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Vestment of souls
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Spell point cost: 500 Casting process is verbal. Intelligence, Wisdom and Spirit lore help in casting this spell. Affiliated stats: Primary: wisdom Secondary: intelligence Tertiary: constitution With this spell the caster is able to open a powerful rift to the netherworld and force several spirits of the dead from there to protect the caster's body with their essence. The spirits are attached to you with your spirit as the vortex and start to orbit around you. The spirits are in faint, ethereal form, partially in this plane and partially in the plane of the dead. When an opponent strikes through one of the spirits a part of the attacks power is transferred to the spirit. If the damage is too great the spirit loses its essence and is forced to fade to its own plane. Only the spirit farthest from the caster takes damage, as it is the strongest and more in this plane than the others. After the spirit is gone a new one rises from the bunch of orbiting souls and takes its place. The drawback is that the absorbtion of spirit's energy requires great bond from your own body, you are unable to keep the spirits in this realm if your endurance is too weak. Each hit that the spirits take drains your endurance, and when that ends the spirits fade back to their own plane. The spell cannot be replaced, a new powerfull rift would without a doubt tear a too great hole to the veil and the spirits of the dead would be able to enter the world of living freely. [[category:spells]][[category:unification of Dhubr spells]]
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