The Circle Of Oynx

Only the darkest Solar necromancers grew powerful and learned enough to touch upon the powers available in the Labyrinth Circle. Their curiosity, however, exceeded their care. As they studied spells in the safety of their workrooms or the twisting veins of the dead gods’ dreams, the Labyrinth, several of the dozen that practiced dark magics of this magnitude found themselves hearing strange whispers in the back of their heads. The voices grew stronger in the dark, during Calibration or whenever they were heeded. Two of those who now call themselves Deathlords began their journey toward submission to the Void by listening too closely.

 

Baneful Sun

Cost: 22 motes

Target: One creature

It is within the power of the Labyrinth Circle to place upon a creature’s soul a taint that resonates violently with the spiritual timbre of Creation. When in the sunlit realm, the victim of this spell feels a shivering weakness and vaguely ill. If he remains there for too long, he begins to decay as the disharmony in his soul tears him apart from the inside. After too long, he dies.

Mechanically, the affected individual is at a one-die penalty when in Creation, for it is inimical to him. For every month that he remains there, he is struck with an unsoakable level of aggravated damage that will not heal by any means. Eventually, this will kill even the most resolute of heroes. Should the victim retreat to the Underworld, he at once feels at ease. His unhealable wounds fade at the rate of one every month, and they can be healed no faster.

If this spell is cast upon a heroic character, the necromancer’s and the target’s players may both roll their characters’ Essence and compare successes. If the necromancer is victorious, the target is struck with the effects of the spell until tended by countermagic or until the necromancer chooses to lift the curse.

Baneful Sun was used originally near the end of the First Age. The sorcerer-kings had begun wielding necromancy with abandon and cursed those who offended them to wander the Underworld or die slowly. Today, the Deathlords use it to bind ghosts away from their worldly Passions, punishing them. Some use the reverse spell, Baneful Shadow, to curse ghosts to forever wander Creation where they can regain no Essence or to banish heroes from the Underworld so they can do no harm.

A being cursed by either spell can travel the shadowlands without penalty.

 

Clamoring Shackles

Cost: 21 motes

Target: Two creatures

Holding his hands cupped as through around an invisible sphere, tiny motes of darkness flow from the necromancer’s palms to slowly form a thin black shaft between his shaping hands. As the spell concludes, the shaft sprouts fletching and a dangerous point that glints in the available light. The caster then chooses a target, and the arrow fires itself with the speed of his dark thought.

The necromancer’s player rolls Wits + Archery for his attack roll. The arrow inflicts a base damage of (Occult x 3) lethal and ignores the effects of Arcanoi or ghostly artifacts that increase the target’s soak. If the target is reduced below Incapacitated by the arrow, she is assaulted by a swarm of dark spots, until she appears only as a miniature storm of flickering light and dark. Then, black chains of soulsteel burst from the tempest, locking around the wrists, ankles and neck of another ghost of the necromancer’s choice. Treat these shackles as Artifact •• grave-prison chains.

The necromancer can spend 6 experience points at the moment of casting to make the resulting grave-prison chains permanent and to strengthen the spell to shatter only when struck by Obsidian Countermagic. Otherwise, the chains created by Clamoring Shackles remain for one day per point of the caster’s permanent Essence. The shackles made by this spell are shaped by the will of the caster, and necromancers who use this spell repeatedly may have their handiwork recognized.

There is a Void Circle version of this spell called Blackstorm Wagon. For a cost of 48 motes, the necromancer summons a rain of these arrows. He makes a single Perception + Archery attack roll that is applied to all available targets within a 100-yard radius of a point within 500 yards, chosen by the caster. Arrows that strike only earth, stone or metal quickly dissolve into an acrid black smoke. Any ghost that is slain by an arrow suffers the same fate as one slain by Clamoring Shackles, and the chains reach out to imprison the nearest ghost not slain by the attack. Two shackles will not latch onto the same nearby ghost.

The grave-prison chains created by Blackstorm Wagon cannot be made permanent, but they last until they are removed or until a month has passed, whichever occurs first, before dissolving into the same acrid smoke as arrows on the battlefield.

The arrows created by either spell inflict only half damage, before soak, on living targets.

