The Circle Of Iron

The magic of this, the weakest circle of necromancy, pulls at the threads and timbre of the Underworld to move it in accordance with a necromancer’s whim. The necromancer is a figure of mysterious power in the sunless lands.

Ghosts simultaneously respect and fear him, desire what he can give and tremble at the retribution he can affect. He is something of a contradiction to the dead spirits, for he can be the door to their freedom or their imprisonment.

 

Banish Ghost

Cost: 12+ motes

Target: One ghost

This spell is yet another example of the total power an experienced necromancer can wield over the inhabitants of the Underworld. Like its sorcerous counterpart and the various countermagics, Banish Ghost is a quick spell that goes into effect immediately once the necromancy Charm is activated and the Willpower and Essence are spent. The necromancer and his target enter a contested Essence + Willpower challenge, their players rolling each turn until one of them manages to accumulate a number of successes equal to the other’s character’s Essence. If the ghost is triumphant, she remains where she is and the necromancer may not attempt to banish her again until the Calendar of Setesh has marked the passage of three days. If the necromancer is triumphant, he may do one of the following:

• Banish the ghost from Creation to the analogous point in the Underworld. The ghost is physically unable to return to Creation until the Calendar of Setesh has marked the passage of three days.

• Banish the ghost into her tomb, body or place of death for a similar period of time. She is physically unable to leave the confines of her tomb (be it plot or mausoleum) or body or to stray farther than five yards from the place of her death.

• Banish the ghost from his presence for a similar period of time. If the ghost is seen by the necromancer before the banishment expires, she suffers one bashing health level per turn until she escapes his gaze.

The necromancer may spend extra motes at the casting in increments of 3 motes, reducing the ghost’s dice pool by one die per 3 motes spent.

Particularly cruel necromantic masters will banish a loyal servant from their sight through the use of this spell while still expecting flawless service.

 

Black Candle Visage

Cost: 18 motes

Target: One ghost

Fixing a nearby ghost with his deadly gaze, the necromancer takes total command of a ghost’s body. Pulling at his target’s ghost flesh from a distance as a puppeteer pulls at strings, the necromancer can make superficial or completely reconfiguring changes as desired. Alterations require a Dexterity + Craft (Moliation) roll and can achieve the same effects as the Arcanoi Nine Terrors Visage and Ghost-Devil Form.

Should he so choose, the necromancer can forego such sophistry and simply cripple his target, distorting the ghost’s limbs and body beyond all use. This can reduce the ghost’s Dexterity or Strength by one dot per success on an immediate Dexterity + Craft (Moliation) roll.

Furthermore, the necromancer can lock the ghost into the form he shapes. Roll the necromancer’s Conviction + Willpower against the ghost’s Conviction. Every success that the necromancer achieves over the ghost’s total successes indicates one week that the ghost is locked into the form. Ghosts whose players botch their Conviction roll may be bound to the new form as long as the necromancer desires. Ghosts may choose not to resist the transformation. However, this choice is a dangerous one because it gives the necromancer full control over the duration of the change.

A ghost successfully bound into her altered form takes on a black, burnt-wax color while she is under its effects. Ghosts familiar with Black Candle Visage will recognize the telltale sign of necromancy.

There is a Labyrinth Circle version of this spell entitled Willful Flesh Commands. With this spell, a necromancer may reshape the form of a willing target into anything he desires over the course of a six-hour, hands-on manipulation of the ghost’s corpus. This process is inevitably very painful for the subject. During this process, the necromancer may alter the target’s Attributes, decreasing one Attribute to raise another on a one-dot-for-one-dot basis or adding dots at an additional mote cost of 5 per dot, to a maximum of (the ghost’s Essence + 5) for an individual Attribute. The necromancer may also create such effects as he may when using Black Candle Visage, without the requisite days of planning. Deathlords use this spell to create barghests from among their willing servants.

A ghost subject to Willful Flesh Commands retains possession of her Arcanoi and may use them despite her finale form. Her corpus is, however, henceforth proof against Arcanoi that alter ghost flesh, whether used by herself or another. The effects of this spell are permanent and can only be reversed by countermagic or an additional use of this spell. Willful Flesh Commands costs 24 motes of Essence.

 

Bless The Rapine Soul

Cost: 16 motes

Target: One living creature

The necromancer with this spell is every ghostly puppeteer’s friend. Strapping a single living person to the worktable, the necromancer invokes a ritual of knives and blood, of spiritual lashings and the ghostly rack. The spell stains and subjugates the victim’s soul, making all but the most strong-willed cower before even the most meager assault. Victims killed without an opportunity to recover from this harsh treatment almost never enter the Underworld as ghosts, so timid are their spirits.

The result of this spiritual abuse is a vast magnification of the effect of body-controlling Arcanos, such as Puppeteer’s Masterful Hand. A ghost invoking this Arcanos upon a human prepared with Bless the Rapine Soul enjoys the following benefits: He gains a number of extra successes to the initial possession roll equal to the necromancer’s Essence, and the duration of the Arcanos is extended to one week. Other Arcanoi related to the possession of living creatures receive similar benefits at the Storyteller’s discretion.

A victim of this spell typically recovers most of her will following a month free of possession, after which the treatment needs to be reapplied. Some necromancers insist that repeated applications become permanent, but only the joyless victims of the Fair Folk truly never recover from the abuse of this spell. Exalted and other magical beings with a soul are not immune but recover after a week of freedom. There is a similar spell called Consorting with Devils.

Also of the Shadowlands Circle, for the cost of 10 motes, a necromancer using that spell can create a bond between one ghost and one mortal. The ghost must be possessing the mortal when the spell is cast and must commit 3 motes for the spell to be successful. Thereafter, the ghost may possess the mortal victim more easily, as with a subject of Bless the Rapine Soul. If this bond is broken, through countermagic or through the mortal’s death, the ghostly puppeteer loses a dot of permanent Willpower.

Abyssals who prefer consorting with the dead but tire of their concubines’ pale and cold flesh often arrange for consorts who permanently wear a mortal’s lovely flesh. One who does not care which ghost possesses her plaything might use Bless the Rapine Soul, while one who desires to make love to a specific spirit might use Consorting with Devils.

 

Blessed Dead Fools

Cost: 13 motes

Target: Several ghosts

Song begets song. In search of lovely, gentle music, the necromancer croons a short and disturbing melody while forming thin staves of Essence and binding them with cords of the same. Finished after nearly a half-hour, she stands the haphazard flagpole in the Underworld and binds it with a kiss. In response, a flag bursts into being at the top of the staff, one formed of pale blue flame and visible for leagues.

Ghosts who know and curiously foolish ghosts alike are drawn to the burning flag. Each ghost who nears the signal is gifted with instant knowledge — the flag is a request and a binding oath, which any ghost may accept. A ghost who agrees to the bargain is given a gift of skill — he is blessed with a Performance of ••••• — and a gift of knowledge — he knows when and where he is to perform. The oath requires him to be there at the proper time and properly attired, and it binds him to never speak of the event or anything he may learn there.

