Clamoring Shackles

From exalted2e
Revision as of 15:38, 20 November 2021 by Np (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Cost: 21m (+1 dot Willpower)
Target: Two creatures

The necromancer pulls apart her palms to reveal a thin, black shaft between them. The shaft grows a barbed point and black fletching and rotates to threaten any target within 200 yards. With a (Wits + Archery) attack roll, the caster's dark thought launches the arrow. It inflicts a base damage of (Occult x 3) levels of lethal damage and ignores Arcanoi or ghostly artifacts that increase the target's soak.

If the attack reduces the target to or below Incapacitated, the ghost's body blackens and warps hideously, shrinking and screaming until all that remains is a set of soulsteel shackles. On the necromancer's next action, these ebon gyves lash out at the nearest ghost to lock around its wrists, ankles and neck. A key to the chains appears in the necromancer's hand. Living targets halve the spell's raw damage and cannot become ghost-chains.

Clamoring Shackles reduce a victim's movement to one yard per tick, they prevent the Dash action, and they reduce all physical dice pools by three dice. They also prevent the ghost from spending Essence for any purpose, and a ghost that is destroyed while wearing them is automatically sucked into Oblivion.

Clamoring Shackles normally exist for one week, but if the caster spends a dot of permanent Willpower when he casts the spell, they become permanent and proof against all but Obsidian Countermagic. Treat them as a two-dot artifact.