vikarmic: (Default)
vikarmic ([personal profile] vikarmic) wrote2005-07-11 03:28 am
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Necromancy



Written because Necromancy before Bone and Ebony was sad. Well-written, but lacked useful spells.

Severing the Loom's Threads (Void Circle)
60m

With this terrible spell, the necromancer severs an area of up to ten
square miles per point of permanent Essence from the Tapestry of Fate.
The entire area is considered for all purposes to be outside of Fate,
as are all inhabitants. Sidereal Astrology and any charms which rely
on the Tapestry automatically fail. Any such effect that enters the
area must immediately roll the Essence of its creator, at a difficulty
of the necromancer's Occult; success indicates the effect is merely
suppressed, while failure annihilates it.
In order to focus the effect, the necromancer must obtain a black
diamond of surpassing quality and size (Resources 5) and fashion for it
a stand of soulsteel and bone while imprinting it with his Essence.
This gem burns with dark fire once the spell is cast, and is
immediately obvious to any agent of Fate who sees it. Unfortunately,
it is difficult to destroy, empowered as it is by the energies of
Oblivion; the gem has a soak of 25L/A, 40 health levels and ignores all
bashing damage. In addition, any who strike it take the necromancer's
Essence in aggravated damage as the concentrated dark power sears them.


Calling the Honored Ancestor (Labyrinth Circle)
25m, 5m/day upkeep

This spell, an variant of Summon Ghost, calls forth a ghostly ally and
invites him to share the character's flesh. The initial ritual, which
lasts as long as the setting sun is in contact with the horizon, opens
communication with the ghost in question, whom the character must
either know personally or share blood with; a period of bargaining
generally then ensues. If this is settled to both parties'
satisfaction, the spell permits the ghost to enter the necromancer's
body.
The necromancer adds half the ghost's Essence pool to his own,
counting it as personal Essence. He may use the spirit's Charms as his
own, paying any appropriate costs, and may use any of the ghost's
Abilities if they are higher than his own. The ghost may communicate
with the necromancer at any time, manifesting as a voice inaudible to
others.
At any time, either party may dissolve this relationship if it is not
to their satisfaction. In order to maintain it, the necromancer must
pay 5 motes of Essence at sunrise each day. Should the necromancer be
incapacitated or sleep, the ghost may, if he chooses, take control of
the body by making an opposed Essence roll as a standard action; it is
therefore wise to ensure that one's ghostly ally shares one's goals.
Countermagic must succeed in a reflexive opposed Essence roll with the
ghost in order to defeat this spell, and methods other than
countermagic add twice the ghost's Essence to the difficulty of the
roll.


Corpse-Element Summons (Shadowlands Circle)
15+ motes

With this spell, the necromancer reaches into the Underworld and calls
forth a corpse-elemental, a spirit created from the shattered ghosts of
one of the original five elementals. Mechanically, it is identical to
the Emerald Circle Summon Elemental, save that it summons an elemental
of blood, bone, pyre-flame, dust or prayer.


Obsidian Chariot of Shadow (Labyrinth Circle)
20m

At the conclusion of this spell, the earth shudders and cracks, spewing
forth a night-black chariot drawn by two fanged, red-eyed steeds.
Their hooves strike sparks, and smoke gouts from their nostrils as
they await the necromancer's command. The chariot is capable of
carrying the necromancer and up to 200 pounds of passengers and gear
per point of Permanent Essence he posesses. As soon as the chariot is
loaded, the necromancer cries a command to the nightmares, who wheel
the chariot and plunge into the depths of the Labyrinth.
The chariot moves at a breakneck pace, over 100 miles per hour, and
intuitively seeks out the swiftest route through the Ebon Maze,
dividing the journey time by four. The necromancer must specify a
destination in the Underworld, to which the chariot will be unerringly
guided. The chariot protects its passengers from the unnatural hazards
of the Labyrinth, but not from the intentional malice of spectres,
Deathlords or their respective servants.


Pact of Warding (Void Circle)
Cost: 60 motes, 15 committed

The necromancer and a willing target enter into a blasphemous pact, in
which the necromancer wards the target from death in exchange for
service once the protection expires. The target gains the equivalent
of a powerful Walkaway talisman which does not run out while the
necromancer continues to commit Essence to the pact; whenever damage
would reduce him to Incapacitated, he subtracts the necromancer's
Essence from that damage, which may reduce it to zero.
Should the target die, his spirit immediately flies to the
necromancer's side, where he is bound to serve for one hundred days.
In addition, forever after, any attempt to compel the spirit by the
necromancer adds his Essence in automatic successes.
At any time, the necromancer may end this pact by decommitting his
Essence. Solar Exalted of the Eclipse caste cannot be recipients of
this spell, and should a recipient Exalt as such, the spell ends
instantly. Casting this spell causes the necromancer to gain Resonance
equal to the recipient's Essence.