The return to the ghost is great: The parties of necromancers are grand and gaudy affairs, and many maskmakers or peddlers of dreamstones make their fortunes through networks forged at such parties. Additionally, the music played is as vivid and vibrant as anything the ghost might have heard while alive — the strength of these sensations can even be enough to create addicts among the dead. Even when not addicted, most ghosts are very grateful for the opportunity to experience such a thing.

Until the event, the ghost may use his newfound skills to improve his lot in other ways. Afterward, the skill fades. After the sixth ghost touches the flagpole and binds himself to the necromancer, the flame atop the staff gutters out, and the Essence-built sticks crumble. The same occurs if the flagpole still stands when the event actually begins.

 

Blood Mirror Speech

Cost: 10 motes, 1 lethal health level

Target: One creature

Mirrors are objects of strange nature and natural metaphor. They are often enchanted for use with various magics and purposes, and in the Underworld, it is common for even mundane mirrors to display some strange properties, whispers of what once was or shadows of what might be. Strange things hide in mirrors.

In casting this spell, the necromancer must face a mirror and keep a short message in mind. When ready, he cuts his palm with an obsidian knife and flings the spray of blood onto the reflective surface, where his message is spelled out in blood before it dissolves into its own reflection.

The next time the target of the spell looks into a mirror, the message comes flowing out of it to be read. Once the bloody words are understood, they lose cohesion and begin to run down the smooth surface of the mirror. At this time, if the target of the spell chooses, she may wipe clean the mirror and lightly cut her fingertip. Using it as a stylus, she may write a short message on the mirror, and it will be seen by the necromancer when next he looks in a mirror.

There are additional spells of the three necromantic circles that take advantage of mirrors’ strange qualities. Invisible Doorway, of the Shadowlands Circle, costs 18 motes of Essence and a lethal health level. It allows the caster to open a doorway between Creation and the analogous position in the Underworld through any reflective surface. Anointing it with his blood, the crimson becomes the shining quicksilver blood of the Malfeans and the surface becomes a portal, which remains open for three turns. After this use, mirrors shatter, ponds boil and silver tarnishes. White Shard, a Labyrinth Circle spell, costs 28 motes and allows the necromancer to communicate face-to-face between two specially treated mirrors. The communication afforded by White Shard lasts for up to half an hour. The Barless Gate is of the Void Circle and costs 42 motes to cast. With it a necromancer may step between any two mirrors in the Underworld in a form of instantaneous travel. Invoking the Barless Gate violently shatters all spiritual or physical wards barring such travel at the recipient’s gate.

 

Bone Puppet Dance

Cost: 16 motes

Target: One creature

Considered requisite among those who wish to be known as masters of the walking dead, this spell is completed by the utterance of a single syllable of command, the sound of which burns through the air to brand itself invisibly on the center of its target’s ribcage. Once the brand is made, the necromancer commands complete obedience from the skeleton, and any living flesh around that skeleton is in for a nightmarish time.

The skeleton will immediately begin attempting to enact the necromancer’s will, moving to attack its owner’s friends, bearing a message to the East or performing back flips for the necromancer’s amusement. The inherent difficulty in controlling another being causes any action attempted by the skeleton — who otherwise acts with its host’s dice pools — to be at a dice penalty of the host’s Essence.

If the host does not wish to be the necromancer’s servant, as is likely, he must to act against the actions his skeleton is carrying out. He may exert control over his body with little mental effort, but even as he drives his body through force of will, his skeleton is resisting. His bones burn and scream, unable to perform as their necromantic master demands. Every action taken by the host is at -1 die, and every turn in which he wrests control from his tormented frame, he suffers two levels of lethal damage as his bones blister his muscles and claw at him from within. This damage can only be soaked by natural soak (and is unaffected by hardness ratings that do not reasonably affect wounds coming from within the body).

The effects of this spell last for a number of hours equal to the necromancer’s player’s successes on a Charisma + Occult roll. Trying to control a body that resists requires more of the spell’s available power, so every turn in which the host painfully controls his own body reduces the remaining hours of servitude by one. When this number reaches zero, the spell ends. If the host is killed as a result of attempting to remain in command of his body, the skeleton claws its way free of the flesh which restrained it and becomes a permanent zombie under the control of the necromancer.

A necromancer can cast this spell upon an already extant skeleton to animate it as a permanent servant, or she can target a skeleton that is already animate, ripping control from its current master. This technique is so spiritually abusive that it inflicts the caster’s Essence in dice of bashing damage, soakable only with Stamina, to the necromancer from whom she took the skeleton.

 

Bonfire Visions

Cost: 13 motes

Target: One bonfire

Although abysmally rare in the Underworld, the bones of a creature that once lived must be collected before the necromancer may cast this spell. Splintering the bones and piling them on the ground, the necromancer hurls a ball of blue flame into the pale white kindling, which bursts into flame. The fire is large but controlled and always burns a pale blue-white. The light is drowned out by the strong rays of the sun, and in Creation, the fire will soon go out. But in the Underworld, the light of the bonfire burns brightly. Ghosts can see the clear light for miles through the dreary Underworld, and they are drawn to it.

Any ghosts who peer into the flame during the hour in which it persists can look in upon any of their Fetters with perfect clarity, without the requisite Arcanoi. This is often a boon for which ghosts are willing to pay, either in goods or in services.

 

Death Flies Two Sails

Cost: 14 motes (seven committed)

Target: One sailing vessel

There is no safety in sailing upon the Sea of Shadows. Spectres float on the boundless black waves, vile shadows are able to seep in with the smallest leak, and hekatonkhire lurk in the depths and do not always slumber. A necromancer with this spell need fear none of those things.

Standing with her feet in the lapping waters of the Underworld’s dark ocean or its murky rivers, she sings an eerie lullaby to the depths. After seven minutes, the song is finished, and the strange ghosts who rule the depths of the ocean are appeased. In response, they send forth a sailing ship long dead and repaired. The ship is small and of a dark wood, but its mast stands tall. It is obviously a sunken vessel returned to service: The black sails are patched with tanned human skin, and holes in the hull are closed with pale white bone. The prow bears a figurehead — a living spectre, bound there to sing softly as the ship sails.

The ship moves as the necromancer wills and requires her presence on the ship. The craft can comfortably contain two passengers, but five can fit with effort. As the ship sails, it leaves a wake of bile-tainted blood. This and the lullaby of the figurehead act together to calm the savage inhabitants of the Sea of Shadows and ease the necromancer’s passage. Storytellers should make an effort to reduce the difficulty of challenges inherent to travel on the Sea of Shadows. For instance, if a social roll is required to navigate an obstacle, add three dice to the relevant pool, independent of any Charms or stunts.

The ship lasts as long as the necromancer leaves the Essence committed. If she desires, she may cast this spell at night on Creation’s seas and rivers at twice the Essence cost (the Essence commitment is not doubled). However, the shadowy wood of the ship boils away to nothing if the sun’s rays strike it, losing one health level each turn, and the spectre shrieks as it disappears beneath the waves.

Treat the ship as a fast courier with respect to speed and appearance, and give the vessel 8L soak and 8/16 health levels. Also, treat shadowlands as the Underworld for the purposes of this spell, even when the sun is shining.

