3rd-level necromancy
- Casting Time: 1 action
- Range: 5 feet
- Components: V, S
- Duration: Instantaneous
- Class: Warlock, Wizard
You send a jolt of ethereal energy into a creature, attempting to disrupt their soul and its connection to the current plane of existence. Target creature within range makes a Charisma saving throw. On a failed save, the creature takes 4d12 force damage and is stunned until the end of your next turn. On a successful save the creature takes half as much damage and isn't stunned.
Creatures that do not have souls, (such as most constructs and zombies) and creatures whose souls are in another location than their body (such as liches) are immune to this spell. Undead that have the Incorporeal Movement trait have disadvantage on the Charisma saving throw.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
Soul Punch
1st-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
- Class: Warlock, Wizard
You send a blast of ethereal energy into a creature, punching its soul. Target creature within range must succeed on a Charisma saving throw or take 3d8 force damage, taking half as much on a successful save.
Creatures that do not have souls, (such as most constructs and zombies) and creatures whose souls are in another location than their body (such as liches) are immune to this spell. Undead that have the Incorporeal Movement trait have disadvantage on the Charisma saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Soul Sheath
2nd-level necromancy
- Casting Time: 1 bonus action
- Range: Touch
- Components: V
- Duration: Concentration, up to 1 hour
- Class: Warlock, Wizard
You fragment a bit of your soul off into a melee weapon that you are holding, sheathing it with ethereal energy. When you cast this spell, you take 2d4 necrotic damage, and your hit point maximum is reduced by the amount of damage you took (this damage cannot break your concentration for the spell). For the duration, the weapon you cast the spell onto deals an additional 1d10 force damage. If the weapon leaves your grasp the spell ends.
When the spell ends, the reduction to your hit point maximum caused by the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 4th or 5th level the necrotic damage you take increases to 4d4, and the force damage the weapon deals increases to 2d10. When you cast the spell using a spell slot of 6th or higher, the necrotic damage you take increases to 6d4, and the force damage the weapon deals increases to 3d10.
Soul Transplant
7th-level necromancy
- Casting Time: 1 hour
- Range: 30 feet
- Components: V, S, M (a black diamond worth at least 1,000 gp, which the spell consumes)
- Duration: Instantaneous
- Class: Warlock, Wizard
You speak the name of a humanoid that has been dead for no more than a century, attempting to call it forth to inhabit a humanoid corpse which has been dead for no more than 10 days that you touch when casting the spell. If the target that you named is free and willing, it returns to life, possessing the body used in the spell. If the target’s soul isn't free or willing to do so, the spell fails.
The transplanted creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its physical ability scores with those the corpse had before death, and it exchanges its original race for the race of the corpse, changing its racial traits accordingly.
This spell also neutralizes any poison and cures nonmagical diseases that affected the corpse at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the corpse is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
By u/thebiggestwoop, with lots of help from The Discord of Many Things.
Art Credit: Jared Binder