TEXT: SOUL MAGIC SPELLS 
  DEATH'S DOOR 
  7th-level necromancy (Cleric, Sorcerer, Warlock, Wizard) 
  Casting Time: 1 reaction, which you take when you are 
  reduced to 0 hit points before you become unconscious 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  Just as you slip between the realm of souls and out of 
  consciousness, you shout a call that is something between a 
  new word, an old name, and a primal roar, which echoes with 
  soundless din in your soul and the souls around you. 
  You are reduced to 1 hit point instead of 0. In addition, you 
  gain temporary hit points equal to half your maximum hit 
  points which disappear when the spell ends. While the spell 
  lasts, you appear translucent, flickering with spectral energy, 
  and you also gain the following benefits: 
  • You have resistance to bludgeoning, piercing, and slashing 
  damage dealt from nonmagical weapons. 
  • You have a flying speed equal to your speed, and you can 
  hover. You can also use a bonus action on your tum to 
  teleport up to 30 feet to an unoccupied space you can see. 
  • You grant enemies disadvantage on weapon attacks made 
  against you, and you make all saving throws with 
  advantage except Charisma saving throws, which you 
  make with disadvantage. 
  • On your turn, you can use your action to strike a target 
  with soul energy. You make a melee spell attack with a 
  reach of Touch against one creature that you can see. On a 
  hit, that creature takes 8d6 damage. 
  • On your turn, you can use your action to burst with the 
  energy from within your soul forcing all creatures within 
  15 feet of you to make a Charisma saving throw. On a 
  failed saving throw, a creature takes 5d6 damage. 
  The type of this spell's damage is determined by your 
  alignment: if you are Good, it deals radiant damage; if you are 
  Evil it deals necrotic damage; and if you are Neutral you may 
  choose either damage type when you cast the spell 
  SOUL EXPULSION 
  8th-level necromancy (Cleric, Sorcerer, Wizard) 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a chunk from a century-old headstone) 
  Duration: Instantaneous 
  With a roar of light and sound, you blast a foe's soul with 
  magical power, pressing it against the boundaries of its fleshy 
  constraints. Choose one creature that you can see within 
  range. That creature must make a Charisma saving throw. 
  On a failed saving throw, the target takes 1 0d8 necrotic 
  damage and is stunned until the start of your next turn. On a 
  successful saving throw, the target takes half damage and is 
  not stunned 
  In addition, bright soul-light shines out in rays from the 
  target's body, washing over nearby foes. Each creature of your 
  choice other than the target that is within 60 feet of the target 
  must make a Wisdom saving throw. On a failed save, a 
  creature takes 6d8 radiant damage and has disadvantage on 
  attack rolls until the end of your next turn. On a successful 
  saving throw a creature takes half damage and nothing else. 
  When this spell targets an incorporeal undead, such as a 
  ghost or wraith, or a soul that is removed from its body, the 
  spell ignores resistance or immunity to necrotic damage and 
  the target has disadvantage on the Charisma saving throw. 
  At Higher Levels. When you cast this spell using a spell 
  slot of 9th level the necrotic damage and radiant damage 
  dealt increases by 2d8. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/D&D Unleashed/Previews from The Impermissicon/D&D Unleashed - Soul Magic.pdf