There exists a Labyrinth Circle version of this spell called Funerary Misted Vessel. The vessel summoned from the dark sea bottom is greater and able to carry up to 20 able bodies comfortably, 50 uncomfortably or 80 of the walking dead, carefully packed. In addition to the properties provided by Death Flies Two Sails, the ship travels obscured by a thick fogbank. This fog is transparent to anyone on the ship but nearly opaque to all others, and this effect spreads out from the summoned vessel for a number of miles equal to the caster’s Essence. This fog serves to protect the ship from harmful daylight — when under the Creation’s sun the ship suffers a loss of half its soak but is not destroyed. Treat the ship as a marine assault bireme, with 14L soak and 16/32 health levels. The ship need not be manned by the one who summoned it — the Silver Prince has three of these ships that patrol the waters around his island realm. Funerary Misted Vessel costs 22 motes to cast and requires 11 to be committed; the cost is doubled in Creation, but the committed Essence is not.

 

Death Inversion Loop

Cost: 18 motes

Target: One ghost

So horrible is the moment of death for most ghosts that they are loath to think back to it or to visit the place where it occurred. Most who leave haunts behind avoid those tableaux with great vigor. A necromancer can cast a ghost into the Death Inversion Loop, a harrowing experience wherein the spirit relives her death just as she first experienced it, leaving his victim drained of will. The caster targets a single ghost within 50 yards.

When the spell is cast, the ghost freezes, all muscles rigid, before collapsing to the ground as her mind is trapped in a repeating replay of her death. These images are accompanied by the numbing knowledge that she can in no way change the outcome of the events that she is reliving.

The outward effects of Death Inversion Loop last only a moment. Those who watch the unfortunate ghost will see her collapse one moment and rise the next, shivering with effort and fright. Only she will have lived through an immeasurable length of time that has sapped her will to continue on.

When the spell is cast, the necromancer’s player rolls his character’s Willpower + Essence against the ghost’s Willpower. The difference in successes between the two is the maximum number of loops the caster can force his victim to endure. If the roll for the ghost turns up more successes than the roll for the necromancer, she has proved stronger than he, and the spell turns upon him instead.

After each loop, the target ghost loses one dot of permanent Willpower, and her player rolls that value against a difficulty equal to the Essence of the necromancer. Success frees the ghost, while failure dooms her to another cycle. After the number of loops chosen by the necromancer, or after the ghost’s player succeeds on the Willpower roll, the ghost returns to her consciousness and can act. In terms of combat time, the ghost is paralyzed for only a single turn. A ghost reduced to zero Willpower by this spell dissolves, becoming a haunt of the scene that killed her.

This spell can be cast on living targets, and it casts them into a vague and disturbing vision of their own deaths. Savants are unsure if this is prophetic in nature. The vision occurs in an instant and does not incapacitate the victim for a full turn. Instead, disturbed by the vision, she suffers a one-die penalty to all attacks for the turn in which the spell is cast. This effect also occurs when the spell rebounds upon a living necromancer who chose to punish too strong a spirit.

 

Death Mask

Cost: 14 motes

Target: Caster

Before a necromancer can first cast this spell, he must personally oversee the painful sacrifice of a living mortal. As his victim’s life flees her, he must invoke Death Mask. The mortal’s hun is caught as it escapes the failing corpse and is rent of any sentience by the casting of the spell. What remains of the hun is no more than a shell, a cloak of plasm, which the spell hides Elsewhere. Most necromancers take a petty pleasure in the knowledge that nearly all victims of this treatment rise as hungry ghosts afterward.

When he casts the spell in the future, he spends 10 minutes in meditation before spending another 10 gently pulling the fragile cloak out of Elsewhere and carefully donning it. Once complete, only the most perceptive ghost will see anything other than a fellow spirit in the necromancer’s place. Each time the necromancer dons the mask, his player rolls Essence + Craft (Moliation). The result is the difficulty a ghost’s player’s Perception + Awareness roll must overcome to see through the caster’s deception and recognize that he is an impostor ghost.

Mortals and living creatures cannot see the Death Mask at all. The use of Essence-viewing magic can reveal its presence but will not provide a clear view of the disguise.

If the necromancer is attacked while wearing the ghostly shroud, count any lethal or aggravated damage done to him as damage done also to the spirit. If the cloak suffers more than four health levels of damage, it has been reduced to such tatters that it falls off of the necromancer then and there. Up to that point, his disguise is intact, and his identity is safe from ghostly eyes. If the damage to the cloak is any less, it will regenerate one lethal health level per week Elsewhere, once removed. If a necromancer’s cloak is destroyed, he will have to acquire another before he can cast the spell again.

When worn in Creation, the ghostly cloak only takes damage from attacks that can harm spirits.

 

Drawing Blind Edge

Cost: 20 motes

Target: One ghost

Breathing a frigid mist upon her hand, the necromancer’s palm and fingers grow pale with rime. With a white glow in her eyes, she plunges her frosted hand into the pale corpus of a nearby ghost and slowly draws from his body a translucent blade, dancing lightly with blue flame. The ghost’s corpus dwindles as the blade is drawn until it disappears with the unsheathing of the point, entirely transformed into a deadly edge. If the spell isn’t discharged upon the corpus of a ghost, the rime inflicts one unsoakable level of bashing damage upon the necromancer every 10 minutes as it slowly spreads over her body and freezes her to death.

The necromancer must, after casting the spell, successfully strike her target with her bare hand. Once done, nothing can prevent the unsheathing of Blind Edge. The weapon’s statistics are chosen by the necromancer at the blade’s inception. She may distribute one point among the blade’s speed, accuracy, damage and defense for each dot of her victim’s permanent Essence; until so bolstered, the weapon’s stats are identical to those of a reaver daiklave. None of the weapon’s stats may be raised above the necromancer’s Essence + Occult. (If playing with Exalted Power Combat, the weapon’s rate is equal to the necromancer’s Essence.)

The blade inflicts only half damage, calculated before soak, against living creatures. Against ghosts and other dead spirits, Blind Edge deals aggravated damage and can strike even immaterial ghosts. Should it deal a fatal blow, the slain ghost is drawn into the blade with a shriek and a burst of blue flame. No dead spirit destroyed in this manner will ever see the Underworld again. Its Essence is consumed by the blade.

Each ghost absorbed into Blind Edge allows the necromancer to distribute additional points across the blade’s attributes, one for each point of permanent Essence it devours. While there is no limit to the number of ghosts that may be drawn into the weapon, the necromancer can add to the weapon no more points than (her Essence x 5). Blind Edge remains until dismissed, until struck by countermagic or until the sun of the Underworld next dawns. Whatever the cause, the bluish-white blade then flashes stark black, and it howls with the voices of the captured ghosts as they are hurled into the Abyss.

 

Dusk Eyes

Cost: 10 motes

Target: Caster

Blood is one of the borders between life and death. A surfeit of blood plagues the living and keeps them alive, while the dead suffer from an endless thirst for it. A wise necromancer can use this very fluid boundary to peer across the curtain between the living and the dead.

Lightly pricking a finger, he touches it once to each eye and closes both, letting the blood settle. When he opens his eyes, they are a dark crimson and he can see from the Underworld to the bright world of Creation, or his vision can reach from the living worlds into the realm of the dead. A necromancer using this spell can only see one world at a time. If gazing into the other world while engaging in a complex activity, such as combat, he suffers the two-success penalty of acting blindly in the world he inhabits.