Ghost-Fire Evocation (Shadowlands Circle)
20m

The necromancer, calling on the elements of the Underworld, calls forth
a gout of pyre flame, the sickly green everburning fire of the
Underworld. Sustained in creation by the necromancer's Essence, the
pyre flame gutters and fades at the end of the scene, but the damage it
wreaks is horrific enough. The initial burst causes lethal damage
equal to the necromancer's Charisma+Occult; this may be dodged, but any
attempt to parry with a weapon not made of the Five Magical Materials
destroys that weapon and fails automatically. Any who failed to evade
completely have been splashed by the pyre flame, and take damage as per
Exalted: the Abyssals (2L per turn, anything not made of the Magical
Materials is destroyed and provides no soak).


Malediction of Dust and Ashes (Void Circle)
60m

The dark counterpart to the Benediction of Archgenesis, this terrible
spell replaces life and growth with the dark purity of Oblivion. The
necromancer must acquire a spike of soulsteel as long as he is tall,
carve into it runes echoing the dreams of the Malfeans and anoit it
with oils and strange substances found in the depths of the Labyrinth.
This stake must be driven into the very heart of the land the
necromancer wishes to curse: a hilltop from which the caster can see
the land's boundaries, which can be no more than 100 miles per point of
permanent Essence. As necromancer drives the stake into the earth, the
soil of the hill dries, cracking and withering as any plant life
crumbles to ash.
For the next day, the sun over the entire land will be covered by
thick, roiling clouds, and the rivers will run red with blood. By
these signs, any who are familiar with necromancy will recognize the
casting of this spell. Thereafter, however, no sign of the magic
remains until the first day of spring, save that the next winter is
harsher than usual.
Come next spring, however, the Malediction takes effect. Across the
land, nothing grows; seeds rot in the fields, animals and humans
miscarry, trees wither, and the very soil turns to dust. Starvation
and disease run rampant, and the death toll will likely produce a
shadowland.
This spell may be countered only by Obsidian Countermagic cast on the
stake before the first day of spring, or by removing the stake from the
boundaries of the territory in a single day, before the sunset. for
the latter method, the excavation and transport must all be completed
in daylight; at sunset, the stake vanishes and returns to the heart of
the land, and the energies of Oblivion sear any who make the attempt a
second time (Necromancer's Essence in aggravated damage for each turn
touching the stake.) No other method will do (and yes, this means you,
SSP.) Once the Malediction takes its full effect, its course is
unavoidable; even removing the stake has no effect.


Spirit Guardian (Shadowland Circle)
25m (5 committed)

The necromancer binds a hungry ghost to his purpose, making of it an
unliving shield and trapping its essence to sustain him. In the
ritual, the necromancer uses his own blood to trace a rune of binding
on his skin, usually on the chest; this anchors the ghost's essence.
Whenever the necromancer takes damage, he may choose to direct any or
all of it to the hungry ghost, which has health levels equal to the
necromancer's Essence + successes on a Charisma + Occult roll. When
the ghost is destroyed, the rune fades with a wail and a flash of blue
flame.
Should sunlight touch the rune, the spell ends instantly with the
ghost's destruction. The spell may only be cast at night, or in a room
insulated from the sunlight, for this reason.


Curse of Withering (15m)
Shadowlands Circle
The necromancy calls down a blight upon the unfortunate target of this
spell, turning the corruptive aspects of death loose upon his flesh as
a bolt of necrotic power. The caster rolls Perception+Occult to
attack, with a number of successes equal to his Essence; this attack
may be dodged, but not parried. Success permits the caster to roll
Willpower; success can be used in the following ways:
--One success can be converted into a die of lethal damage soakable
only by Stamina.
--One success can remove one die from the opponent's pools for a
number of turns equal to the necromancer's Essence.
--Two successes can deduct a single point from one of the target's
Abilities. This damage heals at the same rate as lethal damage.
--Two successes can reduce the target's soak rating by the
necromancer's Essence for a number of turns equal to the necromancer's
Essence.


