The casting creature rips a bit of it's energy from it's soul and hurls it at an enemy. The shard deals 14d6 soul damage upon impact. In addition to the Spell Points the target also needs to sacrifice 4d6 Hit Points to cast this spell.
Higher Levels: For each spell level above 3rd the spell deals an extra 2d6 soul damage and the caster takes an extra 1d6 Hit Point dig. If the spell level is 6 or higher, the amplify dig increases by 2d6.
Amplify: The caster can choose to amplify this spell, increasing it's power and duration. If this spell is amplified the caster's Hit Point Maximum is also permanently reduced by the number of the sacrifice dices. Additionaly, the casters Spell Points Maximum is reduced by the amount of Spell Points used to cast this spell.
When the caster amplifies this spell the shard stings to the target. At the start of the creatures turn it takes 8d6 soul damage. At the end of it's turn a creature can try to dettach the shard from it's body. This requires a succesful Intelligence save against the caster's spell save DC.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself), The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.