This spell can be defeated by wards and spells against scrying. The effects of Dusk Eyes last for an hour as marked by the Calendar of Setesh and confer no benefit in a shadowland.

 

Easing The Forsaken Memory

Cost: 12+ motes

Target: One haunt

A traveler through the Underworld is constantly confronted by the lost memories of the dead, images and emotions frozen at a moment of abject terror or pitiful loss as the victim ended his mortal life. These foul tableaux can be cleansed from the bright world of Creation with rituals of exorcism and, if given time, will fade. Their counterparts in Creation’s smoked mirror are hardier, bolstered by the negative Essence of the Underworld, and resist efforts to remove them.

The Deathlords are particular beings and have specific tastes. When one desires to raise her fortress here, no pitiful spirit’s echoing cries against death are going to disrupt her choice of locale and decor. Easing the Forsaken Memory can completely erase a single haunt of the caster’s choice. For an additional cost of 1 mote per mile, the necromancer can relocate the haunt to a location of her choosing.

There is a similar spell, Congealing the Last Thought, that can create haunts for those necromancers who appreciate them as a motif. The haunts created by this spell can be taken from the mind of a cooperating ghost or can be constructed out of whole cloth from the necromancer’s imagination. Haunts created by this spell in Creation last a month per permanent Essence of the caster, while those created in the Underworld are near-permanent. Congealing the Last Thought costs 12 motes.

 

Emperor’s Chains

Cost: 16 motes

Target: Varies

The necromancer claps her hands, and the world resounds with that sharp sound. As it reaches ghosts’ ears, their corpora become sluggish and unresponsive. All ghosts within 50 yards of the necromancer find their movement rates halved, and the costs of all movement-related Arcanoi are doubled.

The necromancer may choose, instead, to focus the spell’s effect on a single ghost, who must be within 20 yards when the spell is cast. That ghost is rendered unable to move at all, and any movement-enhancing Arcanoi cost triple the Essence to use.

 

Faces Of The Dead

Cost: 16 motes

Target: Caster

Casting the spell with two fingers together, the necromancer brings them apart and draws out a wire of shimmering silver. The wire appears to fold outward, growing additional dimensions and facets until it becomes a thin-shafted silver mace with a perfectly forged, 12-faced head.

The silver mace is of excellent quality and balance, and beneath the stars of the Underworld, it winks with reflected light. Against a ghost, the weapon inflicts additional damage equal to the caster’s Essence. If a blow with the mace deals a number of health levels of damage equal to or greater than a ghost’s permanent Essence, the mace and ghost flash with a bright blue light as the ghost is captured in one of the faces of the weapon’s head. The faces of all ghosts captured peer out from the surface that holds each.

Once an hour has passed, the necromancer forfeits use of the weapon as the shaft dissolves into dust and blows away on a phantom wind. The mace’s head becomes a jar of transparent rock crystal, holding all the spirits that were captured within. The jar has 12L/12B soak and can suffer up to 20 health levels of damage before it shatters, freeing any trapped ghosts. Effective countermagic violently shatters the jar automatically. Only the necromancer can open the jar without forcing it. A ghost freed from the jar by whatever method is bereft of Essence.

Faces of the Dead was a tool used in first days of the First Age, as the inquisitive Solars and Chosen of Secrets began exploring the mysteries of the Underworld. Its use was eventually viewed as distasteful and discontinued.

Abyssals use it today to collect souls for the forging of soulsteel, as the ghosts are quite pliable once removed from the crystal jar.

Weapon Speed Acc. Dmg. Def.

Silver Mace -1 +2 +5L +0

 

Field Of Fell Dreams

Cost: 16 motes

Target: Area of effect

The caster drops to one knee and channels the heat of thousands of decaying dead into the earth or stone at her feet. As the spell ends, the necromancer removes her palm to reveal a brand in the shape of her hand. At that instant, skeletal hands burst forth from the dirt, the cobblestones or the marble floor and begin to latch with the strength of the dead onto any who come within their grasp.

Any person other than the caster is forced to dance and dodge about to avoid being grabbed by the grasping claws — he has his Dexterity reduced by one dot while within 50 yards of the brand and his Dexterity reduced by two dots with respect to calculating movement. Additionally, anyone moving through the Field of Fell Dreams suffers one attack for every five yards he moves. Each attack is a clinch attempt made at an accuracy of (the caster’s Essence + 5). The hands have a pool of seven dice when attempting to maintain clinches, and they never attempt to inflict damage, only to contain their victims. The bony hands may be destroyed easily — they cannot dodge or parry and are relatively fragile — but a new one takes the place of any hand smashed or severed. The hands can grasp immaterial ghosts as easily as mortals, and ghosts caught by the hands are forced to spend a mote to manifest.

The hands’ animation flees them at the stroke of midnight, as measured by the Calendar of Setesh.

 

Five Gifts

Cost: 12 motes

Target: One ghost

Every ghost is afflicted with the mind-numbing blandness of unlife. When foods taste as dust and the rainbow is different shades of gray, when a ghost cannot even dream of the vivid sensations he used to have, rapidly fading memories are all that remain.

This spell was crafted in the First Age as the Exalted began to explore the Underworld and its then-sparse inhabitants. While many spells of sorcerous origin could do little to relieve the ghosts’ dreary existences, the discovery of necromancy gave the curious sorcerer-priests a second opportunity.

A ghost affected by this spell experiences the world as he used to in his previous life. Blood appears a bright scarlet instead of a faded pink, and wracking sobs echo and ring in a pleasantly abominable din. The dull foods of the Underworld are given taste, and the sacrificed foods of the living taste as sweet and savory as they did before the ghost’s death. These are pleasures otherwise unknown to the residents of the Underworld. In the Age of Sorrows, this spell is often a blessing bestowed on much-prized servants of the Abyssals or the Deathlords. Ghosts of moderate means may humble themselves to purchase what is, to them, bliss, and necromancers in negotiation with the dead can use this spell as a powerful bargaining chip. There is no danger inherent in the spell, which makes it an attractive alternative to risking one’s corpus in a world of ghost-hunters, Immaculates and exorcists.

Five Gifts lasts only until the next sunset, but it is a strongly reaffirming experience. It reminds ghosts of the world they are refusing to leave, and when the spell is cast, the target gains points of temporary Willpower equal to the successes on a roll of his highest-rated Passion. This may temporarily raise Willpower above the ghost’s maximum. When the spell begins to fail, the ghost can feel it fading. It is very difficult for a ghost to peacefully let go of mortal pleasure. Roll the ghost’s Temperance when the spell ends. A failure results in the loss of a single point of temporary Willpower. All Willpower in excess of the ghost’s normal maximum vanishes with the effects of the spell.

Although there is no physical addiction, ghosts who receive the pleasures of this spell multiple times find themselves yearning for it more and more often, making them more pliable, even slavish, if it will get them the sensations they crave.

 

Flesh And Bone Winds

Cost: 18 motes

Target: Caster

With the final syllable and gesture of this spell, the ground around the necromancer glows a soft, pearly white. After a moment, the earth or stone is ruptured by sharp, shattered bone and soft ribbons of flesh. The materials spin around the caster at ever-increasing speeds, obscuring him and picking up the flesh and bone of the dead that lie in the necromancer’s path, tearing them to pieces and adding them to the storm.

