Book of Bone and Ebony
Book of Bone and Ebony
Book of Bone and Ebony
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energy flows outward in the blink <strong>of</strong> an eye, the crest <strong>of</strong> its<br />
wave crackling with purple lightning. As it passes a ghost, that<br />
ghost is briefly surrounded by the same crackling energy.<br />
Once the light fades <strong>and</strong> the dust settles, none are<br />
harmed. But the physical representations <strong>of</strong> the ghost’s<br />
Fetters — any they happen to be bearing — are rendered<br />
inert. They no longer provide Essence on a daily basis. A<br />
Fetter representation is unable to be drawn upon for Essence<br />
for a length <strong>of</strong> time dependent upon the Fetter’s strength:<br />
Fetter Rating Duration Inert<br />
• Two months<br />
•• One month<br />
••• Two weeks<br />
•••• Six days<br />
••••• Three days<br />
Alternatively, the necromancer may hurl the bright<br />
<strong>and</strong> flashing sphere at a specific ghost within 15 yards with<br />
a Dexterity + Thrown roll. That ghost alone is caught in<br />
b<strong>and</strong>s <strong>of</strong> glaring necrotic energy before it dissipates within<br />
the turn. Using the spell in this form permanently severs<br />
the ghost from all Fetters whose representations he bore.<br />
For both versions <strong>of</strong> the spell, any Fetters whose physical<br />
representations were secreted elsewhere are safe.<br />
NECROMANCY AND ARCANOI<br />
Arcanoi are a set <strong>of</strong> powers that, in general, only<br />
a ghost can use. Necromancers can <strong>of</strong>ten also affect<br />
ghosts in manners similar to the effects <strong>of</strong> Arcanoi, but<br />
a necromantic spell will almost universally be more<br />
powerful than an Arcanos effect, so a spell that<br />
resembles an existing Arcanos will usually be more<br />
effective or combine multiple effects. See Black C<strong>and</strong>le<br />
Visage <strong>and</strong> Bonfire Visions in the text for examples.<br />
Most such spells are <strong>of</strong> the Shadowl<strong>and</strong>s Circle.<br />
LABYRINTH CIRCLE<br />
Only the darkest Solar necromancers grew powerful<br />
<strong>and</strong> learned enough to touch upon the powers available in<br />
the Labyrinth Circle. Their curiosity, however, exceeded<br />
their care. As they studied spells in the safety <strong>of</strong> their<br />
workrooms or the twisting veins <strong>of</strong> the dead gods’ dreams,<br />
the Labyrinth, several <strong>of</strong> the dozen that practiced dark<br />
magics <strong>of</strong> this magnitude found themselves hearing strange<br />
whispers in the back <strong>of</strong> their heads. The voices grew<br />
stronger in the dark, during Calibration or whenever they<br />
were heeded. Two <strong>of</strong> those who now call themselves<br />
Deathlords began their journey toward submission to the<br />
Void by listening too closely.<br />
BANEFUL SUN<br />
Cost: 22 motes<br />
Target: One creature<br />
131<br />
CHAPTER FIVE • NECROMANCY<br />
THE DANGER OF THE DEEP<br />
Despite the vast number <strong>of</strong> necromantic spells<br />
that are intended solely to have utilitarian effects,<br />
binding or affecting the dead without harming<br />
them or raping their will, as necromancers explore<br />
the mysteries <strong>of</strong> the deeper circles they find that, in<br />
order to achieve their desired ends, souls are going<br />
to be abused or destroyed. Casting a Labyrinth<br />
Circle spell is manipulating the spiteful nightmares<br />
<strong>of</strong> the dead gods, <strong>and</strong> it is difficult to tease power<br />
from their dreamstuff without some <strong>of</strong> their hatred<br />
coming with it. Evoking the power <strong>of</strong> the Void<br />
Circle draws directly from Oblivion itself, bypassing<br />
the whispers <strong>of</strong> the Malfeans <strong>and</strong> reaching<br />
directly for the Essence <strong>of</strong> the Void. It is nearly<br />
impossible to cast a spell <strong>of</strong> that magnitude that<br />
does not, in some way, inflict suffering <strong>and</strong> pain on<br />
the spirits <strong>of</strong> the Underworld.<br />
It is within the power <strong>of</strong> the Labyrinth Circle to place<br />
upon a creature’s soul a taint that resonates violently with<br />
the spiritual timbre <strong>of</strong> Creation. When in the sunlit realm,<br />
the victim <strong>of</strong> this spell feels a shivering weakness <strong>and</strong><br />
vaguely ill. If he remains there for too long, he begins to<br />
decay as the disharmony in his soul tears him apart from<br />
the inside. After too long, he dies.<br />
Mechanically, the affected individual is at a one-die<br />
penalty when in Creation, for it is inimical to him. For<br />
every month that he remains there, he is struck with an<br />
unsoakable level <strong>of</strong> aggravated damage that will not heal<br />
by any means. Eventually, this will kill even the most<br />
resolute <strong>of</strong> heroes. Should the victim retreat to the<br />
Underworld, he at once feels at ease. His unhealable<br />
wounds fade at the rate <strong>of</strong> one every month, <strong>and</strong> they can<br />
be healed no faster.<br />
If this spell is cast upon a heroic character, the<br />
necromancer’s <strong>and</strong> the target’s players may both roll their<br />
characters’ Essence <strong>and</strong> compare successes. If the necromancer<br />
is victorious, the target is struck with the effects <strong>of</strong><br />
the spell until tended by countermagic or until the necromancer<br />
chooses to lift the curse.<br />
Baneful Sun was used originally near the end <strong>of</strong> the<br />
First Age. The sorcerer-kings had begun wielding necromancy<br />
with ab<strong>and</strong>on <strong>and</strong> cursed those who <strong>of</strong>fended them<br />
to w<strong>and</strong>er the Underworld or die slowly. Today, the<br />
Deathlords use it to bind ghosts away from their worldly<br />
Passions, punishing them. Some use the reverse spell,<br />
Baneful Shadow, to curse ghosts to forever w<strong>and</strong>er Creation<br />
where they can regain no Essence or to banish heroes<br />
from the Underworld so they can do no harm.<br />
A being cursed by either spell can travel the<br />
shadowl<strong>and</strong>s without penalty.