Spells
Sorcery
Necromancy
Sorcery
Celestial
Circle Sorcery
Mutation
Technique
Cost: 45 motes
This spell involves a 2 hour ritual and allows
you to turn a willing target (or one with zero willpower –
although getting them to zero is left up to the caster) into something
else. A person can be turned into an animal, or an animal into a
person with this spell. In all cases, any magical powers the target
has, he/she will still have in the new form. The new form cannot
be larger than a stag or smaller than a house cat.
If
the caster also has Labyrinth Circle Necromancy, the target can
be turned into a ghost or ghostly animal, although this requires
an additional expenditure of 15 motes and another 2 WP.
(written
by Corlandashiva)
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Necromancy
Shadowland
Circle Necromancy
Subverting
The Master’s Will
Cost: 15 motes
The
Malfeans seek the freedom of death for all things, and some of the
Necromantic spells can grant freedom from binding magics. This spell
attempts to release a bound demon of the First Circle.
System:
If the original summoner is not present this spell is automatically
successful and the demon no longer has to follow the summoner’s
orders. If the summoner is present then he and the demon must roll
opposed Willpower + Essence rolls as when the demon is first summoned,
save that the summoner cannot buy down the dice pool of the demon,
and if the demon scores more successes than the summoner, the difficulty
for the summoner to banish the demon to Malfeas is raised by 2.
This
spell also has Labyrinth and Void Circle versions, which allow the
caster to release Secong and Third Circle demons respectively.
(written
by Corlandashiva)
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Drain
Life
Cost: 15+ motes
Upon
casting this spell the caster shoots forth a ray of inky blackness
at a target, which seems to suck life and energy from the target
and give it to the necromancer. This spell cannot be blocked but
it can be dodged.
System:
The caster spends 15 motes, plus 2 motes for every die of lethal
damage he/she wishes this spell to inflict. A perception + occult
roll is made to hit the target, with extra successes adding to the
damage roll. If the target is successfully damaged by this the caster
immediately heals one health level of lethal or two health levels
of bashing damage for each lethal level dealt by this spell. Aggravated
wounds are also healed but each agg wound requires three levels
of damage to be dealt to the target. Any additional damage gives
the caster bonus –0 health levels, which are lost at a rate
of one per turn. You cannot gain more than your target loses (i.e.
doing 12 damage to a target with only 3 health levels remaining
will act the same as doing 3 damage). This spell ignores soak if
it hits.
Example:
Bob the Necromancer spends 45 motes (for a base 15L damage) and
rolls perception + occult (7 dice) to hit a target. He scores 4
successes and his target gets only 2 successes on his dodge roll,
giving bob a net 2 successes. His damage roll is thus 17 dice of
lethal damage. He rolls, and scores 8 successes, dealing 8L to his
target, who was a particularly tough exalt and is not killed by
this. Bob has taken two levels of lethal damage, which are instantly
healed, and he gains an additional 6 –0 health levels, which
he will lose at a rate of one per turn.
(written
by Corlandashiva)
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Labyrinth
Circle Necromancy
The
Blood Amalgam
Cost - Variable (15+ Motes)
Many
expect the undead to be lumbering horrors, stumbling about flaking
flesh and dissolving into putrid goo. This assumption serves most
Ghost Hunters well, yet not all undead can be classified by this
single stereotype. Necromancy is an advanced and complicated art,
which has devised methods for creating hundreds of unusual servants,
and one of the most fearsome of these is the Blood Amalgam.
The
Ritual of the Blood Amalgam takes several hours, requiring a number
of ingredients. Foremost amongst them is the human who will become
a Blood Amalgam, who must be willing to endure the procedure after
having at least a vague understanding of what it entails. Other
common ritual implements are also needed, including bone dust and
human (or Abyssal) blood. At the apex of the ritual, the victim
is slain and the Abyssal shapes the necromantic essence gathered
into an animating force, which will serve the Amalgam forevermore.
After
a victim becomes a Blood Amalgam, he is undead. All powers and wards
that have power over the dead affect him and he can never be returned
to life. His high and low soul are trapped outside of the cycle
of reincarnation. This has several negative consequences. The light
of the unconquered sun will blind an Amalgam if they walk in daylight,
and therefore many of these creatures are nocturnal by nature. A
Blood Amalgam becomes incapable of respiration, though it may choose
to continue breathing. It no longer feels sexual desire, though
it may choose to continue having sex. Amalgams are entirely unable
to consume traditional food and drink lest they vomit immediately
after. Because an Amalgam may retain many human emotions, these
peculiar traits can often cause significant mental distress.
