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Soul Net

7-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: 60" radius centred on necromancer
Components: Verbal, Somatic, Material
Materials: Black Thread
Duration: Concentration (maximum 1 hour)
The necromancer creates an invisible, vibrating net of singular threads drawn from the Void that extends out 60" in all directions from the necromancer.   If a creature dies inside the area of effect of the Soul Net, its spirit or soul must pass through the Soul Net before reaching the astral plane and travelling beyond.   When a creature dies, using a reaction, the necromancer can do one of the following:
  • Ask the soul a question with a yes, no or unknown answer that must be answered truthfully, the soul then passes through and out of reach; or
  • Seek to entrap the creature's soul/spirit.
If the necromancer seeks to entrap a creature's soul/spirit within the Soul Net, the creature makes a DC wisdom savings throw. On a success the soul/spirit passes through the Soul Net and is out of reach.   On a failure, the necromancer controls the soul/spirit until the spell ends, the necromancer releases the soul/spirit, the necromancer dies, the necromancer fails a concentration check or the soul/spirit otherwise escapes (see below):
  • The soul/spirit cannot be raised or contacted by any creature other than the necromancer when trapped in the Soul Net
  • As an action the necromancer can swap out either the intelligence, wisdom or charisma ability score of a captured soul/spirit. Only one ability score can be borrowed from a captured soul/spirit at any one time. Further attempts to use a specific soul/spirit to swap out intelligence, wisdom or charisma ability score grants the soul/spirit another savings throw and if successful, the soul/spirit breaks free. Additional attempts give the soul spirit savings throw with advantage
  • As an action the necromancer can access an spell known to the creature, and cast it in a subsequent round, providing the necromancer has sufficient spell slot, material components etc. Further attempts to use a specific soul/spirit to a spell known to the creature grants the soul/spirit another savings throw and if successful, the soul/spirit breaks free. Additional attempts give the soul spirit savings throw with advantage.
  • As an action the necromancer can swap out one of zis savings throw or skill proficiency for one possessed by the captured soul/spirit. This may also be done as a reaction but is only able to be used in the turn the reaction is used. Further attempts to use a specific soul/spirit to swap out a savings throw or proficiency grants the soul/spirit another savings throw and if successful, the soul/spirit breaks free. Additional attempts give the soul spirit savings throw with advantage.
  • As a reaction use the soul/spirit to deflect damage taken by the necromancer equivalent to double the necromancer's proficiency bonus. This automatically release the soul/spirit
  • As an action ask the soul/spirit a question which is answered with a yes, no or unknown answer that must be answered truthfully. Further attempts to ask a specific soul/spirit a yes/no question grants the soul/spirit another savings throw and if successful, the soul/spirit breaks free. Additional attempts give the soul spirit savings throw with advantage.
  • As an action ask the soul/spirit a question which can be answered with a single short sentence. The soul/spirit can choose to answer or if it doesn't want, must make a successful savings throw to avoid answering. If answered the soul/spirit is immediately set free. Additional attempts to force the soul/spirit to answer are made give the soul spirit savings throw with advantage and set the soul/spirit free if ze succeeds.
A necromancer may control a number of soul/spirits to a number equivalent to the highest spell slot the necromancer can access.  
Available for: Nagai Magick

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