 

Crystal Ghost Shard

Cost: 15 motes (committed)

Target: Caster

Taking a step into the air as the spell is completed, the necromancer’s body becomes encased in a blackly opaque crystal as the air freezes around him. The darkness crystallizes around him, and as it crawls over his face and eyes, he sends his higher soul from his body. There is a moment of blackness before the caster regains consciousness. He is standing before himself as a ghost. He appears as a simple spirit, utterly unremarkable.

The necromancer’s loosed spirit has Appearance •• and cannot be recognized as himself by visual inspection alone. All other Attributes and Abilities remain the same.  While wandering as a ghost, the caster cannot access any of his natural Charms. Martial Arts Charms beyond the Form Charm are similarly unusable. The necromancer recovers Essence as a ghost does and may learn Arcanoi as a ghost if he has experience available. These Arcanoi cost normal experience to purchase and Essence to use, but they may not be used except while the necromancer has encased himself in the Crystal Ghost Shard. Those of the Moonshadow or Eclipse Castes may use any Arcanoi they have learned outside of the use of this spell at this reduced cost.

The necromancer may remain outside his body as a ghost indefinitely. As long as he does, the Essence used to power this spell remains committed, and his body continues to float, the cocoon lightly shedding a dark smoke and protecting his body from averse spiritual and physical intrusions. No spell of the Terrestrial or Shadowlands Circles can penetrate the crystalline shell, and when attacked physically, it has a 30L/20B soak — any attack that deals raw damage under half of these values does no damage. If over 20 levels of damage are dealt to the ghost shard, it cracks. A full 40 levels will shatter the crystal to pieces, pulling the necromancer’s spirit back into his body violently and dealing two levels of unsoakable aggravated damage to the caster.

If the necromancer’s spirit is slain while projected from his body, his consciousness snaps back into his body in a blur, the raw Essence of the world around him tearing bits and pieces of his awareness off until he is only raggedly seeing, and he is bleeding through his thoughts. His cocoon shatters as he awakes, bereft of one dot of permanent Willpower.

 

Dead Man’s Voice

Cost: 18 motes

Target: One creature

Requires an arcane link

There are more effective, and more disturbing, ways to communicate in the Underworld than merely speaking, though some weak-hearted mortals grow faint enough at the thought of being addressed by a ghost. When this spell is cast into the joyless night, the necromancer sends his consciousness aloft and buoys it with the dark Essence of the least wakeful Malfeans. In short order, guided by the arcane link the caster holds, his mind hovers over his target. The necromancer can view all that goes on around her, and he may choose a single mortal or ghost nearby to seize and use as his mouthpiece or may simply dive into his target and steal her will.

The above is a form of scrying and can be blocked by normal wards. If the subject or the area around the subject is warded, the necromancer may only attempt to control the creature whose arcane link he holds.

Once the necromancer has a secure hold on his chosen victim’s mind, he may begin to communicate. He can see and hear with the victim’s faculties and speak with her mouth, but he may not manipulate her motor skills or make her move in any way. This spell is used for effective real-time communication between powerful necromancers and their henchmen or their enemies.

This harsh use does not treat the vessel well. The victim’s eyes burn with black power and soon begin to bleed. As the palaver continues, her skin turns pale, even as she begins to involuntarily shudder with chills and sweat blood. After half an hour, the victim’s hair has become thin, her teeth and fingernails have yellowed, and her muscles have withered beneath her skin. The force of the necromancer’s will is eating her alive and decaying her from within. Most mortal creatures die shortly after the half-hour mark, but at this point the will of the necromancer keeps their bones locked and mouths moving until the spell wears thin and snaps as the hour turns. Ghosts fare no better, but as they grow nearer to dissolution, their forms lose cohesion, melting and flowing like hot butter before their plasm boils away when they die.

Necromancers utilizing this spell must decide: If they cast it through an arcane link with the person to whom they wish to speak, wards may waste their efforts. On the other hand, bearing a link to a patsy means that it will be more difficult to use — one must be sure the victim is in the right place at the right time — but it allays any worries about wardings.

Only living creatures of Essence • or ghosts of Essence no greater than •• may be forced to speak with the Dead Man’s Voice. Neither have any ability to resist the intrusion of the necromancer’s consciousness. While bound by the spell, the victim suffers a single unsoakable level of lethal damage for every five minutes of discussion. Treat extras as though they have seven health levels for this purpose.

 

Denying The Call

Cost: 24 motes

Target: One creature, recently dead

Closing her fists, the necromancer grasps tightly the strings of the Underworld’s fate. Pulling them as a master puppeteer, she can draw out of the sunless lands a soul that has recently died. Tying it tightly with cords of necrotic energy into its old body, death is temporarily averted.

