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Book of Bone and Ebony

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The next time the target <strong>of</strong> the spell looks into a mirror,<br />

the message comes flowing out <strong>of</strong> it to be read. Once the<br />

bloody words are understood, they lose cohesion <strong>and</strong> begin<br />

to run down the smooth surface <strong>of</strong> the mirror. At this time,<br />

if the target <strong>of</strong> the spell chooses, she may wipe clean the<br />

mirror <strong>and</strong> lightly cut her fingertip. Using it as a stylus, she<br />

may write a short message on the mirror, <strong>and</strong> it will be seen<br />

by the necromancer when next he looks in a mirror.<br />

There are additional spells <strong>of</strong> the three necromantic<br />

circles that take advantage <strong>of</strong> mirrors’ strange qualities.<br />

Invisible Doorway, <strong>of</strong> the Shadowl<strong>and</strong>s Circle, costs 18<br />

motes <strong>of</strong> Essence <strong>and</strong> a lethal health level. It allows the<br />

caster to open a doorway between Creation <strong>and</strong> the<br />

analogous position in the Underworld through any reflective<br />

surface. Anointing it with his blood, the crimson<br />

becomes the shining quicksilver blood <strong>of</strong> the Malfeans <strong>and</strong><br />

the surface becomes a portal, which remains open for three<br />

turns. After this use, mirrors shatter, ponds boil <strong>and</strong> silver<br />

tarnishes. White Shard, a Labyrinth Circle spell, costs 28<br />

motes <strong>and</strong> allows the necromancer to communicate faceto-face<br />

between two specially treated mirrors. The<br />

communication afforded by White Shard lasts for up to<br />

half an hour. The Barless Gate is <strong>of</strong> the Void Circle <strong>and</strong><br />

costs 42 motes to cast. With it a necromancer may step<br />

between any two mirrors in the Underworld in a form <strong>of</strong><br />

instantaneous travel. Invoking the Barless Gate violently<br />

shatters all spiritual or physical wards barring such travel<br />

at the recipient’s gate.<br />

BONE PUPPET DANCE<br />

Cost: 16 motes<br />

Target: One creature<br />

Considered requisite among those who wish to be<br />

known as masters <strong>of</strong> the walking dead, this spell is completed<br />

by the utterance <strong>of</strong> a single syllable <strong>of</strong> comm<strong>and</strong>, the<br />

sound <strong>of</strong> which burns through the air to br<strong>and</strong> itself<br />

invisibly on the center <strong>of</strong> its target’s ribcage. Once the<br />

br<strong>and</strong> is made, the necromancer comm<strong>and</strong>s complete<br />

obedience from the skeleton, <strong>and</strong> any living flesh around<br />

that skeleton is in for a nightmarish time.<br />

The skeleton will immediately begin attempting to<br />

enact the necromancer’s will, moving to attack its owner’s<br />

friends, bearing a message to the East or performing back flips<br />

for the necromancer’s amusement. The inherent difficulty in<br />

controlling another being causes any action attempted by the<br />

skeleton — who otherwise acts with its host’s dice pools — to<br />

be at a dice penalty <strong>of</strong> the host’s Essence.<br />

If the host does not wish to be the necromancer’s<br />

servant, as is likely, he must to act against the actions his<br />

skeleton is carrying out. He may exert control over his<br />

body with little mental effort, but even as he drives his<br />

body through force <strong>of</strong> will, his skeleton is resisting. His<br />

bones burn <strong>and</strong> scream, unable to perform as their necromantic<br />

master dem<strong>and</strong>s. Every action taken by the host is<br />

at -1 die, <strong>and</strong> every turn in which he wrests control from<br />

121<br />

CHAPTER FIVE • NECROMANCY<br />

his tormented frame, he suffers two levels <strong>of</strong> lethal damage<br />

as his bones blister his muscles <strong>and</strong> claw at him from<br />

within. This damage can only be soaked by natural soak<br />

(<strong>and</strong> is unaffected by hardness ratings that do not reasonably<br />

affect wounds coming from within the body).<br />

The effects <strong>of</strong> this spell last for a number <strong>of</strong> hours equal<br />

to the necromancer’s player’s successes on a Charisma +<br />

Occult roll. Trying to control a body that resists requires<br />

more <strong>of</strong> the spell’s available power, so every turn in which<br />

the host painfully controls his own body reduces the<br />

remaining hours <strong>of</strong> servitude by one. When this number<br />

reaches zero, the spell ends. If the host is killed as a result<br />

<strong>of</strong> attempting to remain in comm<strong>and</strong> <strong>of</strong> his body, the<br />

skeleton claws its way free <strong>of</strong> the flesh which restrained it<br />

<strong>and</strong> becomes a permanent zombie under the control <strong>of</strong> the<br />

necromancer (see Exalted, p. 299).<br />

A necromancer can cast this spell upon an already<br />

extant skeleton to animate it as a permanent servant, or<br />

she can target a skeleton that is already animate, ripping<br />

control from its current master. This technique is so<br />

spiritually abusive that it inflicts the caster’s Essence in<br />

dice <strong>of</strong> bashing damage, soakable only with Stamina, to<br />

the necromancer from whom she took the skeleton.<br />

BONFIRE VISIONS<br />

Cost: 13 motes<br />

Target: One bonfire<br />

Although abysmally rare in the Underworld, the<br />

bones <strong>of</strong> a creature that once lived must be collected before<br />

the necromancer may cast this spell. Splintering the bones<br />

<strong>and</strong> piling them on the ground, the necromancer hurls a<br />

ball <strong>of</strong> blue flame into the pale white kindling, which<br />

bursts into flame. The fire is large but controlled <strong>and</strong><br />

always burns a pale blue-white. The light is drowned out by<br />

the strong rays <strong>of</strong> the sun, <strong>and</strong> in Creation, the fire will<br />

soon go out. But in the Underworld, the light <strong>of</strong> the bonfire<br />

burns brightly. Ghosts can see the clear light for miles<br />

through the dreary Underworld, <strong>and</strong> they are drawn to it.<br />

Any ghosts who peer into the flame during the hour<br />

in which it persists can look in upon any <strong>of</strong> their Fetters<br />

with perfect clarity, without the requisite Arcanoi. This is<br />

<strong>of</strong>ten a boon for which ghosts are willing to pay, either in<br />

goods or in services.<br />

DEATH FLIES TWO SAILS<br />

Cost: 14 motes (seven committed)<br />

Target: One sailing vessel<br />

There is no safety in sailing upon the Sea <strong>of</strong> Shadows.<br />

Spectres float on the boundless black waves, vile shadows<br />

are able to seep in with the smallest leak, <strong>and</strong> hekatonkhire<br />

lurk in the depths <strong>and</strong> do not always slumber. A necromancer<br />

with this spell need fear none <strong>of</strong> those things.<br />

St<strong>and</strong>ing with her feet in the lapping waters <strong>of</strong> the<br />

Underworld’s dark ocean or its murky rivers, she sings an<br />

eerie lullaby to the depths. After seven minutes, the song is

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