Soul Magiks

## Thaumaturgy of Soul Magik

Spell cost is 7 motes of mana times spell level, and the spells DC's are normal spell DC's + 7. Spells from this list bypass all but Damage Resistance/Epic. A caster must have at least a +4 talent to cast these spells. Only a number of cairns equal to half the level of the caster may be sacrificed for a single spell. Any divine class with a connection to balance or souls can learn the spells from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 7 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## **1st Level Spells**

-(***Soul Chest***): Call forth a magical chest for storing souls, the first casting of this spell creates the chest, the subsequent casts only allow it to be accessed. After the first casting, the second casting allows the caster to access their chest of stored souls for 24 hours as a swift action. Spells that require a soul component only are required to have this spell active, provided the caster has soul cairns in the chest. The chest can store an amount of cairn up to the casters level, (2 cairns is equal to 1 hit die or level of a creature). The caster may have only 1 Soul Vessel spell active at one time. Range: Personal; Area: 1 small chest; Duration: 24 hours

-(***Souldrain Curse***): The caster curses a target within range, dealing 1 point of damage per level to the target every round for a number of rounds equal to the casters level, if they fail their fortitude save. If the target dies while under the effect of this spell, their soul (partially or fully) is absorbed into the casters Soul Chest, provided the spell is active. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: 1 round per level.

## **2nd Level Spells**

-(***Soul Bolt***): Send out a soul searing bolt of energy at your opponent. The bolt deals 1d8 per level of points of damage as a ranged touch attack and may gain an additional 1d8 points of damage for every soul cairn the caster sacrifices to power the spell. It requires no attack role. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: Instant

-(***Empower Magic***): The caster of this spell can spend the mana and a number of soul cairns equal to the level of the highest spell level they wish to be affected by this spell and have all their normal magical spells be under the effects of the Empower meta-magic feat for 1 round per level of the caster + 1. Range: Personal; Area: Self; Duration: 1 round per level + 1

## **3rd Level Spells**

-(***Soul Cask***): Call forth a magical cask for storing souls, the first casting of this spell creates the cask, the subsequent casts only allow it to be accessed. After the first casting, the second casting allows the caster to access their cask of stored souls for 24 hours as a swift action. Spells that require a soul component only are required to have this spell active, provided the caster has soul cairns in the cask. The cask can store an amount of cairns equal to the the casters level plus an additional amount equal to half the casters level, (2 cairn is equal to 1 hit die of a creature). This cask is separate from the chest, but if they caster switches, they lose the excess souls. The caster may have only 1 Soul Vessel spell active at one time. Range: Personal; Area: 1 medium cask; Duration: 24 hours

-(***Soul Burst***): Launch a ball of condensed soul energy to your enemies, where it detonates on impact. The explosion deals 1d4 points per level of damage. A reflex save halves this damage. The caster may sacrifice a number of soul cairns up to their hit dice in order to remove the ability to make a reflex save for creatures of a hit dice equal to the amount sacrificed. Range: Medium (50ft + 10ft per 2 level); Area: 10ft square per 2 levels; Duration: Instant

-(***Soul Armor***): Surround yourself with a buffer of energy, granting DR/- equal to 5 + the number of soul cairns you spend up to a maximum equal to half the casters level. Range: Self; Area Personal; Duration; 24 hours.

## **4th Level Spells**

-(***Mindsteal***): Attempt to siphon a piece of the victims soul, forcing them to make a will save or suffer 1d8 points of drain to either their Intelligence (1d8 EVEN) or Charisma (1d8 ODD). Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration; Permanent until healed.

-(***Soul*** ***Stun***): Send a pulse of energy that slams into targets souls, stunning them upon a failed will save. The targets are stunned for 2 rounds plus an additional round for every 3 soul cairns sacrificed during the casting of the spell. Range: 25ft; Area: 25ft diameter; Duration: 2 rounds + 1 round per 3 soul fragments

-(***Damage Mana***): Deal 1d4 points of damage per 2 levels to a targets mana. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

## **5th Level Spells**

-(***Soul Case***): Call forth a magical case for storing souls, the first casting of this spell creates the case, the subsequent casts only allow it to be accessed. After the first casting, the second casting allows the caster to access their case of stored souls for 24 hours as a swift action. Spells that require a soul component only are required to have this spell active, provided the caster has soul cairns in the case. The case can store an amount of cairns equal to twice the casters level, (2 cairns is equal to 1 hit die of a creature). This case is separate from the cask and chest, but if they caster switches, they lose the excess souls. The caster may have only 1 Soul Vessel spell active at one time. Range: Personal; Area: 1 large case; Duration: 24 hours

-(***Soul Familiar***): This spell summons a miniature soul that can gather souls from creatures that die within 25ft of the caster if the target fails a will save when touched. Can gather 1 soul a round. Range: Touch; Area: 25ft; Duration: 1 round per 2 levels.