The dead creature arises immediate and resumes its life — it remembers its death only briefly. As invisible bands of necromancy are all that bind it to life, the creature gains a single health level above Incapacitated (usually at the -4 penalty), which can only be harmed by aggravated damage. Charms and weapons that inflict aggravated damage against creatures of darkness will inflict aggravated damage against a creature revived by this spell, despite any previous immunities or protections. Note that a subject of this spell is not an animated corpse; the spell truly returns it, albeit briefly, to its original life. The creature remains “alive” for a number of turns equal to the Essence of the caster.

This spell is very harsh on the spirit, which wants nothing so much as to leave its dead body. The target’s mind is very much aware that it was briefly dead, and reactions vary. Creatures of animal intelligence generally return to whatever they were doing before death, as do loyal minions and those canny enough to recognize an opportunity for revenge.

An individual cannot be affected by this spell more than once, nor will it work if the target has been dead for longer than one minute. There is an extent to how far a soul may go and still be called back. The rough treatment that the spirit is forced to endure under the spell’s yoke causes it to appear in the Underworld, when finally allowed to die, at half the normal health levels.

There exists a Void Circle variation of this spell, called Barred Tomb, which places a recently departed soul back in its body for up to an hour with a number of health levels equal to the caster’s Essence, binding it to obey the necromancer’s will for the duration. Like Denying the Call, these health levels can only be lost to aggravated damage, and this spell cannot be cast upon a target who has already been affected by Denying the Call or Barred Tomb. Once a spirit is released by Barred Tomb, it appears in the Underworld with only a single health level.

The spells Denying the Call and Barred Tomb represent the utmost limit that can be reached in the eternal attempt to deny death. Even the Obsidian Circle cannot return the dead to life.

 

Exquisite Undead Aide

Cost: 20 motes

Instead of raising a mindless shambling horde, a necromancer with this spell can create a single powerful servant to act as a lieutenant or majordomo. The creature begins with the same statistics as a common zombie, with the following modifications: All Attributes save for Appearance have a minimum rating of 2. The creature gains a number of Ability dots equal to its creator’s Intelligence + Occult, which may be allocated to any Abilities the caster knows. No Ability can exceed the necromancer’s own rating, however. The zombie never decays any further, although it exudes a distinctive musty reek that clearly marks it as one of the undead. The creature may speak in clipped rasping phrases, although it only speaks in response to questions from its master or in fulfillment of her orders. It is not considered an extra and has a full complement of health levels.

Zombies created with this spell typically serve one specific function: housekeeper, bodyguard, porter, etc. Powerful necromancers are even known to create meticulous undead laboratory assistants to assist them in the creation of more monsters.

 

Golden Shadows Cast In Frieze

Cost: 30+

Target: One spectre

This spell was practiced only by those Twilight sorcerers before the fall of the First Age who were dark enough to teach themselves the Labyrinth Circle and influential enough to allay the suspicions of their peers. While often worked in the laboratory upon a captive spectre, it can as easily be cast in less ideal conditions against such a spirit in the wilds of the Labyrinth or the Underworld.

The necromancer forms from the stuff of shadows a palm-sized ball of golden mist and, with the completion of the spell, crushes it between her hands, casting a golden light out upon her target.

The player of the target of this spell is allowed a Willpower + Essence roll against a difficulty of 7 while scenes from the spectre’s life before becoming tainted play out in shadow. The caster may purchase additional successes for him at a rate of 3 motes per, up to a maximum of her Essence. If the roll is a successful, the spectre has been separated from the whispers of the Malfeans and is freed of his obsessive obligations toward the Labyrinth, other specters and Oblivion. He could, if he desired, return to his previous afterlife in the Underworld.

A spectre so severed from the Void retains all the memories and skills from his time as a servant of the Malfeans, and he will always after have a frightening insight into the minds of the dead gods. He retains the alterations made to his ghost flesh, and most rescued servants of the Void find operating in the societies of the Underworld difficult, at best, before severe reconstructive moliation.

When cast upon a ghost suffering from the taint of Oblivion’s Whisper, this spell completely expunges from him that black shadow upon his soul. All his tainted Passions are cleansed.