However,
a Blood Amalgam also enjoys several advantages, which offset the
horror of the condition. Every Blood Amalgam has the charm 'Essence
Engorgement Technique' as if they had taken it once, even if they
do not have prerequisite Survival skill. Furthermore, in a fashion
similar to the Celestial spell Imbue Amalgam, a Blood Amalgam may
also purchase power in the form of increased attributes and abilities
dependent on the amount of essence the Necromancer devotes to the
spell. The costs and mechanics used are identical to those of the
Imbue Amalgam sorcery, except that Blood Amalgams may not learn
charms. See book of Three Circles and the updated Bo3C Errata.
Unlike
the Celestial spell Imbue Amalgam, the essence a Blood Amalgam has
is /always/ treated as Blood Feast essence. It is not regained through
respiration, hearthstones or stunting. Only drinking blood will
replenish this pool.
Furthermore,
an Amalgam must spend 1 mote per day to animate itself. If it cannot
afford this cost, the Amalgam will be so fatigued it will sleep
nine out of every ten hours and while awake suffer -4 die penalties.
This fatigue vanishes upon spending a mote of essence as described.
Blood Amalgams do not generate anima banners.
Blood
Amalgams are immortal, and they no longer age. Furthermore, they
do not need food, though all report a ravenous hunger for blood
that is exceedingly difficult to resist (Temperance roll at difficulty
1 whenever Blood Feast falls below 3 and the opportunity to feed
presents itself). Blood Amalgams may sprout fangs as Abyssal Exalted
do, and doing so does not cost them essence, although it does use
the Amalgams action for that turn. They may likewise feast upon
mortals in a fashion similar to Abyssal Exalted, though they may
not consume flesh (only drink blood). Blood Amalgams do not heal
naturally. However, they may spend 1 essence per wound to heal lethal
damage or bashing damage. This requires a turn of unbroken concentration.
Aggravated damage requires a full eight hours of rest and a willpower
point as well as 5 essence to heal.
Blood
Amalgams are completely aware and intelligent, and many believe
they are the same being they once were in life. However, the Amalgam
exists in an unnatural state even by the liberal standards of the
undead. Amalgams can become dangerously unstable. Each time an Amalgam
severely compromises a virtue they hold dear, it must roll the virtue
it has offended at a difficulty determined by the Storyteller (Generally
1-3). If this roll botches, the Amalgam permanently lowers that
virtue by one point.
As
virtues become lower, it becomes more difficult to offend them.
A virtue with a rating of 1 cannot be compromised except by the
most cowardly, selfish and senseless of acts. Amalgams who reach
a rating of 0 in a virtue are known to become irrevocably mad, like
feral zombies drunk with the joy of killing. No Amalgam has ever
recovered from this condition.
Amalgam
may spawn. In order to accomplish this, an Amalgam must find a human
mortal on the verge of death. This victim need not be willing or
even aware of the fate in store for him. If the Amalgam allows the
dying mortal to drink 1L health level's worth of her blood, that
human will rise as an Amalgam upon the moment of death. This Amalgam
is created in the exact same fashion as the original, except that
it is created as though it had 10 fewer motes devoted to the casting.
If this means that the base cost of Blood Amalgam cannot be paid,
the corpse will not rise. Blood Amalgam created through this method
may only learn charms possessed by its creator, and the creator
chooses what powers and charms the newly created being enjoys. This
'second generation' Amalgam is also capable of spawning, though
of course the resulting child will be even weaker.
Amalgam
may not purchase Charms with XP, though they may raise essence as
a Ghost does with similar cost. If the Necromancer wishes to change
the powers and attributes of an Amalgam, he may, but the spell must
be cast again to reforge the old creation. In this way, loyal servants
may be rewarded with more power while troublemakers are stripped
of rank and privilege. Some theorize that an Amalgam might be able
to develop supernatural charms that are unique to them, but these
would undoubtedly be substantially weaker than the Abyssal charms
imbued in them upon creation. Few Amalgams have enjoyed enough freedom
to investigate rumours of such of such peculiar disciplines.