-(***Soulrend***): Attack a target with a powerful beam of soul magik. This attempts to rip a soul out from a target, dealing heavy damage. The target takes 4 points of damage per caster level from the caster. If this damage kills them, their soul is stolen in the casters Soul Vessel. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Create Soul Shard***): The caster can cast this spell to collect a soul that is fully intact within their Soul Vessel, and crystallize it into physical being. The caster can only have a number of soul shards equal to their casting ability modifier. These shards can be consumed as a full round action to regain the soul in their Soul Vessel. Range: Self; Area: Self; Duration: Instant; Casting Time: 10 minute.

## **6th Level Spells**

-(***Soul Torrent***): This spell unleashes a torrent of pure soul energy as a ranged touch attack; dealing 25 points of damage per 2 levels when cast as a standard action or up to 35 when cast as a full round. This spell costs 1 soul cairn per point of increase when cast as a full round. Will halves damage. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Maximize Spells***): The caster of this spell can spend the mana and a number of soul cairns equal to the level of the highest spell level they wish to be affected by this spell and have all their normal magical spells be under the effects of the Maximize meta-magic feat for 1 round per level of the caster + 1. Range: Personal; Area: Self; Duration: 1 round per level + 1

***-(Soulworld***): Open a portal to the demi-plane of your own soul, the first casting determines what your world is like, every other casting opens the door way to your plane. This spell functions as *Create Demiplane, Greater* except that you must cast this spell to open the door way. This plane may be accessed from any other plane, and you can contained up to five times your level in soul cairns with the Soul Vault within the center of your plane. Only those who you designate can travel to this plane. Range: 20ft; Area: 10-20ft doorway; Duration: Permanent

-(***Soul Fortifications***): Convert souls into an armor of temporary hit points. You gain 1 hit point per points of casting ability modifier per soul cairn you absorb with this spell. Range: Personal; Area: Self; Duration: 1 round per level

## **7th Level Spells**

-(***Sever Soulful Connection***): Force a target to make a will save or be unable to cast magic for 1d6 + 1 rounds. The caster can increase the DC of this spell by up to a +5, 1 point for every 3 soul cairns they sacrifice. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target Duration: 1d6 + 1 rounds

-(***Mindrend***): Attack a targets soul with powerful energy, dealing 2d6 points of damage to the targets Wisdom and either Intelligence (1d6 EVENS) or Charisma (1d6 ODDS) if they fail a will save. Range: Long (100ft + 25ft per 2 levels); Area: Single Target; Duration: See Text

-(***Soulbomb***): Bombard a targets soul, attempting to inflict 1d6 negative levels upon a targets failed will save. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Soulfilled Body***): Consume souls in your Soul Vault, restoring mana and health equal to your talent modifier in points for every soul cairn within the Vault that you choose to consume. Range: Personal; Area: Self; Duration: Instant; Casting Time: Full-Round Action

-(***Soul Exchange***): The cast can force to targets to make will saves. If both targets succeed at the save, they are stunned for 1 round. If only one target makes their save, the one that failed is stunned for 5 rounds. If both targets fail, their minds are permanently swapped, placing them in each others bodies. Range: Close (25ft + 5ft per 2 levels); Area: Both targets must be within 75ft; Duration: See Text

## **8th Level Spells**

-(***Soul Sense***): Peer into the aspect of beings allowing you to see magic and creatures within your sight. You can gain information such as race, magical ability and alignment from the soul and magic spell information from magic akin to *Detect Magic*. Range: Line of Sight Area: Line of Sight; Duration: 1 round per 2 levels

-(***Suspend Soul***): Suspend a targets soul from their body, knocking them unconscious for 1 minute per level. A will save negates this effect. Range: 30ft centered on self; Area: 30ft; Duration: 1 round per level

-(***Soul Carnage***): Attack the souls of a number of targets, equal to 1 target for every 3 levels. This attempts to rip a soul out from a targets, dealing heavy damage. The target takes 3 points of damage per level from the caster. If this damage kills them, their soul is stolen in the casters Soul Vessel. Range: Close (25ft + 5ft per 2 levels); Area: All targets must be within with 75ft; Duration: Instant