The Twilights of the First Age utilized this spell to learn the secrets of the Labyrinth and of the Malfeans, using what secrets they could glean to develop further spells of necromancy. The most kind-hearted would occasionally enter the Labyrinth on missions of kindness, freeing as many spectres as possible before returning to Creation. In the Age of Sorrows, Deathlords have sent ghostly agents into the Labyrinth to become spectres with the knowledge that they can be recovered using Golden Shadows Cast in Frieze. This sort of reconnaissance against the masters of the Void is rare, even for the most paranoid and scheming, for most believe that the Malfeans can sense the loss of a spectre in this way.

 

Gray Eyes Shield And Shell

Cost: 25 motes

Target: Varies

The necromancer crouches, and when she arises, she is rubbing her hands with the gray dust that is everywhere in the Underworld. Mixing it with a dash of spit and blood from her lip, she dabs her eyes with the concoction. When she next opens them, her eyes are both a dull gray in color, entirely unremarkable. More so, her entire image is struck by a pallor, anything vivid about her becoming less exciting, more drab.

Her shield of gray eyes bars a ghost from affecting her with any manner of Arcanoi. Skinriders cannot grasp a hold of her, the phantasms of the dead appear transparent and listless to her bored gaze, and ghosts cannot steal her Essence. A ghost’s self-moliation is the only thing that can affect her, and even then, she is immune to any mental effects. It is only the great claws and teeth that can pull at her flesh. Ghosts who peer at the necromancer with the Arcanos Aura-Reading Technique see only a dull gray aura, meaningless and unreadable.

Alternatively, as the spell is completed, the caster may choose to instead expend its power in an instant. She casts her gaze upon a single pitiable ghost, and her gray eyes flash, glowing with the pearly gray light of the spell. Her player rolls Wits + Occult with an additional three successes — if the necromancer’s victim fails to dodge, he is struck unable to use his Arcanoi. Any effects currently operating cease, and he is unable to begin new ones.

Either effect lasts until the Calendar of Setesh next marks midnight.

 

Hundred Shade Breath

Cost: Varies

The necromancer inhales and concentrates, building the spell inside her lungs. When the magic is ready, she opens her mouth wide and a glowing blue fog rushes out in dozens of curling tendrils as she exhales. Over the next turn, these wisps coalesce into hungry ghosts — one for every 2 motes of Essence spent. These ghosts have normal statistics and are all extras. Obviously, this spell is of no use during the day, as sunlight would instantly burn the assembled horde to ash. At the end of the scene in which they were summoned, any “surviving” ghosts dissolve to mist and flow back into the necromancer’s mouth. Motes spent on this spell remain committed only so long as the ghosts exist. Every ghost that perishes frees 2 motes from the committed total.

 

Infinite Footsteps

Cost: 26 motes

Target: One journey

Standing within the edge of the dead gods’ dreams, the necromancer throws out her arm and splays her fingers wide. The Labyrinth around her bends and stretches, a small portion of the Malfeans’ slow nightmares bending to her will. From her outstretched arm flies an infinite hallway of the Labyrinth’s black stone, shored up by the shining white ribcages of long-dead giants.

The passageway is broad enough for seven of the animate dead to stagger abreast, and the echoes of footfalls disappear into the distance. This passage, carved by necromantic influence, directly connects any two points of the Labyrinth that the caster has previously visited or scried.

No matter where they may be relative to the Underworld above, travel between the two points takes one full day of travel. Speedier methods of transport will not alter this time. The tunnel will remain for a number of days equal to the necromancer’s Essence, after which it is as likely to disappear as any other portion of the Labyrinth. It may remain for a second or a century before it dissolves to make room for a new dream.

This spell causes a sizable rearrangement of the Labyrinth’s physical and temporal representations. Although the effect avoids running through existing inhabited locations, it often comes shockingly close. The nephwracks and mortwights who call such places home may, at the Storyteller’s discretion, take offense at such actions and attempt to make passage difficult.

 

Ivory Razor Forest

Cost: 25 motes

The necromancer gestures in the direction of his enemies, and a shockwave of Essence skims the earth toward them. The wave is invisible except as a rippling distortion in the air and causes no injury. However, in its wake, dozens or even hundreds of great spines of gleaming bone tear up through the earth at great speed, to a maximum height of the caster’s permanent Essence in yards.

