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Book of Bone and Ebony

Book of Bone and Ebony

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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

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