-(***Soulful Barrier***): Summon a powerful barrier of souls that drains the will of those around it. All targets within 5ft of the wall have to make a will save or have 1d8 points of Wisdom drain inflected. Those that pass through the wall must make a will save or have an additional 1d10 points of Wisdom drain. Range: Long (100ft + 25ft per 2 levels); Area: 1 20ft by 20ft by 5ft thick section of wall per level; Duration: 1 round per level

-(***Revive Soul***): This spell is treated as *True Resurrection,* however they can even restore souls to a different body if they choose to. Range: Touch; Area: Single Target; Duration: Instant; Casting Time: 10 Minutes

## **9th Level Spells**

-(***Soul Storm***): Summon and control a devastating soul draining storm. Each round you concentrate on the spell allows the storm to build. Each effect occurs on all subsequent rounds. When you end your concentration the spell persists at the last effects it had for 2 more rounds before dissipating as quickly as it appeared. The first round that you cast this spell the storm is summoned as target must make a will save or suffer 1 point of damage per level of the caster. The second round targets must make a will save or suffer 1d8 points of Intelligence and Charisma damage. The third round begins with targets being forced to make a will save or suffer 1d10 Wisdom damage. The fourth round begins with targets being forced to make a will save or have their soul absorbed by the caster into their Soul Vessel or if their vessel is full, their Soul Vault. On the fifth round and all subsequent rounds up to 10 rounds, the caster must spent an additional 27 mana to continue the spell, every round it is continued requires concentration. Targets who enter the fully formed storm suffer all effects at once. Range: Long (100ft + 25ft per 2 levels); Area: 60ft; Duration: 4 rounds, up to 10 rounds with concentration, with 2 more rounds once the spell ends; Casting Time: Full Round action and concentration

-(***True Soul Vessel***): Call forth a magical vessel for storing souls, the first casting of this spell creates the vessel, the subsequent casts only allow it to be accessed. After the first casting, the second casting allows the caster to access their vessel of stored souls for 24 hours as a swift action. Spells that require a soul component only are required to have this spell active, provided the caster has soul cairns in the case. The vessel can store an amount of cairns equal to triple the casters level (2 cairns is equal to 1 hit die of a creature) as well as a number of Soul Shards equal to half the casters level. This case is separate from the cask and chest, but if they caster switches, they lose the excess souls. The caster may have only 1 Soul Vessel spell active at one time. Range: Personal; Area: 1 large case; Duration: 24 hours

-(***Expel Souls***): Force the targets in the area into unconsciousness for 1 minute per 2 levels upon a failed will save. Range: Long (100ft + 25ft per 2 levels); Area: 60ft diameter; Duration: 1 minute per 2 levels.

-(***Soulpower***): Power yourself up to the point where magic does not harm you; Grants immunity to magic and psionics. Range: Personal; Area: Self; Duration: 1 round per 2 levels

-(***One with the Many***): Upon casting this, your mind and body meld with that on traces of the many souls that have lingered in the vessel. You gain the effects *Freedom of Movement* and *True Seeing*, you do not age and can not be aged magically. You do not need to breathe, eat, or sleep. Furthermore you are immune to charm, compulsion, sleep, daze, fear and stun effects. Also you get a +10 to all Knowledge checks. All Soul Magik spells are cast as spell level times 5 instead of 6. This spell costs 10% of the users mana. When the spell was ends, the mana is returned. Range: Personal; Area: Self; Duration: 1 day per level. Casting Time: 1 hour

-(***Soulbound Rune***): Bestow the soul name upon a touched item and creature. This binds them so that as long as the creature is alive, the item can not be destroyed. If the creature dies, their soul appears into the item, allowing it to become a sentient item. They can be affected by any spell like *Raise, Dead* that requires a body as long as the item is used instead. The item has 15 hit points per level of the character when housing the soul of the creature. Range: Touch; Area: Single Target Creature and Item; Duration: Permanent until destroyed or dispelled.

## **Mastery Spells**

-(***Soul Phoenix***): This spell can only be cast if the caster has at least 100 mana when the caster dies. In a soul form they may choose to cast this spell. It revives them to full-health and mana. Range: Personal; Area: Self; Duration: Instant; Casting Time: 2 full rounds of casting