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Book of Bone and Ebony

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crystal as the air freezes around him. The darkness crystallizes<br />

around him, <strong>and</strong> as it crawls over his face <strong>and</strong> eyes, he<br />

sends his higher soul from his body. There is a moment <strong>of</strong><br />

blackness before the caster regains consciousness. He is<br />

st<strong>and</strong>ing before himself as a ghost. He appears as a simple<br />

spirit, utterly unremarkable.<br />

The necromancer’s loosed spirit has Appearance ••<br />

<strong>and</strong> cannot be recognized as himself by visual inspection<br />

alone. All other Attributes <strong>and</strong> Abilities remain the same.<br />

While w<strong>and</strong>ering as a ghost, the caster cannot access any <strong>of</strong><br />

his natural Charms. Martial Arts Charms beyond the Form<br />

Charm are similarly unusable. The necromancer recovers<br />

Essence as a ghost does <strong>and</strong> may learn Arcanoi as a ghost if<br />

he has experience available. These Arcanoi cost normal<br />

experience to purchase <strong>and</strong> Essence to use, but they may not<br />

be used except while the necromancer has encased himself<br />

in the Crystal Ghost Shard. Those <strong>of</strong> the Moonshadow or<br />

Eclipse Castes may use any Arcanoi they have learned<br />

outside <strong>of</strong> the use <strong>of</strong> this spell at this reduced cost.<br />

The necromancer may remain outside his body as a<br />

ghost indefinitely. As long as he does, the Essence used to<br />

power this spell remains committed, <strong>and</strong> his body continues<br />

to float, the cocoon lightly shedding a dark smoke <strong>and</strong><br />

protecting his body from averse spiritual <strong>and</strong> physical<br />

intrusions. No spell <strong>of</strong> the Terrestrial or Shadowl<strong>and</strong>s<br />

Circles can penetrate the crystalline shell, <strong>and</strong> when<br />

attacked physically, it has a 30L/20B soak — any attack<br />

that deals raw damage under half <strong>of</strong> these values does no<br />

damage. If over 20 levels <strong>of</strong> damage are dealt to the ghost<br />

shard, it cracks. A full 40 levels will shatter the crystal to<br />

pieces, pulling the necromancer’s spirit back into his body<br />

violently <strong>and</strong> dealing two levels <strong>of</strong> unsoakable aggravated<br />

damage to the caster.<br />

If the necromancer’s spirit is slain while projected<br />

from his body, his consciousness snaps back into his body<br />

in a blur, the raw Essence <strong>of</strong> the world around him tearing<br />

bits <strong>and</strong> pieces <strong>of</strong> his awareness <strong>of</strong>f until he is only raggedly<br />

seeing, <strong>and</strong> he is bleeding through his thoughts. His<br />

cocoon shatters as he awakes, bereft <strong>of</strong> one dot <strong>of</strong> permanent<br />

Willpower.<br />

DEAD MAN’S VOICE<br />

Cost: 18 motes<br />

Target: One creature<br />

Requires an arcane link<br />

There are more effective, <strong>and</strong> more disturbing, ways<br />

to communicate in the Underworld than merely speaking,<br />

though some weak-hearted mortals grow faint enough at<br />

the thought <strong>of</strong> being addressed by a ghost. When this spell<br />

is cast into the joyless night, the necromancer sends his<br />

consciousness al<strong>of</strong>t <strong>and</strong> buoys it with the dark Essence <strong>of</strong><br />

the least wakeful Malfeans. In short order, guided by the<br />

arcane link the caster holds, his mind hovers over his<br />

target. The necromancer can view all that goes on around<br />

133<br />

CHAPTER FIVE • NECROMANCY<br />

her, <strong>and</strong> he may choose a single mortal or ghost nearby to<br />

seize <strong>and</strong> use as his mouthpiece or may simply dive into his<br />

target <strong>and</strong> steal her will.<br />

The above is a form <strong>of</strong> scrying <strong>and</strong> can be blocked by<br />

normal wards. If the subject or the area around the subject<br />

is warded, the necromancer may only attempt to control<br />

the creature whose arcane link he holds.<br />

Once the necromancer has a secure hold on his<br />

chosen victim’s mind, he may begin to communicate. He<br />

can see <strong>and</strong> hear with the victim’s faculties <strong>and</strong> speak with<br />

her mouth, but he may not manipulate her motor skills or<br />

make her move in any way. This spell is used for effective<br />

real-time communication between powerful necromancers<br />

<strong>and</strong> their henchmen or their enemies.<br />

This harsh use does not treat the vessel well. The<br />

victim’s eyes burn with black power <strong>and</strong> soon begin to<br />

bleed. As the palaver continues, her skin turns pale, even<br />

as she begins to involuntarily shudder with chills <strong>and</strong> sweat<br />

blood. After half an hour, the victim’s hair has become<br />

thin, her teeth <strong>and</strong> fingernails have yellowed, <strong>and</strong> her<br />

muscles have withered beneath her skin. The force <strong>of</strong> the<br />

necromancer’s will is eating her alive <strong>and</strong> decaying her<br />

from within. Most mortal creatures die shortly after the<br />

half-hour mark, but at this point the will <strong>of</strong> the necromancer<br />

keeps their bones locked <strong>and</strong> mouths moving until the<br />

spell wears thin <strong>and</strong> snaps as the hour turns. Ghosts fare no<br />

better, but as they grow nearer to dissolution, their forms<br />

lose cohesion, melting <strong>and</strong> flowing like hot butter before<br />

their plasm boils away when they die.<br />

Necromancers utilizing this spell must decide: If they<br />

cast it through an arcane link with the person to whom<br />

they wish to speak, wards may waste their efforts. On the<br />

other h<strong>and</strong>, bearing a link to a patsy means that it will be<br />

more difficult to use — one must be sure the victim is in the<br />

right place at the right time — but it allays any worries<br />

about wardings.<br />

Only living creatures <strong>of</strong> Essence • or ghosts <strong>of</strong> Essence<br />

no greater than •• may be forced to speak with the Dead<br />

Man’s Voice. Neither have any ability to resist the intrusion<br />

<strong>of</strong> the necromancer’s consciousness. While bound by the<br />

spell, the victim suffers a single unsoakable level <strong>of</strong> lethal<br />

damage for every five minutes <strong>of</strong> discussion. Treat extras as<br />

though they have seven health levels for this purpose.<br />

DENYING THE CALL<br />

Cost: 24 motes<br />

Target: One creature, recently dead<br />

Closing her fists, the necromancer grasps tightly the<br />

strings <strong>of</strong> the Underworld’s fate. Pulling them as a master<br />

puppeteer, she can draw out <strong>of</strong> the sunless l<strong>and</strong>s a soul that<br />

has recently died. Tying it tightly with cords <strong>of</strong> necrotic<br />

energy into its old body, death is temporarily averted.<br />

The dead creature arises immediate <strong>and</strong> resumes its<br />

life — it remembers its death only briefly. As invisible

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