The Flesh and Bone Winds howl around the caster one yard from where he stands. At its base utility, the spell adds a difficulty of 1 to all melee attacks made against the necromancer and a difficulty of 3 to all ranged attacks in or out of the shell of skin and marrow. Additionally, anyone apart from the necromancer who steps into the maelstrom automatically suffers three dice of lethal damage each turn she is exposed to the tearing bones and flesh.

Those slain by the winds are shredded as they die, their flesh and bones ripped apart to strengthen the fury of the storm. Corpses already fallen, if brought within the radius of the spell, will also add to the debris of the dead. Each body added to the storm increases its radius by one yard, and every two bodies absorbed increase the difficulties of ranged attacks by one. A maximum of (the caster’s Essence x 2) corpses can be added to the spell’s fury.

 

Flesh-Sloughing Wave

Cost: 16 motes

Target: Area of effect

Originally a utility spell with the purpose of cleansing the dead of their flesh and leaving only the bones, useful for constructing the war machines of the Deathlords or legions of the necromancer’s own, the Flesh-Sloughing Wave has begun to see use as a dangerous attack spell in the world of the living.

As the spell coalesces, the necromancer shapes an ivory ball of Essence in her hands above her head. It throbs slightly with a white light as she caresses it into a sphere, and any visible bones nearby glow in time. Any living nearby feel a pull in their bones, waxing and waning in time with the pulsing of the spell.

When complete, the ivory ball is hurled to the ground, where it shatters, releasing a wave of translucent ivory light out to a range of (the caster’s Essence x 5) yards. As the dome of light expands, it carries with it the flesh from the bodies it passes. Flesh from a corpse is torn away instantly, as is dead flesh on a living creature. Those bearing living flesh endure a second of pain as the spell tries to peel away their skin, muscle and fat to leave only the pale white bones beneath.

All living creatures within the radius of the spell except the caster must soak twice the caster’s Essence + Occult in lethal damage. Creatures who somehow have no flesh have nothing to fear from the Flesh-Sloughing Wave.

A Fair One killed by this spell dies in a blinding flash of chaos, as the ordered prison that held it is torn away by the spell.

 

Gathering A Ghost’s Strings

Cost: 10 or 20 motes

Target: One ghost

With a gesture and a twist of the hand, the necromancer swiftly learns all she needs to terrorize a ghost of her choice. Targeting any ghost she can clearly see, the necromancer gains brief visions of the ghost’s Fetters and of the ghost’s Passions. Each Fetter and Passion is a unique vision that takes a full turn to complete, together bestowing upon the necromancer clear details of the ghost’s each and every Fetter and Passion.

While the knowledge presented by this spell does not give the caster any inherent power over the ghost, any being with this sort of detailed knowledge will have at her disposal endless sources of blackmail and threats.

If the necromancer chooses to spend an additional 10 motes after seeing her victim’s Fetters and Passions, she may overwrite them. Concentrating on images of her own, she may exchange each Fetter or Passion for one of her own design of the same rating. This can seriously alter a ghost’s lifestyle and drives, but the spirit is constantly aware that necromancy is forcing him to act contrary to his subsumed desires. The representations of the ghost’s old Fetters act as the representations of his new Fetters. The changes fade after one month per point of the caster’s permanent Essence.

Puzzle Box of Love is a spell of the Labyrinth Circle that allows the necromancer to completely rearrange a ghost’s Passions and Fetters. She may choose any combination of new Passions to fit the ghost’s Virtues and may reshape the ghost’s Fetters in any manner she desires, so long as the number of dots in Fetters is not greater after the transformation than it was before.

This spell is permanent, but the player of a heroic ghost bound by Puzzle Box of Love may roll his character’s Willpower plus the strength of any Passion lost during the transformation against a difficulty of the necromancer’s Essence once per year, on the day of his death. Victory allows him to return to his previous life but comes with no guarantee of safety from retribution or repeated imprisonment.

 

Gentle Call Of Lethe

Cost: 13 motes

Target: One living creature

The necromancer traces a simple mark with her hand on the target’s forehead. After the caster is finished, the symbol shines with a bright light for a few short moments before disappearing. There is no other visible effect. The symbol is visible to creatures using Essence-sight and ghosts using Aura-Reading Technique, and many such individuals recognize the power of the rune.

When a creature affected by this spell dies of whatever cause, he is barred from becoming a ghost. Whether the spirit enters Lethe or Oblivion is a matter determined by the temperament of the soul. The most furious and hateful disappear into the Abyss, while most spirits peacefully dissolve into Lethe, drawn by the power of the spell.

Gentle Call of Lethe and Rune of Sweet Passing are incompatible spells and may not both be cast upon the same individual. Until broken through countermagic, the first enchantment prevents the second from being laid. Ghost-Blooded cannot be affected by this spell unless they possess the Unchained Soul Merit.

A variation of this spell by the same name can be learned and cast by sorcerers of the Sapphire Circle. The Celestial version costs 20 motes and requires 10 minutes to cast.

 

Hungry Creeping Shadow

Cost: 15 motes

Target: One creature

The necromancer opens her mouth as if to scream, and a viscous black ooze pours forth, gathering into a horrible amorphous creature of liquid shadow that pursues any one target in its creator’s line of sight. The beast has Physical Attributes and a Brawl Ability equal to its creator’s permanent Essence and a number of health levels equal to its creator’s Stamina + Essence. It is immune to all purely kinetic damage, such as from swords or fists, but has no soak against fire or magical damage. Like the undead, it lacks Virtues but never fails Valor checks. The Hungry Creeping Shadow can flow up walls and through narrow pipes or under most doors and unerringly follows its quarry. If it catches its victim, the beast attempts to clinch and slowly crush the life from her. The creature only exists for one hour. Upon its demise, it boils away to a slimy residue.

 

Iron Countermagic

Cost: 10 or 20 motes

With this spell, the Exalted can absorb and smother the energy of hostile necromancy. If the character spends 10 motes, she may slash at the air, tearing ribbons of black power to swirl and bleed around her person. This shield negates all hostile spells of the Shadowlands Circle directed at her until the end of the next turn, but its cold also seeps into her joints and bones, inflicting a -2 penalty to all Physical actions for as long as it persists. Alternately, for 20 motes, the caster can extinguish a single Shadowlands Circle spell within a number of feet equaling her permanent Essence x 50. Extant spells are disintegrated, while spells in the process of being cast are torn asunder.

This spell is extremely fast and takes effect as soon as the character spends Willpower. Countermagic cannot banish summoned ghosts, although it can break bonds of servitude wrought by necromancy. Also, spells countered with Iron Countermagic shatter into freezing Abyssal Essence, possibly injuring bystanders or withering plant life as the magic unravels. The necromancer using the countermagic is entirely safe, however.

More powerful versions of this spell exist at higher circles: Onyx for Labyrinth and Obsidian for Void. Each protects against spells of their own circle or below. If used to counter a spell of a lower circle, the countermagic annihilates the spell utterly without any side effects or collateral damage. Countered Void Circle spells slay mortal bystanders and ravage the earth, although in most cases, the backlash will pale compared to the intended effects of the spell.

