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Book of Bone and Ebony

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143<br />

CHAPTER FIVE • NECROMANCY<br />

RISEN AND SCREAMING<br />

Cost: 40 motes<br />

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

Focusing the dark energy that he channels inward,<br />

the Void Circle necromancer traces out a path around<br />

the fertile earth <strong>of</strong> Creation. As he walks, the soil<br />

beneath his feet blackens <strong>and</strong> dries, as if charred <strong>and</strong><br />

salted. Once he rejoins his trail <strong>and</strong> completes the loop,<br />

the spell’s effects seem to end. There are no further<br />

apparent effects.<br />

In truth, the l<strong>and</strong> within the circle has been sown<br />

with a lasting undeath. The necromantic energy poured<br />

into the spell hides just beneath the earth’s surface,<br />

waiting. Triggered by the sudden rush <strong>of</strong> spirit that<br />

accompanies any death, when a living creature breathes<br />

its final breath <strong>and</strong> falls within the boundary set by the<br />

necromancer’s march, the ground crumbles beneath it.<br />

The creature sinks into the dirt, <strong>and</strong> when it rises, scant<br />

minutes later at the earliest, rotting skin hangs in tatters<br />

among bare patches <strong>of</strong> bone, the once-dead corpse<br />

animate <strong>and</strong> deadly.<br />

The zombies created by this spell are under the<br />

control <strong>of</strong> the necromancer who cast it. If he is not there<br />

to comm<strong>and</strong> them, they remain stationary unless a<br />

living creature becomes visible to their dulled senses.<br />

Such unfortunates the zombies attempt to slay, propagating<br />

the undeath. The risen zombies cannot leave the<br />

circle within which they were birthed. They will not<br />

try, <strong>and</strong> instantly become inanimate if they are forced<br />

outside the boundary.<br />

The zombies created by this spell scream loudly<br />

when they see prey, <strong>and</strong> move at twice the speed <strong>of</strong><br />

normal zombies. When there are no victims in sight <strong>and</strong><br />

they are under no comm<strong>and</strong>s, these zombies bury themselves<br />

in the welcoming earth. A Perception + Awareness<br />

roll at difficulty two is required to notice a buried zombie,<br />

but such a zombie is perfectly aware <strong>of</strong> all creatures within<br />

10 yards <strong>and</strong> can claw its way free as a turn’s movement,<br />

assisted by the magic <strong>of</strong> the spell. The zombies are<br />

otherwise identical to the zombies in Exalted (p. 299)<br />

<strong>and</strong> are always extras. Although the path walked originally<br />

by the necromancer will never bear life again, the<br />

area enclosed by his path returns to normal after one<br />

week per point <strong>of</strong> the necromancer’s Essence.<br />

SUMMON HEKATONKHIRE<br />

Cost: 40 motes<br />

Target: One hekatonkhire<br />

The hekatonkhire are vast. They are myriad in shape<br />

<strong>and</strong> form. They are the memories <strong>of</strong> the things they once<br />

were, behemoths formed in any shape <strong>and</strong> <strong>of</strong> any whim<br />

the Primordials desired. These dead things retain something<br />

<strong>of</strong> their previous form <strong>and</strong> function, though they

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