27.04.2013 Views

Book of Bone and Ebony

Book of Bone and Ebony

Book of Bone and Ebony

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

EXALTED • BOOK OF BONE AND EBONY<br />

Creation’s smoked mirror are hardier, bolstered by the<br />

negative Essence <strong>of</strong> the Underworld, <strong>and</strong> resist efforts to<br />

remove them.<br />

The Deathlords are particular beings <strong>and</strong> have specific<br />

tastes. When one desires to raise her fortress here, no pitiful<br />

spirit’s echoing cries against death are going to disrupt her<br />

choice <strong>of</strong> locale <strong>and</strong> decor. Easing the Forsaken Memory can<br />

completely erase a single haunt <strong>of</strong> the caster’s choice. For an<br />

additional cost <strong>of</strong> 1 mote per mile, the necromancer can<br />

relocate the haunt to a location <strong>of</strong> her choosing.<br />

There is a similar spell, Congealing the Last Thought,<br />

that can create haunts for those necromancers who appreciate<br />

them as a motif. The haunts created by this spell can<br />

be taken from the mind <strong>of</strong> a cooperating ghost or can be<br />

constructed out <strong>of</strong> whole cloth from the necromancer’s<br />

imagination. Haunts created by this spell in Creation last<br />

a month per permanent Essence <strong>of</strong> the caster, while those<br />

created in the Underworld are near-permanent. Congealing<br />

the Last Thought costs 12 motes.<br />

EMPEROR’S CHAINS<br />

Cost: 16 motes<br />

Target: Varies<br />

The necromancer claps her h<strong>and</strong>s, <strong>and</strong> the world<br />

resounds with that sharp sound. As it reaches ghosts’ ears,<br />

their corpora become sluggish <strong>and</strong> unresponsive. All ghosts<br />

within 50 yards <strong>of</strong> the necromancer find their movement<br />

rates halved, <strong>and</strong> the costs <strong>of</strong> all movement-related Arcanoi<br />

are doubled.<br />

The necromancer may choose, instead, to focus the<br />

spell’s effect on a single ghost, who must be within 20 yards<br />

when the spell is cast. That ghost is rendered unable to<br />

move at all, <strong>and</strong> any movement-enhancing Arcanoi cost<br />

triple the Essence to use.<br />

FACES OF THE DEAD<br />

Cost: 16 motes<br />

Target: Caster<br />

Casting the spell with two fingers together, the necromancer<br />

brings them apart <strong>and</strong> draws out a wire <strong>of</strong> shimmering<br />

silver. The wire appears to fold outward, growing additional<br />

dimensions <strong>and</strong> facets until it becomes a thin-shafted silver<br />

mace with a perfectly forged, 12-faced head.<br />

The silver mace is <strong>of</strong> excellent quality <strong>and</strong> balance, <strong>and</strong><br />

beneath the stars <strong>of</strong> the Underworld, it winks with reflected<br />

light. Against a ghost, the weapon inflicts additional damage<br />

equal to the caster’s Essence. If a blow with the mace<br />

deals a number <strong>of</strong> health levels <strong>of</strong> damage equal to or greater<br />

than a ghost’s permanent Essence, the mace <strong>and</strong> ghost flash<br />

with a bright blue light as the ghost is captured in one <strong>of</strong> the<br />

faces <strong>of</strong> the weapon’s head. The faces <strong>of</strong> all ghosts captured<br />

peer out from the surface that holds each.<br />

Once an hour has passed, the necromancer forfeits use<br />

<strong>of</strong> the weapon as the shaft dissolves into dust <strong>and</strong> blows<br />

away on a phantom wind. The mace’s head becomes a jar<br />

124<br />

<strong>of</strong> transparent rock crystal, holding all the spirits that were<br />

captured within. The jar has 12L/12B soak <strong>and</strong> can suffer<br />

up to 20 health levels <strong>of</strong> damage before it shatters, freeing<br />

any trapped ghosts. Effective countermagic violently shatters<br />

the jar automatically. Only the necromancer can open<br />

the jar without forcing it. A ghost freed from the jar by<br />

whatever method is bereft <strong>of</strong> Essence.<br />

Faces <strong>of</strong> the Dead was a tool used in first days <strong>of</strong> the<br />

First Age, as the inquisitive Solars <strong>and</strong> Chosen <strong>of</strong> Secrets<br />

began exploring the mysteries <strong>of</strong> the Underworld. Its use<br />

was eventually viewed as distasteful <strong>and</strong> discontinued.<br />

Abyssals use it today to collect souls for the forging <strong>of</strong><br />

soulsteel, as the ghosts are quite pliable once removed from<br />

the crystal jar.<br />

Weapon Speed Acc. Dmg. Def.<br />

Silver Mace -1 +2 +5L +0<br />

FIELD OF FELL DREAMS<br />

Cost: 16 motes<br />

Target: Area <strong>of</strong> effect<br />

The caster drops to one knee <strong>and</strong> channels the heat <strong>of</strong><br />

thous<strong>and</strong>s <strong>of</strong> decaying dead into the earth or stone at her<br />

feet. As the spell ends, the necromancer removes her palm<br />

to reveal a br<strong>and</strong> in the shape <strong>of</strong> her h<strong>and</strong>. At that instant,<br />

skeletal h<strong>and</strong>s burst forth from the dirt, the cobblestones<br />

or the marble floor <strong>and</strong> begin to latch with the strength <strong>of</strong><br />

the dead onto any who come within their grasp.<br />

Any person other than the caster is forced to dance<br />

<strong>and</strong> dodge about to avoid being grabbed by the grasping<br />

claws — he has his Dexterity reduced by one dot while<br />

within 50 yards <strong>of</strong> the br<strong>and</strong> <strong>and</strong> his Dexterity reduced by<br />

two dots with respect to calculating movement. Additionally,<br />

anyone moving through the Field <strong>of</strong> Fell Dreams<br />

suffers one attack for every five yards he moves. Each<br />

attack is a clinch attempt made at an accuracy <strong>of</strong> (the<br />

caster’s Essence + 5). The h<strong>and</strong>s have a pool <strong>of</strong> seven dice<br />

when attempting to maintain clinches, <strong>and</strong> they never<br />

attempt to inflict damage, only to contain their victims.<br />

The bony h<strong>and</strong>s may be destroyed easily — they cannot<br />

dodge or parry <strong>and</strong> are relatively fragile — but a new one<br />

takes the place <strong>of</strong> any h<strong>and</strong> smashed or severed. The h<strong>and</strong>s<br />

can grasp immaterial ghosts as easily as mortals, <strong>and</strong> ghosts<br />

caught by the h<strong>and</strong>s are forced to spend a mote to manifest.<br />

The h<strong>and</strong>s’ animation flees them at the stroke <strong>of</strong><br />

midnight, as measured by the Calendar <strong>of</strong> Setesh.<br />

FIVE GIFTS<br />

Cost: 12 motes<br />

Target: One ghost<br />

Every ghost is afflicted with the mind-numbing bl<strong>and</strong>ness<br />

<strong>of</strong> unlife. When foods taste as dust <strong>and</strong> the rainbow is<br />

different shades <strong>of</strong> gray, when a ghost cannot even dream

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!