Necromantic countermagic can also oppose sorcery if it is one circle higher, and vice versa. Thus, Sapphire Countermagic may counter Shadowlands Circle spells, while Obsidian Countermagic may block Celestial Circle Sorcery, etc. The personal shield/direct extinguishing costs for Onyx and Obsidian Countermagic are 15 motes/20 motes and 20 motes/25 motes respectively.

 

Master Puppeteer’s Knife

Cost: 14 motes

Target: Area of effect

Splaying his fingers wide and drawing any sort of blade beneath her hand in a swift cutting motion, the necromancer cuts the threads of dark energy that allow an otherwise-senseless corpse to function and move. A specialized form of countermagic, this spell is very quick and takes effect as soon as the necromancy Charm is activated and the Willpower is spent. All animated dead in a 90-degree arc of the caster’s choice and within 10 yards collapse without fanfare, nothing more than corpses once again. The zombies must be extras, like those most commonly created with the spells Raise the Skeletal Horde and Arisen Legion.

The Master Puppeteer’s Knife can be used to destroy the more proficient animated dead, such as those created by Exquisite Undead Aide, by focusing the power of the spell upon one at a time.

The Master Puppeteer’s Knife cannot affect undead war machines, animated as they are by more eclectic collections of necromantic magic.

 

Midnight Shadow Sun

Cost: 8 motes

Target: Shadowland border

One basic limitation of travel between Creation and the Underworld is that the doors only move one way at a time. When the sun is in the sky over a shadowland, any who exit find themselves in Creation. When the night sky looms, those who leave a shadowland will find themselves in the Underworld. The necromancer who knows Midnight Shadow Sun never has to wait.

Casting this spell upon the border of a shadowland weakens and confuses it, forcing it to deposit those who cross into whichever realm the necromancer wishes. Up to twice her Essence in yards of the border are affected, and they remain so for five minutes, long enough for several dozen creatures to pass through in an orderly fashion.

There exists a similar spell of the Void Circle called Folding Midnight. This curse forces a shadowland to become a one-way portal into or out of the Underworld at all times of day. A mortal who walks into a shadowland so cursed may never be able to walk back out into Creation — or an unlucky ghost may find himself unable to return to the Underworld. Folding Midnight costs 46 motes and requires that the necromancer walk a path around the shadowland in question during the time of day appropriate to her desired effect.

 

Mother Darkness

Cost: 12 motes

Target: Area of effect

With a grimace and a snap of the fingers, the necromancer can make herself more comfortable by changing the local environment to suit her. Over the next minute, the sky perceptibly darkens, the flora grays, and fauna either leave the area or become sullen and surly. Landmarks of note take on a devilish cast, and hills seem to carry with them threats of something lurking on the other side. Some of the changes are more overt: Glistening white bones are more easily found lying about, and small stones become glittering obsidian. A dirge floats lightly on the wind.

Creatures of the Underworld find themselves more at ease within the one-mile reach of Mother Darkness. Those beings who can normally respire no Essence while in Creation find that they recover 1 mote per full day spent within the shadowed area. Mother Darkness is considered a significant fraction of the “trappings of death” required for an Abyssal to shed Resonance.

The area affected slowly returns to normal over the course of a week, except when cast within the Wyld. The settling influence of necromancy act strongly upon the lively Wyld. When cast upon a Wyld area, Mother Darkness reduces the strength of the Wyld by one (Middlemarches to Borderlands, Borderlands to Creation), and the trappings of death remain until the Wyld sweeps over them again. In some cases, this can be a long time.

The spell cannot be successfully cast upon a Demesne, as the flow of aspected Essence already colors the environment too strongly for the effects of Mother Darkness to take hold.

 

Piercing The Heel

Cost: 17 motes

Target: One ghost

Requires an arcane link

This spell cannot be cast unless the necromancer has access to her victim’s body, which acts as an arcane link. Ritually piercing the body’s tendons with iron nails above the heel of each foot, the necromancer invokes this spell and speaks the name of the ghost who once inhabited the body. Thereafter, the ghost finds himself unable to enact any physical harm upon the necromancer’s body. Should he ever attempt such, he immediately falls lame and unable to move until he abandons the intention.

This binding may be broken by countermagic cast upon the ghost or by removing the iron nails from the body’s heels — but the ghost is bound not to attempt this, and if the body has decayed to the point where the nails have fallen from the heels on their own, the ghost’s only hope lies in countermagic.

If the body is too decayed for the piercings to be removed to end the spell, it is too far gone for this spell to be effective.

 

Piercing The Shroud

Cost: 10 motes

The necromancer concentrates and murmurs a discordant incantation that shakes the earth in the immediate vicinity and unnerves all natural animals who hear it. This chant takes 10 minutes minus the caster’s Occult score to finish, to a minimum duration of one minute. At the conclusion of the chant, the Exalt reaches out with a blade and cuts a vertical slash in the air. As the blade passes, it tears the fabric of Creation itself and opens a shimmering rift to the Labyrinth. The rift persists for a number of turns equal to its creator’s permanent Essence before closing with a horrible sucking sound. This spell only permits a necromancer to enter the Labyrinth — the character must find her own way out.

 

Raise The Skeletal Horde

Cost: Varies

As she prepares this spell, a ball of crackling Essence grows and envelops the necromancer’s clenched hand. This sphere glows darkly and pulsates like a beating heart, finally erupting at the conclusion of the spell in a cascade of jagged lightning that arcs and forks to strike the nearest intact human carcasses or skeletons within 100 yards. Corpses struck by this obscene energy spend the rest of the turn getting to their feet or clawing their way from the earth as appropriate to their location. Skeletons and zombies raised with this Charm have the same statistics as common zombies, though they are always extras. Once raised, such creatures obey their creator to the best of their limited Intelligence. This spell creates one zombie for every 5 motes spent. Alternately, the necromancer may opt to spend only 3 motes per zombie, but such creatures lose all animation at the end of the scene. Characters may not create both permanent and temporary minions in the same casting.

There are also two Labyrinth Circle versions of this spell. Arisen Legion duplicates the effect of Raise the Skeletal Horde but reduces the Essence cost to 3 motes per permanent zombie or 1 mote per temporary zombie. The second variation, Call the Greater Servitor, costs 6 motes for each minion, but the caster cannot create temporary zombies or raise more corpses in a single casting than his Occult score. Zombies raised with Call the Greater Servitor are never extras and have an Intelligence and Melee of 2, allowing them to use weapons, to wear armor and to obey more complicated instructions.

 

Ringing Hun Rebuke

Cost: 19 motes

Target: Caster

Pulling two iron rings out of thin air as might a master of legerdemain, the necromancer puts one on the middle finger of each hand. He then claps his hands, striking the two black ornaments together and letting them resonate. Each emits a slightly different tone and continues to do so for the next hour.

While these rings continue to sound, ghosts have difficulty approaching the caster. In order to approach within five yards of the caster, a successful Willpower check must be made for the ghost against a difficulty of 3. And even then, she finds it abhorrent to strike him — the necromancer has an effective additional soak of 2L/3B against all blows a ghost attempts to land. Ranged attacks made from without the five-yard radius are unaffected.