The razor-edged blades cut through everything in their path, inflicting 8L damage that cannot be blocked, only dodged. The spell affects a total area of (the necromancer’s Charisma + Occult x 10) square yards, although this area can be divided into any shape or configuration as the caster sees fit. Some prefer to break apart troop formations with long narrow swaths, while others grow the bones into impassable fences or ramparts. The spikes shatter into dust after a number of days equal to their creator’s Essence, but have the durability of a brick wall until that time. The blades are densely packed enough that nothing larger than a rabbit can slip through the cracks, and being thrown against them also inflicts 8L.

 

Joyless Spirit’s Corruption

Cost: 30 motes

Target: One god

This spell is a ritual that completes a corrupt spirit’s transition from being a god of the world of the living to a god of the land of the dead. Only the most foul and base spirits of decay or death ever choose to follow this route, but there are some exceptions who have made that choice: Fou Tung, Transcendence of Brigands’ Passing, is the most notable spirit to make this journey. Only a willing spirit can partake of this ritual, and each that does is fully aware that it means turning away from the Celestial Bureaucracy and the light of Creation and the Unconquered Sun for all time.

The ritual lasts six hours and must be timed to end when the sun of Creation and the sun set in motion by the Calendar are at equal declinations from the zenith. Among other foul actions, a mortal ridden by a possessing ghost must be sacrificed and the blood sipped by both necromancer and spirit.

Once the ritual is completed, the spirit has forsaken Creation and becomes a part of the Underworld’s bare ecology. It regains Essence at normal rate in the Underworld and at half-normal rate in shadowlands. In addition, the spirit and necromancer maintain a link. Once per year, as marked by the Underworld’s Calendar, the necromancer may approach and request a task of the spirit. This task may require up to a month of the spirit’s time and have nearly any object. Only if the request would demand more than a month of time or require the spirit to take an action inimical to its being may the spirit refuse.

 

Links Born Of Tumult

Cost: 22 motes, 1 lethal health level

Target: Caster

Although usually cast in privacy, an observer to the hour-long ritual that Links Born of Tumult requires would see the caster appear to grow smaller and weaker, while his shadow swells and grows almost tangible.

The caster must use a silver wire forged from pyre flame and quenched in blood to draw out his lower soul, or po. Lowering the wire down his throat, hooking the po and pulling it up through his throat, the necromancer coughs up spirit and blood. It is a uniquely excruciating experience. Once done, the necromancer has placed his lower soul into his shadow. The shadow then has the statistics that the caster’s hungry ghost would.

The shadow will obey simple commands given by its master. The necromancer can also choose, at any time, to send his consciousness into the shadow to control it himself. When doing so he can use his Charms, Combos and spells through the shadow without complication, but his body lies powerless and vulnerable until he chooses to return to it.

Links Born of Tumult has no set duration. The spell ends when the caster voluntarily devours his shadow and lower soul, returning each to its rightful place. If the shadow is destroyed, the necromancer’s lower soul returns to him in a blurred tatter and rips through his consciousness in a fury. The necromancer loses a permanent Willpower as a result. If he is actively controlling the shadow when it is destroyed, the necromancer is stunned for an hour while he recovers from the shock.

 

Rattled Bones Of War

Cost: 22 motes (committed)

Target: Caster

The center of the necromancer’s chest begins to glow with a glistening white light. Bones, one by one, burst forth from the ground around her, encased in the same luminescence. The bones, all shapes and sizes, fly through the air toward her and begin to surround her in a whirlwind of increasing size. The necromancer is soon deep within a storm of ivory bones and light, which lifts her from the ground. The hundreds of bone fragments lock together around her, forming greave and cuisse, vambrace and gauntlet, helm and visor and a cuirass that bears, in its center, the necromancer’s personal sigil. The last of the bones come together to form an enormous dire lance.

When the necromancer casts this spell, she may choose whether to form a scout or a common warstrider. Whichever her choice, once encased in the massive construct of bone and iron, she is attuned to it as she would be to a normal warstrider — it responds to her actions, and attacks that pierce its thick armor will wound her spirit, manifesting as woundless injury. The warstrider remains for one hour or until the necromancer lets her commitment lapse, at which point, the assembled bones fall to pieces around her, leaving her on the ground, as she was before the spell was cast — although perhaps worse for the wear. This deadline can be extended at any time the warstrider is active if the necromancer spends 11 motes per additional hour. Wounds and, more importantly, fatigue gained while in the warstrider do not magically disappear with the machine’s integrity.