(written
by Maddy, customised by Corlandashiva)
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Identity
Theft
Cost: 40+ motes
This is possibly
the most precise of necromantic procedures. It involves an elaborate
ritual that must be carried out in the underworld and takes at least
three hours. The usual trappings of such rituals are also required
(blood, ritual sacrifice, etc.) but every necromancer who is well
prepared should have all of these on hand.
The spell allows
the Necromancer to forcibly remove the upper soul of the target
and replace it with a new, blank upper soul. The removed soul goes
on to become a ghost, but is not under the command of the necromancer
and will often seek to flee the area while the necromancer recovers
from casting this spell.
The upper soul
contains the memories and skills of the target, and this spell is
often used to wipe the memories of a potentially useful ally and
thus make them more tractable.
System: The
target of this spell must either be willing or immobilised. If the
target is willing the ritual takes three hours, if unwilling the
ritual takes three hours to start, then the caster and the target
must roll opposed willpower rolls, with each success reducing the
targets temporary willpower by one. The caster must reduce the target
to zero willpower and still have the two willpower necessary to
cast this spell. Each roll takes an additional hour and an additional
5 motes.
When the casting
is complete the upper soul of the target is removed and replaced,
with the effect of a complete loss of memories of the target. The
target may then be created as a new character using the character
generation rules in the rulebook. This spell works on mortals, but
not on any type of exalt and spirits, ghosts and fey are also immune.
There
are also two Void versions of this spell which costs 60+ motes to
cast. The first allows you to replace the soul with a ghost of your
choosing, and the second works on Abyssal exalts (but only allows
a blank soul to be put in).
(written
by Corlandashiva)
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Void
Circle Necromancy
Muted
Glow
Cost: 50 motes
Area of Effect: 10 yard radius per point of essence
This
is one of the spells developed by the Twilight caste Solar who first
discovered and later (after making the Crown of Shadows) used Void
circle Necromancy. His name was stricken from all records after
he became devoted to Necromancy and turned to worshiping the Malfeans.
The Malfeans slumber. As they slumber, they dream, and their dreams
are reflected in the minds of their servants – and to a lesser
extent in all of Creation. The caster of this spell seeks to call
upon the essence of the Malfeans – and by proxy, the Void
– and lessen the effect of essence within the area of effect
of the spell.
It is said that the traitor Solar betrayed his fellows and worked
with the DBs and Sidereals to overthrow the Solar deliberative.
The majority of the Solars were gathered in one place for a great
feast. The food was poisoned and when the first Solars jumped up
protesting about this, this spell was cast. Many of the Solars were
left unable to use charms and were easy picking for the heavily
armed DBs that stormed in immediately.
The traitor Solar was congratulated by the DBs for his good work
but slain by a Sidereal assassin, fearful of his intentions, and
fearful of the awakening of the Malfeans.
System:
The caster rolls his essence. If he scores no successes the spell
fails and if he botches he is unable to use charms or expend essence
for one day. If he succeeds then all individuals within the area
of effect must reflexively roll their essence. If the target scores
more successes than the caster there is no effect. If the target
scores the same number of successes then the cost of all charms
is doubled for a number of hours equal to the casters essence. If
the target scores less successes than the caster then the target
is unable to use charms or spend essence for one hour if the caster
has essence 5, and an additional hour per point of essence beyond
five (e.g. caster has essence 7 means duration 3 hours).
(written
by Corlandashiva)
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The
Mote In The Eye Of The Gods
Cost: 60 motes (10 committed)
This is another rather unforeseen application
of necromancy. By infusing a little of the power and essence of
the Void into a target’s lower soul the caster is able to
make them “immune” to exaltation. Effectively, this
spell masks the target so that a “homeless” exalt shard
will be unable to attach to the target.
It is occasionally used by Deathlords to
mark a particularly promising mortal so that they cannot become
a celestial exalt and can become Abyssal exalts upon death.
System: The spell costs 60 motes to cast
but requires no elaborate rituals. 10 of the motes remain committed
to this spell and cannot be regained until the target dies, making
this an expensive spell to use on a regular basis.
Anyone
under the effect of this spell cannot be targeted for celestial
exaltation (Lunar, Sidereal or Solar). Terrestrial exaltation is
not affected as it is carried in the blood, and Abyssal exaltation
is not affected as it occurs at the point of death, when this spell
ends.
(written
by Corlandashiva)
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