Storm of the Risen Legion (75m)
Void Circle
The necromancer reaches out with his power, eliding the boundaries
between life and death to forge a storm of the Underworld an imbue it
with blasphemous power. Immediately on the conclusion of the casting
of this spell, roiling black clouds sweep in, flickering with sickly
green lightning, to cover one hundred yards per point of permanent
Essence of the necromancer. This lightning stabs downward,
annihilating the necromancer's enemies.
Each turn on the caster's action, every living being in the area of
effect is subject to a lightning strike, dealing (the necromancer's
Essence * 5) dice of lethal damage. This attack may not be parried by
mortal weapons, but may be dodged as if it had rolled half the
necromancer's Essence in successes (which do not add to damage). If
the necromancer chooses, he may forfeit his action for the turn to
focus the full fury of the storm on a specific individual; the barrage
of lightning that follows cannot be parried or dodged save by the use
of perfect defenses.
Any character who dies as a result of the Storm of the Risen Legion
rises the next round as a common zombie under the necromancer's
control. Such beings are extras, but the enchantment that binds them
is permanent.
It is rumored that certain exceedingly powerful beings have developed
methods of augmenting this spell, such that it may strike anywhere
within a domain they control.


Aura of the Limitless Horde (25m)
Void Circle
The ultimate refinement of animation necromancy, Aura of the Limitless
Horde charges the necromancer's anima with blasphemous power. The
caster's anima immediately flares iconically and remains at that level
for the spell's duration(one scene). Crackling black bolts of power
leap like lightning to fallen corpses, blessing them with undeath.
Any dead body that comes with (the necromancer's Essence x 50) yards
immediately animates as a common zombie extra. The necromancer may
reflexively prevent this, if he chooses, on a case-by-case basis, or
may spend 3 motes as a reflexive, non-charm action to increase the
power of the spell, animating the corpse as a greater servitor
(non-extra, Melee 2, Intelligence 2). Regardless of the method used,
all zombies created by this spell are of permanent duration.


Wind from the Grave (Shadowlands circle): 20m
The necromancer crosses his palms, and from them blows a wind filled
with flickering shadow that rots flesh from bone. The gale extends in
the pattern of the Death of Obsidian Butterflies, and deals 8L damage
to all caught within its bounds. This damage may only be soaked by
Stamina. The winds may not be dodged, but may be parried with an
appropriate stunt; the attack roll is the necromancer's
Perception+Occult, with extra successes equal to his Essence.


aress of Oblivion (Labyrinth circle): 30m
The necromancer summons forth the powers of unbeing, consigning his
enemies to Oblivion. As he chants, a darkness surrounds him, and a
chill wind whips the air. At the conclusion of the spell, the
necromancer indicates a target within his line of sight. Instantly,
the shadows rush forth, enveloping the target and deepening until he
cannot be seen.
The necromancer immediately rolls his Willpower, with a number of
automatic successes equal to his Essence, at a difficulty of the
target's Stamina+Essence. If he fails, the shadows lift, and the
target is revealed, apparently unharmed but in fact sorely wounded. He
takes lethal damage equal to the number of successes rolled from
Oblivion's icy touch, which may slay him in any case. Should the
necromancer succeed in channelling enough of the power of unbeing, the
shadows lift and dissipate, revealing nothing at all.
Channeling Oblivion is not without its risks. Should the necromancer
botch his roll (discounting the automatic successes), he takes
automatic lethal damage (not dice) equal to his own Essence. The power
of Unbeing is not for the careless.
A Void circle version of this spell, Unmaking the Circle, affects an
area ten times the necromancer's Essence in radius. The caster rolls
once and matches his result against all in the affected area.


Rune of the Ebon Maze (Labyrinth Circle): 20m
The necromancer traces a complex, shifting rune in the air, and black
flame follows his gesture. The Rune of the Ebon Maze lasts for a
number of days equal to the caster's Essence and has three uses, as
follows.
One skilled in the black geometry of the Labyrinth can use the Rune to
predict and map a route through the tunnels beneath the Underworld.
This obviates the need for any other equipment and provides a bonus on
the attempt equal to the necromancer's Essence.
By touching the rune and willing it, the necromancer can transport
himself into the Labyrinth. Unlike the spell Piercing the Shroud, the
necromancer can return himself to Creation by an act of will -- but
only to the place where he left the Rune, which remains in Creation.
Lastly, the necromancer can set the rune against creatures of
Oblivion, including deathknights with Resonance greater than their
Willpower. The necromancer rolls his Willpower, opposed by their
Essence. Should he succeed, the Rune erupts in a soundless flare of
black light and vanishes, banishing the servant of the Malfeans to a
random section of the Ebon Maze. The necromancer may set the rune
against any number of creatures, but multiple targets add their Essence
together to oppose him.
The Rune travels with the necromancer, floating just above his right
shoulder, for as long as he remains in Creation. It will await his
return should he step into Yu Shan, Malfeas or the Underworld,
reappearing with a flash as soon as he returns to the mortal realm.