An alternate Labyrinth-circle version of this spell, Walking Gore Titan, costs only 16 motes (committed). But before it can be cast, a number of sentient beings possessing a cumulative permanent Essence of at least 10 must be ritually sacrificed with an obsidian knife. Once the spell is cast from the center of the massacre, a crimson warstrider rises from the pooled blood of the slain and congeals around the caster. The Walking Gore Titan wields a dripping fighting chain of bile-black, steel-hard entrails. Apart from its garish design and slick, disturbingly organic semblance, the war machine conjured by this spell exactly duplicates one raised by Rattled Bones of War.

Void Cocoon Warrior is a Void Circle version of this spell. When cast, a burgeoning black nothing grows out of the necromancer’s chest and slowly wraps itself around her legs, her arms, her chest and, finally, her head. Growing still, she pilots a towering 20-foot-tall machine made of black steel and the Void: a mighty noble warstrider or a massive juggernaut. Should the necromancer desire, she can sacrifice a lethal health level to the Void as the machine forms around her — the black warstrider takes on a ruddy red color and swells, until it is quite possibly the tallest thing on the battlefield, becoming a royal warstrider. The health level cannot be healed until the spell ends.

Void Cocoon Warrior is more flexible than Rattled Bones of War: It costs a minimum of 28 motes (committed), and the warstrider appears with a grand daiklave that hums softly as it sucks the air near it into Oblivion. It has the option of being summoned adorned with ancient artifacts of war. Any weapon that can be mounted on a warstrider can be summoned with a Void Cocoon for an additional cost (and commitment) equal to the amount of Essence that would normally be required to attune the weapon. Expendable ammunition for such weapons can be created out of dull-gray Oblivion for a single mote apiece.

The Void Cocoon Warrior remains for only two hours, but the duration can be extended for an additional hour for a number of motes equal to half the originally cost.

 

Reaping The Fallen

Cost: 25 motes

With this spell, a necromancer opens her soul to draw power from death. Her anima erupts to its full iconic glory regardless of whether she spent Personal or Peripheral Essence, while her face contorts into a mask of inhuman rage and hunger. For the rest of the scene, the character gains 1 mote for every sentient living being that dies within a league of her, up to her usual maximum. Obviously, this spell is only useful in the presence of mass carnage, such as a massacre or a military battle. In such settings, the Storyteller should assign how many motes the character gains each turn instead of awarding Essence on a per death basis.

A Void Circle version of this spell, Blood from the Slaughter, instead allows the necromancer to supplant his own life force with the energy released by carnage. At the end of each turn, the character regenerates one level of bashing or lethal damage for every living sentient killed within one league, but the character cannot regenerate more levels per turn than his permanent Essence. Blood from the Slaughter costs 35 motes to invoke.

 

Rebirth Into Darkness

Cost: 25 motes

Target: One ghost

As this spell is cast, the ghost who finds himself its victim feels an invisible collar fasten around his neck. The sensation fades after a moment, and the ghost can continue with his regular habits. The next time the ghost is slain or suffers some other loss of form, the spirit feels the collar again, tightening around his neck to the point of suffocation. The strangling sensation persists until the ghost reforms. There is no opportunity for him to enter Lethe nor any danger of Oblivion, and when the spirit returns to consciousness, he finds himself in the presence of the necromancer who laid this spell upon him. Despite his best efforts, the ghost cannot manage to pass on. He will always return to his second existence only to find himself before she who cast the spell. Ghosts who suffer dissipation while possessing a permanent Essence of • do not lose that Essence if under this spell. Instead, the necromancer must immediately pay 10 motes to keep the ghost from dissipating forever. If a necromancer does not or cannot forfeit the cost necessary to maintain the ghost’s existence, the ghost’s collar drags him into Oblivion.

Deathlords and Abyssals commonly use this spell to repeatedly torture ghosts to “death” while ensuring that it is not an escape. It has proved to be a less costly method than seeking out and guarding the victim’s Fetters. The collar remains for two days as marked by the Calendar of Setesh.

 

Seven Visions Wisdom

Cost: 34 motes

Target: One ghost

The necromancer holds his hand flat in perspective so it appears to him that his target is resting in his palm. He closes his hand and focuses thin flows of hot Essence upon the ghost now captured within. Short minutes later, he opens his palm to reveal a small medallion of soulsteel. The ghost’s name is etched into the front.