If the necromancer walks into a ghostly crowd while this spell is in effect, he finds that ghosts move out of his path nearly unconsciously — this is as a result of the distinctly unpleasant sensation that the ghosts feel when too near the resonating rings. The player of a ghost who actively decides not to move as the caster draws to within five yards must successfully make a reflexive Willpower roll, difficulty 3, for her character not to step out of range, just as though she had moved into it.

There is a greater version of this spell in the Labyrinth Circle called Brick-by-Brick Solitude. When cast, several dozen arcane symbols appear in a cylinder around the necromancer. Bright, as if drawn with pure sunlight, they expand rapidly to a radius equal to (the caster’s permanent Essence x 10) yards. Any ghosts closer than that are pushed out to the boundaries by the expanding invisible wall. Ghosts are unable to pierce this boundary and, therefore, cannot make hand-to-hand attacks. Ranged attacks suffer a loss of half their successes before they reach the necromancer.

Brick-by-Brick Solitude does not increase the caster’s Strength. While the boundary does move with him and will shove most ghosts out of his path with little effort, should he encounter a determined mob that desire to bar his way, he will not be able to push past more than three times his Strength rating in ghosts.

 

Rune Of Sweet Passing

Cost: 15 motes

The necromancer spends an hour painting an elaborate pattern of glyphs on a naked mortal’s skin. The Exalt must use paint made from human blood mixed with soil taken from a grave. At the conclusion of the ritual, the runes flare with red light and soak into the target’s skin. Once a mortal has been treated with this spell, she is assured of becoming a ghost upon death. The necromancer also knows immediately when the target dies, although he does not know the circumstances or location of her passing. This spell only creates ghosts; it does not compel their service or loyalty. Targets of this spell need not be willing, although unwilling targets must generally be restrained. This spell has no effect on the Exalted or other magical beings.

 

Seat Of Deadly Splendors

Cost: 15 motes

Target: Caster

Speaking several blasphemies to the local gods or ghosts and letting a drop of blood fall upon the earth, the caster causes the clawed, skeletal fist of a fallen giant to burst from the ground. The ivory bones creak as they settle and open into a massive throne for the necromancer to seat herself upon. While seated there, she finds that those around her respond more quickly to her will and that she sees more clearly into people’s souls.

While her character sits in the Seat of Deadly Splendors, the necromancer’s player gains a two-dice bonus to all rolls involving intimidation, persuasion or the perception of true motives and lies. Sitting on the throne also allows the caster to see dematerialized ghosts as though they were material, and she can force them to manifest at a cost of 2 motes. Add one to the spell’s dice bonuses when applied to ghosts.

The magical effects of the spell only last for an hour. The hand of the dead giant, however, remains until hewn from the ground (treat as a stone statue) and removed. If the throne is destroyed while the spell is still active, the magical effects immediately end. Seat of Deadly Splendors cannot be successfully cast if the necromancer is on a second floor, in a tree or otherwise distanced from the ground.

 

Shade Prison Amulet

Cost: 10 motes

This spell can enchant any piece of bone jewelry to become a vessel for hungry ghosts. The necromancer etches runes into the object’s surface and invests it with Essence. If the amulet touches a hungry ghost, it sucks the soul into itself in a swirl of wind. Each amulet can store only one ghost, and the imprisonment lasts only so long as the talisman remains intact. Once the prison breaks, the ghost escapes to wreak havoc, although it will not attack the person that freed it. Breaking a prison by daylight destroys the trapped spirit. A Labyrinth Circle version of this spell, Bauble of the Captive Soul, follows the same rules but can capture any ghost it touches. This spell costs 15 motes.

 

Shattered Void Mirror

Cost: 20 motes

Target: One living creature

The necromancer throws his arm out toward a single target and, to the eyes of his victim, behind him towers the image of a great, black-robed necromancer with vivid purple eyes mimicking his motion. The victim is thrown into a stark relief, and for a long instant, the colors of her image appear inverted as her Essence is thrown against an exact opposite drawn out from the Void.

The inversion lasts only a moment, but it wreaks havoc on the target’s physical and spiritual integrity. Her skin and bones crack as they resist being undone, her heart flutters, and her flesh grows cold and very pale. She may find herself short of breath for weeks or notice later that a lock of her hair has turned white. She suffers dice of raw lethal damage equal to twice her current remaining health levels, soakable only by her natural soak, and she loses a number of motes of Essence equal to twice her permanent Essence.

When the Shattered Void Mirror kills its target, the inverted image shatters into a thousand small pieces that fly away on the tired wind of the Underworld as the victim’s corpse falls to the ground, drained of all color. This spell instantly slays extras.

 

Silent Master’s Pollen

Cost: 18 motes

Target: One or two ghosts

With little fanfare other than a quiet invocation to the cycle of passing through Lethe, the necromancer causes to hover before her eyes a small point of gray-white light. This light represents a nigh-irresistible summons to rejoin the cycle of life, and it offers a sure and quick path to that end.

Once she has summoned the passage to Lethe, the caster of this spell may choose: Touching it once with each hand, she can let the pearly glow surround her fingertips, where she can apply it directly to the ghost or ghosts she wishes to affect. This requires a successful unarmed attack that directly touches the ghost’s corpus. Alternatively, she may will the tiny point to launch itself at a single target, requiring a Wits + Thrown attack roll.

A ghost successfully struck by such an attack is immediately drawn far down the path to Lethe. As when the ghost’s afterlife is in danger of dissolution, his player rolls the character’s Willpower against a difficulty of 3. If the roll fails, the ghost silently slips into Lethe. During this process, there is no danger of falling into Oblivion — a botch is just another failure.

Whether or not the ghost actually passes on, there is an additional benefit to Silent Master’s Pollen. Any ghost struck by it is freed of necromantic shackles and bindings — any spells or Charms that bind him shatter and release their hold. This only affects spells of the Iron Circle and Charms of Essence 3 or less.

There are greater versions of this spell that affect more powerful necromancies and Charms. They are called Black Vial and Empty Night Future and are of the Labyrinth and Void Circles, respectively. Black Vial costs 24 motes and frees ghosts of bindings of the Onyx Circle and of Essence 4 Charms or weaker effects and manifests as a small crystal vial of a black liquid that appears to contain dim stars. The vial is thrown and bursts into a small cloud of stars that affects all ghosts within three yards of the point of contact. Empty Night Future costs 32 motes and rips apart all bonds of the Obsidian Circle and weaker or of an Essence less than the caster’s, manifesting as a ripple of nothingness that rolls from the caster in a circle, affecting up to 10 ghosts within 10 yards. Both Black Vial and Empty Night Future have another difference — they drag ghosts into Oblivion. Players of ghosts must succeed at a Willpower roll for their characters to avoid this fate, at a difficulty of 4 for Black Vial and 5 for Empty Night Future. Any ghosts who succumb to these fates disappear silently, and their agony is absorbed and strengthens the caster, giving her 1 mote per soul.

 

Smoothing The Crease-Worn Mind

Cost: 23 motes

Target: One creature

Laying a gentle palm on the nape of her subject’s neck, the necromancer quietly soothes from him all mindfulness of the slumbering voices of the long-dead gods. The voices quiet to beyond a whisper before becoming silenced altogether.

