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Book of Bone and Ebony

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EXALTED • BOOK OF BONE AND EBONY<br />

black, stones grow chalky, bright colors pale to near gray,<br />

<strong>and</strong> the sky becomes drained <strong>of</strong> all color.<br />

The necromancer has opened a temporary shadowl<strong>and</strong><br />

around herself, encompassing a small portion <strong>of</strong> Creation<br />

with it. Its borders waver uncertainly as far out as the<br />

necromancer’s power can hold it. After a short time, the<br />

borders snap shut about their center as Creation reasserts<br />

itself — but all sentient beings within the boundaries <strong>of</strong><br />

the spell find themselves in the Underworld, their positions<br />

analogous to where they stood in Creation.<br />

The spell takes a short time to affect the stability <strong>of</strong><br />

Creation. The turn in which the spell is concluded lets<br />

through a breath <strong>of</strong> the wind that travels between worlds<br />

<strong>and</strong> Elsewhere. The next turn casts out the odor <strong>of</strong> the<br />

Underworld, <strong>and</strong> in the next, the wind dies away, <strong>and</strong> the<br />

world changes. In the third turn after the spell is cast, the<br />

shadowl<strong>and</strong> spreads outward up to 50 yards, <strong>and</strong> the caster<br />

can keep the portal open for a number <strong>of</strong> turns equal to her<br />

Essence or let it snap closed after the first. The shadowl<strong>and</strong><br />

always becomes fully open on the same initiative as when<br />

the spell was cast <strong>and</strong> closes on the same. When it closes,<br />

everyone within the shadowl<strong>and</strong> will be in the Underworld<br />

— so the necromancer must take care <strong>of</strong> whom she<br />

allows within its borders.<br />

This spell, when cast in the Underworld, has similar<br />

but inverse effects. The wind between worlds smells sweet,<br />

<strong>and</strong> when the shadowl<strong>and</strong> disappears, all within its borders<br />

find themselves in Creation.<br />

SHIELD OF SHATTERING BONES<br />

Cost: 18 motes<br />

Target: Caster<br />

A common tactic for a necromancer to take when in<br />

battle is to divert the damage inflicted upon him into the<br />

enduring bodies <strong>and</strong> frames <strong>of</strong> the animate dead who fight<br />

for him. This spell enables such behavior.<br />

Upon completion <strong>of</strong> the spell, the caster is momentarily<br />

surrounded by a blood-red halo that then bursts out<br />

onto the field <strong>of</strong> battle around him. Each skeleton or<br />

zombie touched by the exp<strong>and</strong>ing ring glows with a brief<br />

red cast <strong>of</strong> its own before the light fades. Thereafter, until<br />

the sun next rises in Creation, the necromancer can<br />

reflexively spend 3 motes to shunt the damage from a<br />

successful attack onto one <strong>of</strong> his targeted undead. The<br />

motes are spent before any damage is rolled but after soak.<br />

No more than (the necromancer’s Essence x 5) dead<br />

are so marked, <strong>and</strong> all must be within (the necromancer’s<br />

Essence x 5) yards at the time <strong>of</strong> the casting. Only these<br />

may be called upon to take a blow for the necromancer,<br />

<strong>and</strong> the target must be within line <strong>of</strong> sight.<br />

The effects <strong>of</strong> this spell are plainly visible. A blow to<br />

the necromancer’s chest with a goremaul results in the<br />

collapse <strong>of</strong> a nearby skeleton’s ribcage, <strong>and</strong> the cut <strong>of</strong> a<br />

scimitar closes up as the blade passes, opening instead in a<br />

138<br />

grinning zombie. All health levels <strong>of</strong> damage done to the<br />

necromancer are instead afflicted upon the unfortunate<br />

walking dead. Once the last marked zombie falls, the spell<br />

must be recast for it to have any further effect.<br />

SILENCED WHISPERED PRAYERS<br />

Cost: 27 motes<br />

Target: Varies<br />

As the necromancer casts this spell, the whispered<br />

prayers <strong>of</strong> all who give her target worship <strong>and</strong> obeisance<br />

becomes audible, rising to a deafening pitch at the apex <strong>of</strong><br />

the spell before the caster’s eyes flash with white light <strong>and</strong><br />

the prayers are cut <strong>of</strong>f, replaced only with silence.<br />

Victims <strong>of</strong> this spell find themselves severed from<br />

their followers, unable to dip into the flow <strong>of</strong> Essence<br />

provided by worship. Any Cult rating a ghost possesses,<br />

Underworld or Ancestor, drops to zero for the duration <strong>of</strong><br />

this spell. Those who <strong>of</strong>fer worship feel no difference <strong>and</strong><br />

continue to give their prayers as always.<br />

This spell may also be cast into an area. As the spell<br />

is released, all ghosts within 45 yards <strong>of</strong> the necromancer<br />

find the prayers upon which they draw grow audible before<br />

sharply dropping in volume. Each ghost affected loses one<br />

dot in any Cult he possesses.<br />

Living creatures affected by the focused version <strong>of</strong> the<br />

spell lose half <strong>of</strong> their Cult rating, round down. The areaeffect<br />

version does not affect living creatures at all.<br />

This spell lasts until the sun has risen in the Underworld<br />

seven times.<br />

SWEET VOICE FAMILIAR<br />

Cost: 32 motes<br />

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

Crafted by the first Abyssal necromancer <strong>of</strong> the Labyrinth<br />

Circle, he created this spell to share with the world<br />

the words <strong>of</strong> Oblivion as they echoed in the back <strong>of</strong> his<br />

head. When a necromancer casts this spell, all his conscious<br />

motor control ceases. His body slumps downward,<br />

his legs bend, <strong>and</strong> he balances impossibly on the balls <strong>of</strong> his<br />

feet. His head lolls back <strong>and</strong> his jaw drops open, <strong>and</strong> from<br />

his unmoving mouth issue all the unending <strong>and</strong> mad words<br />

<strong>of</strong> the Malfeans, hideously magnified by the spell’s power.<br />

All ghosts within the caster’s Essence in miles hear<br />

these maddening whispers, <strong>and</strong> the players <strong>of</strong> all who do<br />

must make a Willpower roll against a difficulty <strong>of</strong> (the<br />

caster’s Whispers rating + 5). Any whose players fail have<br />

been poisoned by the sweet spell <strong>of</strong> Oblivion with all its<br />

black-honey promises — their minds will soon belong to<br />

the Abyss. See the sidebar on page 284 <strong>of</strong> Exalted: The<br />

Abyssals for more details. Players <strong>of</strong> mortals who hear this<br />

seducing insanity must roll their characters’ Willpower<br />

against a difficulty <strong>of</strong> the caster’s Whispers rating. For<br />

every success by which they fail, their characters lose a<br />

point <strong>of</strong> temporary Willpower. Mortals severely or repeat-

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