27.04.2013 Views

Book of Bone and Ebony

Book of Bone and Ebony

Book of Bone and Ebony

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Void Cocoon Warrior is a Void Circle version <strong>of</strong> this<br />

spell. When cast, a burgeoning black nothing grows out <strong>of</strong><br />

the necromancer’s chest <strong>and</strong> slowly wraps itself around her<br />

legs, her arms, her chest <strong>and</strong>, finally, her head. Growing<br />

still, she pilots a towering 20-foot-tall machine made <strong>of</strong><br />

black steel <strong>and</strong> the Void: a mighty noble warstrider or a<br />

massive juggernaut. Should the necromancer desire, she<br />

can sacrifice a lethal health level to the Void as the<br />

machine forms around her — the black warstrider takes on<br />

a ruddy red color <strong>and</strong> swells, until it is quite possibly the<br />

tallest thing on the battlefield, becoming a royal warstrider.<br />

The health level cannot be healed until the spell ends.<br />

Void Cocoon Warrior is more flexible than Rattled<br />

<strong>Bone</strong>s <strong>of</strong> War: It costs a minimum <strong>of</strong> 28 motes (committed),<br />

<strong>and</strong> the warstrider appears with a gr<strong>and</strong> daiklave that<br />

hums s<strong>of</strong>tly as it sucks the air near it into Oblivion. It has<br />

the option <strong>of</strong> being summoned adorned with ancient<br />

artifacts <strong>of</strong> war. Any weapon that can be mounted on a<br />

warstrider can be summoned with a Void Cocoon for an<br />

additional cost (<strong>and</strong> commitment) equal to the amount <strong>of</strong><br />

Essence that would normally be required to attune the<br />

weapon. Expendable ammunition for such weapons can be<br />

created out <strong>of</strong> dull-gray Oblivion for a single mote apiece.<br />

The Void Cocoon Warrior remains for only two hours, but<br />

the duration can be extended for an additional hour for a<br />

number <strong>of</strong> motes equal to half the originally cost. (See the<br />

appendix <strong>of</strong> Savant <strong>and</strong> Sorcerer for more details on<br />

warstriders <strong>and</strong> their weapons.)<br />

REBIRTH INTO DARKNESS<br />

Cost: 25 motes<br />

Target: One ghost<br />

As this spell is cast, the ghost who finds himself its<br />

victim feels an invisible collar fasten around his neck. The<br />

sensation fades after a moment, <strong>and</strong> the ghost can continue<br />

with his regular habits. The next time the ghost is<br />

slain or suffers some other loss <strong>of</strong> form, the spirit feels the<br />

collar again, tightening around his neck to the point <strong>of</strong><br />

suffocation. The strangling sensation persists until the<br />

ghost reforms. There is no opportunity for him to enter<br />

Lethe nor any danger <strong>of</strong> Oblivion, <strong>and</strong> when the spirit<br />

returns to consciousness, he finds himself in the presence<br />

<strong>of</strong> the necromancer who laid this spell upon him. Despite<br />

his best efforts, the ghost cannot manage to pass on. He will<br />

always return to his second existence only to find himself<br />

before she who cast the spell. Ghosts who suffer dissipation<br />

while possessing a permanent Essence <strong>of</strong> • do not lose that<br />

Essence if under this spell. Instead, the necromancer must<br />

immediately pay 10 motes to keep the ghost from dissipating<br />

forever. If a necromancer does not or cannot forfeit the<br />

cost necessary to maintain the ghost’s existence, the ghost’s<br />

collar drags him into Oblivion.<br />

Deathlords <strong>and</strong> Abyssals commonly use this spell to<br />

repeatedly torture ghosts to “death” while ensuring that it is<br />

137<br />

CHAPTER FIVE • NECROMANCY<br />

not an escape. It has proved to be a less costly method than<br />

seeking out <strong>and</strong> guarding the victim’s Fetters. The collar<br />

remains for two days as marked by the Calendar <strong>of</strong> Setesh.<br />

SEVEN VISIONS WISDOM<br />

Cost: 34 motes<br />

Target: One ghost<br />

The necromancer holds his h<strong>and</strong> flat in perspective so<br />

it appears to him that his target is resting in his palm. He<br />

closes his h<strong>and</strong> <strong>and</strong> focuses thin flows <strong>of</strong> hot Essence upon<br />

the ghost now captured within. Short minutes later, he<br />

opens his palm to reveal a small medallion <strong>of</strong> soulsteel. The<br />

ghost’s name is etched into the front.<br />

Seven Visions Wisdom can capture any ghost within<br />

100 yards <strong>and</strong> bind her into a medallion. This medallion<br />

qualifies as Artifact •• <strong>and</strong> requires a commitment <strong>of</strong> 2<br />

motes to be used. Any person wearing it with such a<br />

commitment can choose to substitute any one <strong>of</strong> the<br />

captured spirit’s Ability ratings instead <strong>of</strong> his own while<br />

performing a relevant task. Someone who “borrows” a<br />

rating in an Ability he does not himself possess (i.e., his<br />

rating is 0) still suffers the two-die penalty — his muscles<br />

<strong>and</strong> his mind are simply unable to perform with the<br />

familiarity the ghost’s would have. Any Ability the ghost<br />

possessed may be used.<br />

This spell can only be cast upon a ghost with an<br />

Essence less than that <strong>of</strong> the necromancer. The medallion<br />

loses its integrity when struck by countermagic or after a<br />

number <strong>of</strong> months equal to the necromancer’s Essence. It<br />

blossoms over the next few seconds into the form <strong>of</strong> the<br />

ghost it once was, who is again in comm<strong>and</strong> <strong>of</strong> her own<br />

facilities. She remembers all actions that her Abilities<br />

were used to assist during her imprisonment, but little else.<br />

The necromancer may, at the casting <strong>of</strong> the spell, spend<br />

six points <strong>of</strong> experience, making the enchantment permanent<br />

<strong>and</strong> rendering the spell immune to all but Obsidian<br />

Countermagic. Only one such medallion can <strong>of</strong>fer its bearer<br />

wisdom at one time. If any more are worn simultaneously,<br />

the different intuitions <strong>and</strong> skills contradict with one another.<br />

These silent arguments cause all actions attempted by<br />

the one who wears them to suffer a two-die penalty, whether<br />

or not he intends to use the skill <strong>of</strong> either.<br />

SHADOW STONES TRAVEL<br />

Cost: 24 motes<br />

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

As she completes the spell, the necromancer cuts her<br />

palm <strong>and</strong> lets a splash <strong>of</strong> blood paint the ground at her feet.<br />

Immediately, a stiff breeze blows outward from the stain <strong>of</strong><br />

red. A few seconds later, a gust <strong>of</strong> wind that carries with it<br />

the scent <strong>of</strong> grave rot billows forth from the center. Scant<br />

seconds disappear before the breath <strong>of</strong> decay dies down,<br />

<strong>and</strong> as it does, the world ripples out from the center <strong>of</strong> the<br />

spell. Where the ripple passes, grasses become dead <strong>and</strong>

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!