Summon Ghost
Cost: 15+m
Target: One ghost Late at night, deep within a shadowland or in the Underworld itself, the necromancer traces a circle upon the ground. After an hour-long ritual in which she pours blood upon the black earth and prays to the Neverborn, the caster may bring forth any ghost as long as she knows its name or has a piece of its corpse. Faint wisps of redblack smoke rise from the Essence-charged blood libation, and the ghost's form solidifies in the circle's center.
If the ghost fights to remain free of the necromancer's will, their players engage in an extended, resisted (Willpower + Essence) roll. Yet power tells, and the caster may remove one die from the ghost's pool for each additional five motes spent. The roll is made every five ticks until one side accumulates three more successes than the other. Should the necromancer win, the ghost is forced to appear and to serve her for either a year and a day, or the fulfillment of one task. Should the ghost win, it vanishes and may not be recalled for a year and a day. Neither side can engage in any other action, lest they forfeit the contest.