The Union of the Worlds (Void Circle): 60m [now somewhat obselete]
Through raw power and force of will, the necromancer rends down the
barriers between Creation and the Underworld, creating a shadowland
with a radius of one mile. A storm rages overhead, raining quicksilver
and bone, and a column of darkness rises from the necromancer, piercing
the roiling clouds and visible to anyone in the new shadowland.
Anything in the Underworld in this area at the time is immediately
shifted to Creation (ghosts dematerialize instantly for no cost, but
must pay to materialize normally).
The necromancer can safely sustain this terrible magic for a number of
rounds equal to his Occult + his Essence, so long as he does nothing
else. Any further extension costs one health level per round, as the
dissonance between worlds tears at his soul. The spell ends when the
necromancer releases it or when he collapses; if he releases it
voluntarily, he may choose who remains in Creation and who is sucked
back to the underworld. Otherwise, those who were initially in
Creation remain there and those in the Underworld return.


Invocation of the Deathless (Void Circle)
Cost: 100+ motes
This dreaded spell is known by many names, and is considered by many to be the pinnacle of the Circle of Obsidian, the most terrible spell that any necromancer could ever cast. The Exalt opens himself completely to the energies of the Void, and makes of his body and his will a channel, that a Malfean might manifest itself, however briefly, in Creation, giving up his own existence as surety and sacrifice.
While no necromancer in the Age of Sorrows could truly hope to command such a being -- they lack the poisoned oath that marks their still-living brethren, the Yozis -- the Abyssal may attempt to impress his dying wish upon the dead Primordial as it manifests through him. He rolls his Willpower + appropriate Virtue, adding a die for every ten motes he spends beyond the spell's cost. If he accumulates ten successes, the Malfean hears his plea; the Storyteller may also decide that a particularly dramatic and appropriate use of this spell waives the requirement to roll.
If the necromancer's dying wish is heard, the Malfean focuses its depthless will upon the task, which must be a destructive one. It will remain manifest in Creation for one hour per point of permanent Essence or until the task is complete. Should the Exalt lose control of the spell, however, the Malfean will vent its wrath upon Creation itself, annihilating all in its path for a number of minutes equal to the Abyssal summoner's Willpower + permanent Essence, For the greatest of the Malfeans, this is quite sufficient to obliterate all of Creation. Regardless, the necromancer is utterly destroyed, consumed by the dark energies of the Void.
It is said that this spell exists only in potential, and that no caster living or dead has learned it. Certainly it would require an Essence of 6 or more to cast, for no lesser creature could survive even the initial invocations. The discovery of this spell by an Abyssal loyal to the Malfeans would almost certainly mean the end of Creation.

[To any random lurkers: three guesses as to what inspired this!]

Harbinger of Devastation (Labyrinth Circle)
Cost: 25 motes

It is sometimes necessaray for a necromancer to gather Essence through an agent; this potent spell is one of several methods that the Abyssal Exalted have developed to accomplish that task. The caster annoits a chosen servant, who must have lower Essence than he does, with his own blood and dark unguents found only in the Labyrinth. This hour-long ritual bequeaths a portion of the necromancer's power to the target, making him a conduit for his master's hunger.
When the ritual is complete, the target is transformed, forged into an instrument of slaughter. He gains the caster's Essence in additional dice on all attacks and defenses, soaks lethal damage with his full Stamina and gains natural lethal and bashing soak equal to twice the caster's Occult score. This benison is not without purpose, however; for each health level of damage he deals while under the effect of this spell, the caster gains one mote of Essence. The caster also gains all motes of Essence drained by a soulsteel weapon in the target's possession; the target may not gain Essence by means of dealing damage for the duration of this spell. Harbinger of Devastation lasts until the next time the sun crosses the horizon in Creation, or one full day by the calendar of Setesh, as determined by the caster's location.