Necromancy/MyriadNecromancy
Necromancy
Shroud of Limbo</i>\\ Labyrinth Circle\\ 25 motes
Description: A truly experienced necromancer can conjure vastly powerful shadows. Through this spell, the necromancer creates a shadow creature that is a realm in and of itself, to capture his opponents and hold them in nothingness until Creation demands back what the necromancer has stolen. The necromancer is immobile while the shadow hunts, and so this spell usually sees use in traps or as a non-lethal sort of assassin.
To create the shadow, the necromancer enchants a sheet of black silk, which takes on form and moves as the necromancer's mind wills. System: Upon completion of the spell, the necromancer falls into a trance-- he is distantly aware of his bodies' surroundings (+2 diff. to all Perception rolls) but does not move or speak. He remains this way as long as the shadow remains an animate being. He senses the shadows surroundings as if he himself were there, though he cannot channel Awareness Charms through the shadow's senses. If he is successfully attacked in any way, he snaps out of the trance and the shadow disappears.
The sheet of silk instead becomes a shadow creature. Spotting it in other shadows (including anytime at night outside of a well-lit area) is a +3 diff. task. It moves the necromancer's Essence in yards per turn. It is immune to all physical damage, but a successful attack by fire, Solar Charms, or exposure to sunlight instantly destroys it.
At night, the shadow can take the shape of anything smaller than a single-story house, and spotting it as not being authentic requires a reflexive diff. 4 Perception+Awareness roll.
The shadow has stealth and dodge pools equal to the necromancer's Essence+Occult. On its action, or as an immediate counterattack to any hand-to-hand attack that does not destroy it, the shadow makes a hold attempt with a Brawl pool equal to the necromancer's Willpower.
If the hold succeeds, the necromancer wakes from his trace. The necromancer rolls Willpower+Essence with a number of automatic successes equal to his Essence. The captive is trapped in a limbo-like shadow realm, surrounded by nothing but black, unable to take any actions except daily escape rolls. If captured in Creation or a shadowland, every sunrise, the captive rolls an extended Willpower+Essence check (successes accumulate from roll to roll) against the necromancer's successes on the same roll. If captured in the Underworld, the captive rolls only his Essence. When the captive accumulates more successes than the necromancer got on his original roll, he snaps back into reality at his original point of capture.
The essence for this spell remains committed so long as the necromancer remains in his trance. It costs a number of motes equal to the captive's Essence to imprison a victim-- this essence remains committed until the victim escapes.
Comments
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