Soul Weaving

by gregolopogus

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What is Soulweaving?

Soulweaving is another form of spellcasting that can run parallel to arcane spellcasting in D&D 5e. Instead of spellcasters pulling temporary power from the weave, pacts, or deities, Soulweavers use rituals to bind permanent inscriptions into the very souls of their subjects. Soulweavers use rituals to pull the soul from the body of their subjects and powerful incenses to make it visible before using specially enchanted sewing needles to weave runes and sigils from threads of pure gold between the body and the soul. The rituals leave permanent golden tattoo-like Marks on the bodies of those they cast their spells on and the only way to remove the enchantment is to remove the part of the body that bears the Mark. Soulweaving is a dangerous, often taboo, practice, and any error on the part of the Soulweaver can result in permanent damage or even the complete erasure of the soul.

Where would Soulweaving be a good fit?

Soulweaving is best fit into a low magic campaign, specifically one with limited or no access to resurrection magic. The power of Soulweaving is the fact that it can be used to bring people back to life, but with a high cost of failure. But this cost is pointless if arcane spells exist that do the same job with no risk.

Soulweaving can also be used for extremely powerful control spells. There is a good chance you may not want to offer this power freely to your players and limit Soulweaving to simply be a purchased service, if available at all. Soulweaving is more powerful than arcane options since that is its narrative purpose. It is meant for a world in which powerful people shackle the very souls of those less powerful in order to exert complete control over them. Slaves that are Shackled to the orders of their masters. Gladiators that have their souls Anchored and then Bound back into their body after they die so long as they brought in enough prize money to be worth the rituals cost. Enemies who are punished by a life inside a body that no longer works.

And as a warning: most of these spells should absolutely not be used on your players unless you want them to be very sad!

Mechanics of Soulweaving

All Soulweaving spells are cast as rituals. As Soulweaving does not rely on arcane magic, a Soulweaver need not be capable of casting spells and Soulweaving spells do not have levels.

Spellcasting Ability. The spellcasting ability for Soulweaving spells can be either Intelligence, Wisdom, or Charisma.

Spell Save DC. If the target of a Soulweaving spell must ever make a Saving Throw to resist an effect, it is always made against the Spell Save DC of the Soulweaver at the time that they performed the ritual. When a Soulweaving spell is cast, the DC should be recorded for future use.

The Ritual. The ritual for all Spellweaving spells follows the same basic steps.

  • The target or targets of the spell must be unconscious and sedated whether through medicinal or magical means. A creature that wakes up during a ritual risks irreparable damage to their body and soul.
  • The Weaver begins by uttering a ritualistic chant that draws the soul out of the body while special incense creates a thick atmosphere that allows the soul to be seen by the caster.
  • The caster uses an enchanted Soulweaver's needle (purchasable for 50 gp wherever Soulweaving equipment might be found) that is threaded with a fine thread of pure gold.
  • The Soulweaver begins to weave the appropriate sigils into the target by piercing the body and the soul with the needle. As the thread comes off the spool it becomes ethereal and invisible, leaving only a golden mark on the skin, making the process just as much about tracing the proper path as remembering what has already been traced and where each thread lies in space. The resulting sigil on the body of the target is known as a Mark.
  • When the Mark is finished, the Weaver repeats the chant to ease the soul back into the body.

Soul Damage. Any wrong move while performing a Soulweaving ritual can cause permanent damage to the soul of the target. At the end of the ritual the Soulweaver must make a spellcasting ability check (spellcasting ability modifier + proficiency bonus) against the DC of the ritual. If the check fails, the spell completes but the target's maximum hitpoints are reduced by an amount equal to the difference between the check and the DC (if the DC was 17 and the spellcaster rolled a 10 on their check, the target's maximum hitpoints would be reduced by 7). This loss of hitpoints cannot be reduced or recovered by any means short of a Wish spell. If a target's hitpoints are reduced to 0 by this damage, the soul is permanently destroyed and cannot be recovered by any means.

Many a poor Soul has met their end at the point of a poor Weavers' needle.

-Folk Song

Soulweaving Ritual DC. The DC of the ritual is based on the location of the Mark.

Mark Location Ritual DC Modifier
Finger, Toe, Ear +0
Arm, Leg +3
Torso +5
Head, Neck +7

Ritual DC = 12 + Ritual DC Modifier

If two or more souls are used in one ritual roll for each separately.

Silver or Platinum Thread. Although gold is the standard material used for Soulweaving, other materials can be used. If silver is used, the material cost is reduced by 10 times but the spellcasting check at the end of the ritual is made at disadvantage. If platinum thread is used the material cost is multiplied by 10 times, but the spellcasting check is made with advantage.

Removing Soulweaving Enchantments. Soulweaving Marks can not be removed except by the Remove Soulweave spell or by removing the part of the body with the Mark. A Mark on a finger means removing the finger, a Mark on an arm requires removing an arm, and a Mark on a torso, neck or head cannot be removed. Marks are not just skin-deep, the enchantments pass through the entire body at that point and so to remove the connection, the entire body part needs to be removed.

Soulweaving Spells

Anchor

Soulweaving (ritual)


  • Casting Time: 1 hour
  • Components: V, S, M (fine gold thread worth at least 100 gp, which the spell consumes)
  • Mark Location: Any
  • Duration: Until dispelled

This spell creates a tether between the target's soul and body such that when the target dies its soul is prevented from traveling to the Soul Plains and instead hovers within 10 ft of its body. The tether lasts a number of days equal to the soul weaver's spell-casting ability score before it wears away and the soul is freed. The Mark is a circle of runes can be placed anywhere on the body.

