D&D 5e – How to Use the d&d 5e soul cage spell


The soul of a humanoid creature is imprisoned in its womb by the spell Soul Cage in D&D 5e. This potent spell may be cast in several ways. Here are a few of these results. Soul Cage is an extremely potent spell if cast properly. To discover how to cast it, keep reading. Soul Shards not only capture a humanoid’s spirit but also resurrect the creature’s body.

A character may cast a Soul Cage spell to steal a humanoid’s soul. A humanoid’s soul may be trapped by this spell and cannot be released. It can only be used once every level and up to six times total. Each time this spell is performed, the caster can recover 2d8 hit points from a dead creature. The subsequent usage will replenish the soul energy it saps.

The Eyes of the Dead turn a humanoid into a transparent sensor when they are used to capture one. This monster can stay focused for ten minutes. It collects sensory data from the captured humanoid and projects a transparent picture of that being onto it. This spell can capture a humanoid’s soul if the target creature has the ability to see the sensor.

In D&D, the soul cage is a potent spell. A humanoid’s soul may be imprisoned by this spell indefinitely. Once cast, it has the ability to take or move the victim’s soul. It can only be applied six times, though. While imprisoned, the target cannot be revived. Instead, the soul is drained, restoring 2d8 hit points to the caster.

The soul of a humanoid is imprisoned by the Soul Cage, a magical contraption. It cannot be changed and its use is protected by copyright. After being slain by this spell, a humanoid can restore twod8 hit points. Only one soul regeneration each day is possible. A humanoid that has passed away may be able to be resurrected in its womb.

The Soul Cage replaces a deceased humanoid with an invisible sensor. Throughout its ten-minute stay, the sensor collects sensory data from the target. Once the spell expires, it is impossible to restore the humanoid. During this moment, the player can capture a humanoid’s soul using the Soul Cage. Additionally, a humanoid that has been possessed can be captured with the spell.

A humanoid can imprison the soul of another humanoid with the Soul Cage. While inside the Soul Cage, the humanoid cannot be resurrected. A character can purchase this patented magic by using a tier of spells. A humanoid will spend at least six minutes locked in the womb after it passes away. While in the soul cage, the creature cannot be resurrected, although the humanoid can restore twod8 hit points.

A humanoid’s soul can be captured with the Soul Cage. The entire soul of a humanoid may likewise be captured via it. This spell is not copyrighted, but it has a brief duration. You can buy this copyright spell from Wizards of the Coast. The guidelines below apply to it. So, if it is a duplication, the DM’s decision needs to be taken into account.

A humanoid has the legal right to capture the soul of another humanoid using the patented magic “The Eyes of the Dead.” This spell is effective despite not being particularly strong. It can aid a character in surviving a hazardous circumstance if employed properly. A humanoid imprisoned by a’, for instance, can acquire 2d8 hit points.

Without doing any action, a soul can respond to a query. Any query may be answered in any language. A soul can only respond truthfully with its thoughts. A soul might also take knowledge from a previous existence as an alternative. For attacks, saving throws, and other abilities, this experience can be utilised. Other characters may benefit from its experience, but a rogue is still required in order to utilise it.


To function, the clone must be mature and the original body must be decreased. The original soul needs to be open to being imprisoned. The spell is often cast on a body that has already passed away. The soul is locked inside the grown new clone after it has developed. The original body might still be living or pass away. Both times, a human is affected by magic. After a death, a cloned human may become stuck.

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