Cheiromancer
Adventurer
A new version! I'll go through it again; might find something I missed the first time through, plus I can comment on the changes.
So a dimensional anchor or dimensional lock will prevent the spell from working, correct?
So even if they make the save they are at -8 hit points?! This is better than a save-or-die spell; it is no-save-and-die spell. Being at -8 hit points is almost as bad as being dead. A single blow or magic missile (heck, even an acid splash) will put you over the edge.
Oh, I note you don't specify what happens if the victim receives magical healing when at -8 hp. It would be odd to be at positive (or full hit points) and be without a soul.
"Incorporeal" means "no body" so I have to disagree with your explanation. I accept the effect, though; if the spell can cast a person's soul into a distant plane, it surely can do the same thing to a creature who is "all soul." I might want to say that such a creature is treated as having planeshifted away, but your method works, too. However, I don't think it could be the negative energy plane that souls are being sent to. Suppose you cast this spell on a ghost or other undead; why would it suffer from exposure to a plane that is normally beneficial to undead?
Have you simulated the effects of this with some of your NPCs and PCs? A character with a good wisdom score (14 or 15) has a 15% chance of making the check on the first round, but then they pretty much need a natural 20. After the 4th round they are out of luck. This is very deadly for characters who aren't clerics, druids or monks.
Too many special effects, imho, and they are a little weird. A mage's disjunction generally works like a very efficient dispel magic; if dispel magic returns the soul, why does mage's disjunction totally destroy it? And why disallow a resurrection spell if the soul returns to find its body dead? It should be easier to raise such a character than one who was made undead, and that only requires a resurrection.
Disjoin soul
Conjuration (Teleportation)
So a dimensional anchor or dimensional lock will prevent the spell from working, correct?
Saving Throw: Fortitude partial (special see text)
...
On a failed save the body is killed by the strain, otherwise it still suffers from the trauma and is reduced to -8 hit points.
So even if they make the save they are at -8 hit points?! This is better than a save-or-die spell; it is no-save-and-die spell. Being at -8 hit points is almost as bad as being dead. A single blow or magic missile (heck, even an acid splash) will put you over the edge.
Oh, I note you don't specify what happens if the victim receives magical healing when at -8 hp. It would be odd to be at positive (or full hit points) and be without a soul.
The cast of this spell disjoins the targets soul, separating it from the body and casting it into the negative energy plane. ... The soul must find its own way back to the body by making a wisdom check against a DC of 20 every round until they succeed, as the path back is based more on intuition then direction. However after every round the soul looses part of itself, represented in 1d6 points of charisma drain, and 1d6 points of wisdom damage due to the hostile environments warping ability....Incorporeal creatures are still affected even though they do not have a corporeal body they still have a dual nature, a ‘body’ and a soul.
"Incorporeal" means "no body" so I have to disagree with your explanation. I accept the effect, though; if the spell can cast a person's soul into a distant plane, it surely can do the same thing to a creature who is "all soul." I might want to say that such a creature is treated as having planeshifted away, but your method works, too. However, I don't think it could be the negative energy plane that souls are being sent to. Suppose you cast this spell on a ghost or other undead; why would it suffer from exposure to a plane that is normally beneficial to undead?
The soul must find its own way back to the body by making a wisdom check against a DC of 20 every round until they succeed, as the path back is based more on intuition then direction. However after every round the soul looses part of itself, represented in 1d6 points of charisma drain, and 1d6 points of wisdom damage.
Have you simulated the effects of this with some of your NPCs and PCs? A character with a good wisdom score (14 or 15) has a 15% chance of making the check on the first round, but then they pretty much need a natural 20. After the 4th round they are out of luck. This is very deadly for characters who aren't clerics, druids or monks.
A successful dispel targeted at the victims last known space, ends the spell realising the characters soul, if they make a successful fortitude save they return to the body, due to the unusual method of the souls release only a true resurrection can return the character to life.
A Limited wish is able to rejoin the body to the soul but not return it to life, however due to the spells power any of the resurrection spells can return the character to life. A Full Wish spell (or miracle) rejoins the body to the soul as well as returning the creature to life. A Disjunction spell cast in the area wipes the soul from existence, meaning the creature may only be recreated by the act of a God.
Too many special effects, imho, and they are a little weird. A mage's disjunction generally works like a very efficient dispel magic; if dispel magic returns the soul, why does mage's disjunction totally destroy it? And why disallow a resurrection spell if the soul returns to find its body dead? It should be easier to raise such a character than one who was made undead, and that only requires a resurrection.