This can have several effects: Ghosts afflicted with the Whisper of Oblivion need not fear the contagion spreading while this enchantment lasts. Spectres are relieved of their overwhelming subservience to the Void and return to the state they held before they became as they are. For many spectres, their attitude resembles that of a healthy ghost — often, this spell can supply valuable, if temporary, guides through the Labyrinth. Mortwights and other spirits who never knew a sane mind simply become quiescent. An Abyssal affected by this spell loses all ability to channel the Whispers of the Malfeans that usually babble in the back of his mind.

The spell’s power must be communicated through touch. If the subject of the spell is not bound or willing, the necromancer must successfully strike her target with an unarmed attack made at an increased difficulty of 1. The attack does no damage. Smoothing the Crease-Worn Mind remains active for one day per permanent Essence of the caster.

 

Stones Worn Smooth

Cost: 15 motes

Target: One ghost

The necromancer reaches out toward any ghost within 15 yards and tightens his hand into a fierce claw. The ghost’s player must then roll her character’s Willpower against a difficulty of the caster’s Essence — if successful, the spell has failed. If the ghost is not strong enough, she hurtles through the air toward the necromancer, moved by an invisible force, until she is impaled upon his grasping hand. The necromancer then removes his hand from her chest, holding her pale, still-beating heart. The ghost screams as the caster tightens his hand upon the ghost flesh, crushing it into a black diamond about the size of an egg — the ghost, at this time, boils into translucent nothingness.

The black diamond acts as a Hearthstone of a level equal to the ghost’s permanent Essence, drawing on the ghost’s spirit and will and, through them, some of the ambient Essence of the Underworld. Although it offers no additional powers, it can replenish one’s Essence if set into an attuned artifact. The Hearthstone remains for a day before it shatters and dissolves. The Hearthstone is not effective in Creation, and it shatters instantly if exposed to the light of the Unconquered Sun. The ghost does not attempt to resist the draw of Lethe or Oblivion until the Hearthstone made from its heart breaks.

 

Soul Brand

Cost: 15 motes

By pressing her palm against an unExalted mortal’s flesh and whispering a benediction to the Malfeans, a necromancer with this spell can mystically tattoo him with a rune of power. This rune confers the same protection as a Ghost-Warding Glyph, but the effects are permanent unless the necromancer withdraws the protection. If the glyph is ever removed, whether through countermagic or the whim of its creator, it inflicts the necromancer’s permanent Essence as dice of lethal damage as it burns away. Should a branded mortal ever become Exalted, his rune vanishes without causing injury in a flash of pain and light. This spell is often used to brand the foreheads or palms of favored servants.

 

Summon Ghost

Cost: 15+ motes

This spell calls one of the Restless Dead and binds her to the service of the necromancer. This spell can only be cast at night or in the Underworld itself, and it involves an hour-long ritual requiring an unbroken circle of blood or bone-dust. The character must also know the name of the ghost he wishes to summon or have a piece of her corpse in his possession. The actual spell itself costs 10 motes to tear a portal to the Underworld and call forth the target.

Once a ghost is summoned, the necromancer must overpower her soul with an opposed Willpower + Essence test. For every 5 additional motes the Exalt spends during casting, the ghost’s pool decreases by one die. This struggle continues with rolls made each turn, until one character accumulates three more successes than the other. If the ghost wins, she immediately escapes through the portal and cannot be recalled by the necromancer for a full year. If the Exalt wins, the ghost must obey him for one year or fulfill a single task that can have infinite duration. This binding only forces the ghost to obey the letter of the necromancer’s commands, rather than their intent, but most ghosts will fully comply rather than risk the wrath of an Exalted. Once the ghost fulfills its obligation, it vanishes back to its original location in the Underworld.

Although ghosts make excellent servants, their usefulness in the living world is limited by their difficulty in regaining Essence. Necromancers employing such vassals must be sure to feed them motes of Essence, either their own or from libations of human blood. Though they resent servitude, few ghosts will plot revenge when their terms of service end, if only out of fear. On the other hand, summoning a courtier or honored servant of a Deathlord can have dire repercussions indeed.

The sorcery version of this spell belongs to the Celestial Circle and follows the same rules, save that the ritual takes three hours and summoned ghosts cannot be bound for longer than a lunar month. Astrology cannot not benefit summoners of the dead.

 

Trolling The Dark Water

Cost: 10 motes

Target: Area of effect

While preparing this spell, the necromancer draws out threads of Essence that shine violet under the light of Creation. Tying several of these glistening threads into a tiny net of Essence, she throws the net into the air above her. The net expands and gently settles down to the ground, highlighting the presence of restless spirits of the dead.

Although the strands of Essence pass through living creatures, all ghosts within 25 yards are caught in it and are forced to spend a mote to manifest. At this time, the necromancer, who has kept a hand on the net, may choose to spend an additional 5 motes to force all ghosts caught within the net to materialize. The ghosts must spend the Essence necessary to materialize. If a ghost does not have enough Essence to materialize, he loses as much Essence as he possesses. Ghosts already material and ghosts unable to materialize are unaffected by this spell.

Trolling the Dark Water may be cast in the Underworld, but it has no effect, since ghosts are already material in the Underworld.

 

Walking War Machine

Cost: Varies

Few weapons sow as much terror among living armies as the undead siege engines employed by the Deathlords. With this spell, a necromancer can use Essence to animate such devices. The Exalt must first build or oversee the building of the monstrosity with his player making an extended Intelligence + Craft (Necrosurgery) roll to represent this. Bodies most be cut and stitched together and any grafts of metal inserted where appropriate. The Storyteller decides the difficulty based on the size and complexity of the weapon. For example, a spine chain needs one success for every two segments. Once the creature is complete, the necromancer simply touches it and invests 5 motes for every success needed to assemble it. Monsters created with this Charm serve their master to the best of their limited Intelligence. Other devices are left to players’ imagination and Storyteller approval but should be of a similar power level.

 

 

Without Pity, Without Scorn

Cost: 18 motes

Target: Varies

Holding his hand above his head and channeling the black Essence of the Void into a sphere of coruscating power, the necromancer violently casts it to the ground with the conclusion of the spell. The ball shatters, releasing a burst of energy that stirs the dust of the Underworld as it passes. The energy flows outward in the blink of an eye, the crest of its wave crackling with purple lightning. As it passes a ghost, that ghost is briefly surrounded by the same crackling energy.

Once the light fades and the dust settles, none are harmed. But the physical representations of the ghost’s Fetters — any they happen to be bearing — are rendered inert. They no longer provide Essence on a daily basis. A Fetter representation is unable to be drawn upon for Essence for a length of time dependent upon the Fetter’s strength:

Fetter Rating        Duration Inert

                              Two months

••                             One month

•••                            Two weeks

••••                           Six days

•••••                         Three days

Alternatively, the necromancer may hurl the bright and flashing sphere at a specific ghost within 15 yards with a Dexterity + Thrown roll. That ghost alone is caught in bands of glaring necrotic energy before it dissipates within the turn. Using the spell in this form permanently severs the ghost from all Fetters whose representations he bore. For both versions of the spell, any Fetters whose physical representations were secreted elsewhere are safe.

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