Seven Visions Wisdom can capture any ghost within 100 yards and bind her into a medallion. This medallion qualifies as Artifact •• and requires a commitment of 2 motes to be used. Any person wearing it with such a commitment can choose to substitute any one of the captured spirit’s Ability ratings instead of his own while performing a relevant task. Someone who “borrows” a rating in an Ability he does not himself possess (i.e., his rating is 0) still suffers the two-die penalty — his muscles and his mind are simply unable to perform with the familiarity the ghost’s would have. Any Ability the ghost possessed may be used.

This spell can only be cast upon a ghost with an Essence less than that of the necromancer. The medallion loses its integrity when struck by countermagic or after a number of months equal to the necromancer’s Essence. It blossoms over the next few seconds into the form of the ghost it once was, who is again in command of her own facilities. She remembers all actions that her Abilities were used to assist during her imprisonment, but little else. The necromancer may, at the casting of the spell, spend six points of experience, making the enchantment permanent and rendering the spell immune to all but Obsidian Countermagic. Only one such medallion can offer its bearer wisdom at one time. If any more are worn simultaneously, the different intuitions and skills contradict with one another. These silent arguments cause all actions attempted by the one who wears them to suffer a two-die penalty, whether or not he intends to use the skill of either.

 

Shadow Stones Travel

Cost: 24 motes

Target: Area of effect

As she completes the spell, the necromancer cuts her palm and lets a splash of blood paint the ground at her feet. Immediately, a stiff breeze blows outward from the stain of red. A few seconds later, a gust of wind that carries with it the scent of grave rot billows forth from the center. Scant seconds disappear before the breath of decay dies down, and as it does, the world ripples out from the center of the spell. Where the ripple passes, grasses become dead and black, stones grow chalky, bright colors pale to near gray, and the sky becomes drained of all color.

The necromancer has opened a temporary shadowland around herself, encompassing a small portion of Creation with it. Its borders waver uncertainly as far out as the necromancer’s power can hold it. After a short time, the borders snap shut about their center as Creation reasserts itself — but all sentient beings within the boundaries of the spell find themselves in the Underworld, their positions analogous to where they stood in Creation.

The spell takes a short time to affect the stability of Creation. The turn in which the spell is concluded lets through a breath of the wind that travels between worlds and Elsewhere. The next turn casts out the odor of the Underworld, and in the next, the wind dies away, and the world changes. In the third turn after the spell is cast, the shadowland spreads outward up to 50 yards, and the caster can keep the portal open for a number of turns equal to her Essence or let it snap closed after the first. The shadowland always becomes fully open on the same initiative as when the spell was cast and closes on the same. When it closes, everyone within the shadowland will be in the Underworld — so the necromancer must take care of whom she allows within its borders.

This spell, when cast in the Underworld, has similar but inverse effects. The wind between worlds smells sweet, and when the shadowland disappears, all within its borders find themselves in Creation.

 

Shield Of Shattering Bones

Cost: 18 motes

Target: Caster

A common tactic for a necromancer to take when in battle is to divert the damage inflicted upon him into the enduring bodies and frames of the animate dead who fight for him. This spell enables such behavior.

Upon completion of the spell, the caster is momentarily surrounded by a blood-red halo that then bursts out onto the field of battle around him. Each skeleton or zombie touched by the expanding ring glows with a brief red cast of its own before the light fades. Thereafter, until the sun next rises in Creation, the necromancer can reflexively spend 3 motes to shunt the damage from a successful attack onto one of his targeted undead. The motes are spent before any damage is rolled but after soak. No more than (the necromancer’s Essence x 5) dead are so marked, and all must be within (the necromancer’s Essence x 5) yards at the time of the casting. Only these may be called upon to take a blow for the necromancer, and the target must be within line of sight.

The effects of this spell are plainly visible. A blow to the necromancer’s chest with a goremaul results in the collapse of a nearby skeleton’s ribcage, and the cut of a scimitar closes up as the blade passes, opening instead in a grinning zombie. All health levels of damage done to the necromancer are instead afflicted upon the unfortunate walking dead. Once the last marked zombie falls, the spell must be recast for it to have any further effect.

 

Silenced Whispered Prayers

Cost: 27 motes

Target: Varies

As the necromancer casts this spell, the whispered prayers of all who give her target worship and obeisance becomes audible, rising to a deafening pitch at the apex of the spell before the caster’s eyes flash with white light and the prayers are cut off, replaced only with silence.

