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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.

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