Things you could do with a soul trapped in a crystal [Archive] - Wizards Community

Post/Author/DateTimePost
icnivad

02-23-07, 07:10 PM
I was thinking of writing a power that traps souls in crystals. The problem being that I'm not particularly sure what to do with the soul once it's trapped.

Possible ideas:
The soul is converted to power points that the manifester can use on powers.
The soul can be "taught" a power, and given power points and instructions on when to use the power.
The soul can be released which summons the trapped creature for 1 rnd/level before the creature and it's soul move on to the next life.

any more ideas?
Asadeseth

02-23-07, 09:13 PM
Okay well... I was saveing this for a later (rather long) post of my stuff for later but here is something similer to what you have. Not exactly what you have in mind perhaps, but hey it might be usefull.

Btw the part about reduceing XP cost persentage wise has to do with a homebrew feet.


Create Soul Shard
Metacreativity (Creation)
Level: Shaper 7
Display: Ma, Me, V
Manifesting Time: 1 minute
Range: 0ft
Effect: One Soul Shard
Duration: Perm
Saveing throw: -
Power Resistance: -
Power Points: 13, XP

[I]Vahl'trala Harous drew from within her self, an azure mist came forth from her chest. With intence focas Vahl'trala forced the glowing vapor to crystalise between her hands

Useing Create Soul Shard brings into existance a sould shard, essentualy an unformed new soul. Creating a Soul Shard draws from the manafesters own Soul thuse costing XP, this cost can not be reduced persentage wise though psionics/magic or feets, but can be subsituted via ambrosia or the like.

Soul Shards can be used for vairous things, paying off feinds, subsatueing XP cost for spells or iteam creation, paying off gp cost for iteam creation at GM discreation, creating liveing consturcts, or for vaious other things that the GM might alow or come up with. A Soul Shard can't be partualy used, any exp not used is waisted, and if the exp cost exceeds XP of the soul shards used, the user must pay the remainder normaly.

Some times a creature is killed in such a way as to damage the soul, such as being eaten buy a barghest. If a Soul Shard is used as a componet in a resurection of such a person the chance of success increases buy 25% per Sould Shard used.

For Incarnum classes, Soul Shards are extreamly valuable, each hard can be used to add an essenta to a soul meld, doing so uses up the Soul Shard however.

XP Cost: The mininmum cost for manifesting Create Soul Shard is 1,000 XP
Augment: For every additional 2 PP you may create an additional soul shard, every additional Soul Shard cost and additional 1,000 XP
GuardianLurker

02-23-07, 09:15 PM
Assuming that you could do it to yourself, it becomes Magic Jar/a phylactery/a delayed-action True Mind Switch.

You could also use the soul to
gain information that the soul knows/knew while incorporated
assume the form of the soul's body
assume the forms classes; I'd suggest doing it on a swap-and-drain basis. E.g. if crystal contains Clr 20, and owner is Wilder 15, owner could become Clr 12/Wilder 3 to cast Resurrection. But when done, is once again Wilder 15, and the crystal now contains Clr 3.
Slagger the Chuul

02-24-07, 12:28 AM
I was thinking of writing a power that traps souls in crystals. The problem being that I'm not particularly sure what to do with the soul once it's trapped.

For general guidance, I should note that the Magic of Incarnum book includes an oft-overlooked power called Soul Crystal.

In brief, this 7th-level power creates a shard of crystal containing temporary knowledge of a single power, and a number of power points up to twice your manifester level (you spend these in addition to the normal PP cost). The crystal can be used by any wielder (psionic or not) to manifest the stored power using the stored power points.

Flavourwise, the soul of an unborn psion resides in the crystal for the duration. You might want to keep this power in mind when deciding what your own creation will do.
icnivad

02-25-07, 04:59 PM
Ok, I wrote up the power, and I'm curous to see what people think. I'm also still looking for more things to do with a soul, so if you have any ideas, let me know.

Soul Capture
Type: Telepathy
Level: Psion / Wilder 5
Display: Visual, Mental
Manifesting Time: 1 standard action.
Range: Touch
Target: 1 dying creature
Duration: Instantanious
Saving Throw: Will Negates
Power Resistance: Yes
Power Points: 9
This power captures a dying creature's soul and stores it into a crystal for later use. You must have a crystal or other precious gemstone of at least 100 gold per hd of the creature you wish to trap, so trapping a 7 hit die creature requires a gem of at least 700 gp. If the creature has more hd than the gem, the power fails. To manifest this power, your target must have less than 0 hit points and be unconscious. When trapped, the creature can think normally, but cannot do anything that requires a body. A psionic character can still manifest powers and a spellcaster can cast any spells that they can do still and silent. Once a creature is trapped, you immediately know how many hit dice it had.
There are a number of things you can do with a creature's soul once you have it trapped.
1. The soul may be communicated with by using mindlink, telepathy, or other similar form of mental communication. This power doesn't change the soul's attitude to the manifester, but spells or powers that are strictly mental in nature such as charm or dominate can be cast on the soul.
2. You may burn up the soul thus gaining power points equal to 2 times their hit die.
3. You may release the soul, which summons the original creature at full hit points for 1 rnd/level before the creature's soul moves on and their body disperses. The creature is not under your control unless you took measures prior to releasing it.
4. You may burn up the soul or fraction of a soul in place of some or all of the XP cost for powers, spells, or item creation. A soul provides 50 xp per hd. A partially used soul gets permanent negative levels equal to the number of hit die burned.
5. You may return the soul to it's original body, or place it in a different body without a soul. A dying body without a soul will continue to bleed until it reaches -10 hp. If a soul is returned to a body in this state, the creature dies and the soul departs. A soulless body can be healed by normal means prior to returning the soul to it.
6. You may teach the soul a power and give it some of your power points to manifest the power. The creature cannot learn a power that costs more power points than it has hit dice. You cannot give the creature more power points than twice it's hit dice.

Augmentation:
1. By spending an additional +2 power points, you may manifest this power on a creature that has died no more than 1 round ago(assuming the creature's soul is still intact). For each +2 power points, you may go back an additional round.
2. By spending an additional +2 power points, you may manifest this power on yourself, placing yourself in a crystal. You can still manifest powers as normal. You may return to your body at any time as a standard action.