Soru Soru no Mi (Soul Manipulation)

Devil Fruit, Legendary

Type. Environment Alterer Paramecia

Fruit appearance. a large, pink plum with spiral shapes along its surface.

Description. Allows the user to interact with and manipulate the souls of other living creatures.

Sea Weakness. You are weak to water and seastone.

Soul Pocus. As an action, you can target a creature that can see and hear you within 60 feet and rip away a part of it’s soul to attempt to rob it of it’s lifespan. The creature must have a challenge rating of 1/8 or higher for this ability to work on it. The creature must succeed on a Wisdom saving throw against your Devil Fruit save DC or the creature takes 10 (3d6) necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. A creature that is frightened of you has disadvantage on this saving throw. If a creature is immune to the frightened condition or necrotic damage, it is not affected by this ability. This reduction is permanent, unless a Greater Restoration, Heal, or Wish spell is used on the target. The target dies if this effect reduces its hit point maximum to 0. Additionally, whenever a creature fails this saving throw and has its hit point maximum reduced by this ability, you gain 1 devil fruit charge.

Additionally, you can spend an action to sacrifice 10 hit points and reduce your hit point maxmimum by 10 to gain 1 devil fruit charge. This reduction lasts until you complete a long rest.

Soul Homies. As an action, you can spend 5 devil fruit charges to create a “Homie” by filling a target with collected soul power. You use the Aniamte Objects or Awaken spell descriptions on applicable targets for this ability. Homies created this way follow your commands and last indefinitely.

Alternatively, you can use this action and spend 9 devil fruit charges to create a Special Homie made of stronger soul energy and raw elemental power. For a special homie, use the Conjure Elemental spell description instead, and you can summon an elemental with a challenge rating of 9 or lower which follows your orders and lasts indefinitely.

Incarnations. You can expend 2 devil fruit charges to create an Incarnation within 30 feet of you. An Incarnation has the statistics of a Specter (view the standard 5e monster manual). An Incarnation cannot attack, but can use your Soul Pocus on willing creatures to collect soul energy, though it cannot reduce a creature’s maximum hit points below 1. If a creature only has 1 maximum hit point, an Incarnation cannot use Soul Pocus on it. An Incarnation follows your orders and lasts until you dismiss it as a bonus action. It can collect up to 5 devil fruit charges from creatures this way, which it can then transfer to you as an action while it is within 5 feet of you.

Spells (Soul Techniques). This devil fruit power has 17 maximum charges, but you start with none. You can expend 1 or more of its charges to cast one of the following spells from it without needing to expend material components: chromatic orb (1 charge, can cast at higher levels by spending additional charges), phantasmal force (2 charges; can cast at higher levels by spending additional charges), elemental weapon (3 charges, can cast at higher levels by spending additional charges), fear (3 charges), fireball (3 charges), lightning bolt (3 charges), Blight (4 charges), Dominate Person (5 charges), Flame Strike (5 charges), Wrath of Nature (5 charges), Chain Lightning (6 charges), Soul Cage (6 charges), Prismatic Spray (7 charges), Fire Storm (7 charges), Feeblemind (8 charges), or Psychic Scream (9 charges). The devil fruit regains expended charges when you use your Soul Pocus ability.

Awakening (3000 Leagues of Misery). Once you’ve awakened your power, you can use an action to attempt to siphon the souls of all creatures within 60 feet of you. Each creature of your choice in the area is subjected to your Soul Pocus ability and must save against it. Additionally, as a part of this action, you also summon a Soul Monster in an empty space you can see within 60 feet of you, which lasts for 1 minute or until you fall unconscious. This Soul monster has the statistics of a Boneclaw from Mordenkainen’s Tome of Foes, loses its Reujuvenation feature and gains the Incorporeal Movement feature instead.

The Soul Monster is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

Once used, you can’t activate your awakening again for another 24 hours.