3-level Necromancy (ritual)
The caster creates a small link to the astral plane and hurls a tiny piece of his soul, transformed into a deadly, lance-like projectile, through the plane of souls. The lance travels its distance unobstructed and pierces every soul on its way on a straight line, leaving no physical mark, but true damage to the very souls of its victims.
On a hit, the target must make a Charisma saving throw or suffer 4d8+wis soul damage or half as much on a successful save. The Soul Lance breaks a small part of the soul of its victims loose and adds it to its own energy, increasing its damage by 1 for all targets behind. The caster can choose to use a bigger part of his soul, endangering his own life. If he chooses so, the caster suffers 1d6+3 soul damage to give every target disadvantage against the saving throw.
In any other plane than the astral plane the Soul Lance is only felt and not seen, while in the astral plane it can be seen as a bright finger to arm thick beam of light (colour might depend on the caster's alignment, DM's choice).
Creatures without a soul (e.g. machines, certain constructs) are immune.
At higher levels: When this spell is cast using a spell slot of 4th level or higher, the damage increases by 1d8 and the range by 30 ft. for each slot level above 3rd.