When cast, this spell creates a soul scroll containing a spell of 3rd level or lower that the caster has prepared. Creating the scroll deals 1d4 necrotic damage to the caster. Anyone can use the eldritch soul scroll within 8 hours to cast the spell, which will then restore the health lost by the original caster when creating it. If unused after 8 hours, the soul scroll flickers out of existence.
When cast, this spell creates a soul scroll containing a spell of 3rd level or lower that the caster has prepared. Creating the scroll deals 1d4 necrotic damage to the caster. Anyone can use the eldritch soul scroll within 8 hours to cast the spell, which will then restore the health lost by the original caster when creating it. If unused after 8 hours, the soul scroll flickers out of existence.
When cast, this spell creates a soul scroll containing a spell of 3rd level or lower that the caster has prepared. Creating the scroll deals 1d4 necrotic damage to the caster. Anyone can use the eldritch soul scroll within 8 hours to cast the spell, which will then restore the health lost by the original caster when creating it. If unused after 8 hours, the soul scroll flickers out of existence.
When cast, this spell creates a soul scroll containing a spell of 3rd level or lower that the caster has prepared. Creating the scroll deals 1d4 necrotic damage to the caster. Anyone can use the eldritch soul scroll within 8 hours to cast the spell, which will then restore the health lost by the original caster when creating it. If unused after 8 hours, the soul scroll flickers out of existence.
3th-level necromancy 2nd-level evocation Casting Time: 1 action Casting Time: 1 action Range: 30 feet Range: 25 feet Components: V, S Components: V, S, M (recently drawn blood of an enemy) Duration: Concentration, up to 10 minutes Duration: 10 minutes Classes: Cleric, Druid, Warlock Classes: Sorcerer, Warlock, Wizard A dim teather of energy stretches from you to an enemy, A bright beam of arcane power arcs and pulses between binding you as if by rope. This beam pulls the target's life you and an ally. Creatures caught in the beam are basted with energy directly from their person and into the teather. While chaotic energy. inescapable, the teather is ethereal and can be passed through without difficulty. When cast on an ally within range, a beam of arcane energy will appear between you and the target. The beam will When cast, the caster must make a ranged spell attack. If change sizes if the distance between caster and target change the spell hits the target must make a Constitution saving but the spell ends if either party leaves the other's spell range throw using the caster's spell save DC or be affected untill (25 feet). the spell ends. For the duration or untill willingly ended, the spell will teather the caster and the target together. The Each creature passing the beam must make a Dextarity teather remains the same length as the distance casted saving throw using the caster's spell save DC or take 1d4 originally. This spell automaticly fails on undead or damage of the damage type rolled on the table below. Sucess constructs. If the ranged spell attack misses or the target or fail, the creature cannot be affected by the spell again untill passes the saving throw then the spell has no effect. the begining of the caster's next turn. If either party wishes to move away from the other then they At Higher Levels: When you cast this spell using a spell slot must use a bonus action to make an opposed of 3rd level or higher, each target takes 1d4 extra damage of Strength(Athletics) check, on a sucess the victor may move the type rolled for each slot level above 2nd. up to half their movement speed pulling the loser along with T.W's Paradoxical Line of Encircling them. On a failure, the creature is retrained for the remainder 1d4 Damage Type of their turn. 1 Cold While teathered, the caster may use their bonus action to 2 Fire drain the life energy from their target into the teather once. The damage for this is 2d6+2 necrotic damage or radiant 3 Force damage (caster's choice). The health drained from the target 4 Lightning is attributed to any creatures within as temporary hitpoints. The hitpoints are attributed by the caster immediately when "Cast it on as many friends you can, and watch your draining, if the creature is resistant or vulnerable to the enemies run from the storm of pure chaos!" ~ T.W damage dealt the hitpoints will always be the number on the 2d6. If the creature is immune to the damage dealt this has no effect. Buffered Boon 4th-level necromancy Casting Time: 1 hour to cast Range: Self Components: S, M (enchanted ink costing 45 gp) Duration: 8 hours Classes: Warlock, Wizard You have come to terms with risking your soul, removing and regaining part of it regularly. You have mastered soul conjuring and can summon your soul as a temporary spell pocket. Your soul will take form of a spell scroll which you must copy a spell into. Duing so however, comes at a grave price... When the spell is cast, the caster takes 1d4 necrotic damage. The spell scroll created can contain a spell of third level or lower that the caster has prepared. The scroll has an eldritch appearance and is cool to the touch. The scroll faintly whispers the orders of the caster's otherworldly patron or god. The soul scroll can be used by anyone who can normally use a scroll, casting the scroll is done in exactly the same way a normal scroll would be casted. When the scroll is casted, the original caster Buffered Boon will regain the health spent to create the scroll. If the scroll goes unused after the 8 hour duration, the spell ends and the scroll flickers out of existence.