Victims of this spell find themselves severed from their followers, unable to dip into the flow of Essence provided by worship. Any Cult rating a ghost possesses, Underworld or Ancestor, drops to zero for the duration of this spell. Those who offer worship feel no difference and continue to give their prayers as always.

This spell may also be cast into an area. As the spell is released, all ghosts within 45 yards of the necromancer find the prayers upon which they draw grow audible before sharply dropping in volume. Each ghost affected loses one dot in any Cult he possesses.

Living creatures affected by the focused version of the spell lose half of their Cult rating, round down. The area-effect version does not affect living creatures at all.

This spell lasts until the sun has risen in the Underworld seven times.

 

Spiteful Passing

Cost: Special

Faced with the bitterness of his own demise, a necromancer with this spell may unleash his hate in a final blast of power. Although he must still spend a turn concentrating, the character need only speak one word to cast this spell. He may scream in defiance or weakly cough his last syllables from blood-flecked lips, but the effects remain the same. His body arches in pain and expires as searing light erupts from its opened mouth, eyes and wounds. All living beings and Fair Folk within a number of yards equal to the necromancer’s Stamina suffer his permanent Essence in dice of lethal damage, plus one additional die for every mote remaining in his pool. This damage bypasses armor. It is soaked only with the victim’s own natural soak, and it inflicts no physical trauma — victims killed by the spell simply drop where they stand, while survivors feel a terrible cold grip them. All plants within range wither and die. The necromancer’s corpse rots to dust within moments of the blast.

 

Stealing The Gathered Breath

Cost: 15 motes

The necromancer opens his mouth and inhales, drawing energy from every sentient living being within (the character’s permanent Essence x 5) yards. All victims within range suffer one die of lethal damage that can only be soaked with Stamina. Each level of damage actually inflicted by this spell restores 1 mote of Essence to the necromancer. Energy harvested with this spell can be seen by all onlookers as streams of pale light rushing from its victims to the necromancer’s maw.

 

Striking Spectre Lash

Cost: 15 motes + 2 motes per attack

Upon casting this spell, a long tendril of solidified darkness grows from the necromancer’s wrist or palm. This serpentine appendage undulates and coils of its own volition, striking more like a darting snake or an octopoid tentacle than any mundane whip. The lash has a Speed, Accuracy and Defense rating equal to its master’s Essence score and a length in yards of four times this value. Its base damage equals its creator’s Strength + Essence. In addition to inflicting normal damage and permitting grappling attacks at range, the whip can kill ordinary mortals and animals outright. If the necromancer reflexively spends 2 motes before making his attack roll and successfully hits, the victim’s player must make a reflexive Essence roll. If this roll fails, the victim falls dead with a look of horror frozen in her face. Exalts, spirits, Fair Folk, and other magical beings are immune to this effect. Non-magical creatures that are notably larger than humans are immune to this effect so long as their Stamina exceeds the necromancer’s Essence rating.

 

Sweet Voice Familiar

Cost: 32 motes

Target: Area of Effect

Crafted by the first Abyssal necromancer of the Labyrinth Circle, he created this spell to share with the world the words of Oblivion as they echoed in the back of his head. When a necromancer casts this spell, all his conscious motor control ceases. His body slumps downward, his legs bend, and he balances impossibly on the balls of his feet. His head lolls back and his jaw drops open, and from his unmoving mouth issue all the unending and mad words of the Malfeans, hideously magnified by the spell’s power.

All ghosts within the caster’s Essence in miles hear these maddening whispers, and the players of all who do must make a Willpower roll against a difficulty of (the caster’s Whispers rating + 5). Any whose players fail have been poisoned by the sweet spell of Oblivion with all its black-honey promises — their minds will soon belong to the Abyss. Players of mortals who hear this seducing insanity must roll their characters’ Willpower against a difficulty of the caster’s Whispers rating. For every success by which they fail, their characters lose a point of temporary Willpower. Mortals severely or repeatedly affected by this spell are more likely to become mortwights upon death.

If cast within the Labyrinth, the Sweet Voice Familiar echoes through the twisted passages and is repeated by the black stone there, effectively doubling the radius of the spell. If cast in Creation, the lively Essence of the world there inhibits the unsound and psychotic whispers of the dead gods, and the area of effect is reduced to 250 yards.

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