Soul Gem, Capture (5e Spell)
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|Casting time:||1 Action|
|Components:||A Soul Gem|
TL;DR Take a cool gem with a monsters soul in it and stick into a piece of equipment. And viola cool new item.
(Warning This spell requires the Soul Gem, Create Spell to use if you cannot cast 3rd level spells or do not have that spell then it it is not recommended that you use this spell) You attempt to capture a creatures soul as it dies. Choose a creature in range if it where to die while this spell is active you attempt to capture its soul if your gem is too weak then you fail and the gem is destroyed (Information about gem capacity in Spell Gem, Create). If your gem meets the required gold value then that creature makes a wisdom saving throw against you spell save DC, if it fails you capture they're soul if it succeeds nothing happens. If your gem is more powerful then the creature (if it can hold 5 or more CR than the creature you are attempting to capture) then they have disadvantage. and finally if your gem is over powered (if it can hold 10 or more CR than the creature your attempting to capture) they don't get a save. after you have successfully crafted a gem you can infuse into a piece of equipment for an amount earlier agreed upon with your GM (I recommend counting as crafting a common or uncommon magic item, especially common at lower levels as those souls will be less powerful)
Now that we are done with the long boring explanation "what can these captured souls do". Well my brave adventurer I'm glad you asked. First off you can only have 3 soul gems active per person no matter what, no feat, magic item, or spell can increase this. these are "Soul Slots" I know not very creative but whatever. These slots are one weapon, One armor (Whether a shield, Plate armor or just plain close, even natural armor like scales or hide), and one accessory (Such as a tiara, a bracelet, a ring, anklet or so on. And NO an accessory can NOT be another weapon). These "Soul Slots" don't count towards your attuned items hence their goofy name. However you can implement multiple gems into one peice of equipment however only one gem can be active per equipment and if you are dual wielding you must choose which sword has the active gem, you can switch the active gem as a bonus action.
Now for the question you actually asked "What do these do." However that's not easy to answer because it's completely circumstantial due to the monster your GM and It's CR or Uniqueness. However I can give some guidelines as to what I would see as reasonable (Keep in mind this spell heavily relies on a good and constant relationship with your GM as you will probably be constantly asking him/her/they "What can I do with this soul")
Sorry back to those guidelines I had stuff in mind like when you capture the soul of a vampire it can have many effects from the same soul(This does NOT mean souls are reusable once you forge it what's done is done, you cant un-socket the gem but its property will be forever chosen) I think the souls property should be chosen when forging it into an item like a vampoires soul gives regeneration 5 but only when not in sunlight or taking radiant damage. or a life stealing sword that does 2d6 necrotic every strike you land (or 1d6 whatever seems reasonable). For dragons I would say take their breath weapon halve the amount of dice and halve the damage die so for example an adult copper dragon's breath attack does 12d8 damage so instead you would make it 6d4 and now your weapon does 6d4 acid damage for every hit. another example is an Adult fire dragon's roar does 18d6 so halving it would make it 9d3 but who uses d3's so round up to ad4 and minus the amount of dice by 1 or to so you get 8-9d4. You could also do resistance and immunity like wyrmling and young gives you resistance and adult and older gives you immunity. Now I know this sound like a lot but to be fair you just killed and ADULT dragon that's no small feat my young adventurer.
Please if missed anything or something is hard to understand please write it down in the discussion tab
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