Bind Soul

Soulweaving (ritual)


  • Casting Time: 8 hours
  • Components: V, S, M (fine gold thread worth at least 500 gp, which the spell consumes)
  • Mark Location: Torso
  • Duration: Until dispelled

This spell binds a soul to a body. The body must not currently have a soul inhabiting it and it must be in good enough condition to accept a soul (if the target body was killed by taking damage it must be healed to at least half of its maximum hitpoints via arcane healing). There is no requirement that the target soul previously inhabited the target body. The Mark is two circles of runes placed anywhere on the torso of the body such that a straight line between them pierces the heart.

If the target soul of this spell recently died, the ritual must be started within 1 hour or the soul will have passed to the Soul Plains, unless the soul is tethered via the Anchor spell or by some other means. Each time this spell is cast on the same soul, the Ritual DC increases by 5.

Enfeeble

Soulweaving (ritual)


  • Casting Time: 8 hours
  • Components: V, S, M (fine gold thread worth at least 500 gp, which the spell consumes)
  • Mark Location: Head or Neck
  • Duration: Until dispelled

This spell severs the connection between the soul and its ability to control the body or mind. The Mark is a ring that is placed either around the head or the neck of the target. If the Mark is placed on the neck, the target's Strength, Dexterity, and Constitution scores become 1 and its movement speed drops to 0 ft. If the Mark is placed on the head its Intelligence, Wisdom, and Charisma scores drop to 1.

Loose Soul

Soulweaving (ritual)


  • Casting Time: 1 hour
  • Components: V, S, M (a dagger worth at least 500 gp)
  • Mark Location: None
  • Duration: Instantaneous

This spell disconnects a soul from its body, effectively killing the target without causing harm to the body. As usual, the soul will hover near the body for an hour before losing its connection to this Plane and making its way to the Soul Plains.

Lovers' Bond

Soulweaving (ritual)


  • Casting Time: 1 hour
  • Components: V, S, M (fine gold thread worth at least 100 gp, which the spell consumes)
  • Mark Location: Any
  • Duration: Until dispelled

This spell binds two souls together such that when one of the souls dies, the other immediately dies as well and an ethereal tether links the souls together so that they can find each other in the afterlife. This effect is instantaneous and happens regardless of distance. The Mark is a ring that is most commonly placed on each of the targets fingers.

Remove Soulweave

Soulweaving (ritual)


  • Casting Time: 8 hours
  • Components: V, S, M (a dagger worth at least 500 gp)
  • Mark Location: None
  • Duration: Instantaneous

This spell attempts to undo the effects of a Soulweaving spell without harming the body or soul of the target. This spell is incredibly dangerous and any wrong steps can cause irreparable damage. At the end of the ritual, make a spellcasting ability check (your spellcasting ability score + your proficiency bonus) against the spell-save DC of the Soulweaver who created the Mark + the Ritual DC Modifier based on the location of the Mark. On a success the Mark is removed and the target is no longer under the effect of the spell. On a failure the Mark is removed and the target is no longer under the effect of the spell but the targets' maximum hitpoints is permanently reduced by half (rounded down) and any increase to the targets' hitpoints in the future is halved as well. This loss of vitality is due to damage caused to the soul, and so this effect will occur even if the soul is bound to a new body. This effect can not be removed by any means short of the Wish spell. If the check fails by 10 or more, the soul is completely destroyed, it does not pass to the Soul Plains, and it cannot be brought back by any means.

Shackles

Soulweaving (ritual)


  • Casting Time: 4 hours
  • Components: V, S, M (fine gold thread worth at least 200 gp, which the spell consumes)
  • Mark Location: Wrists or ankles for Prisoner, Any for Master
  • Duration: Until dispelled

This spell binds two creatures, one to be the Prisoner and one to be the Master. The Prisoner becomes permanently under the control of the Master. At any time the Master may use an Action to give a one-word order to the Prisoner, as if using the Command spell, which the prisoner is compelled to follow. However, unlike the Command spell, the Prisoner must follow the command until the Master issues an new one, until the Master calls off the command, or until the magic fades after 1d4 hours. If the Prisoner wishes to fight the command they are wracked with pain. The Prisoner makes a Constitution saving throw against the spell-save DC of the Soulweaver who created the bond, and on a success they take 1d10 psychic damage and can ignore the command on their turn, on a failure they are forced to follow the command. The prisoner must repeat the saving throw at the start of each turn they attempt to resist the command, continuing to take damage on each success until they fail the saving throw at which point they are forced to follow the command and can no longer make saving throws to resist it anymore. The Mark for the Prisoner is two rings around the wrists or ankles. The Mark for the Master is a small rune that can be anywhere. If either one of the Marks on the Prisoner is removed, the spell is broken.

A single Master can be bound to multiple Prisoners, each new prisoner requires a separate Mark however. Likewise, multiple masters can also be bound to a single Prisoner.

In Tyrea, a popular punishment for disobedient slaves is to be commanded to Kneel in a public place and then left in that position under the hot Tyrean sun for hours until the command wears off.

Soulweaving Feat

If you decide to allow your players to practice Soulweaving themselves, here is an optional feat they may take to gain the ability.

Soulweaving Initiate

Prerequisite: 12th level.

You learn the subtle and dangerous art of Soulweaving. Choose 2 Soulweaving spells from the Spells list, you can cast these spells as rituals even if you do not have the Ritual Casting or Spellcasting feature. You can select this feat multiple times. Each time you do so, you must choose different spells.

 

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