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MET LARP SRD

(2013 BNS MET System)

Spirit Beacon

Level 3
Necromancy

Description

By casting this ritual over a severed human head, you turn it into a supernatural beacon for ghosts. Within the Shadowlands, the head appears to glow with an unearthly radiance, emitting light from its mouth, ears, and eyes. By your will, spirits are either drawn to this beacon — or driven away.

System

The necromancer must have a human skull upon which to cast this ritual. Once cast, the skull is covered with arcane sigils and runes and glows with a soft, eerie green light, both in the physical world and in the Shadowlands. When the skull is created, the necromancer decides if the skull has a positive or a negative charge. • A positively charged Spirit Beacon acts as a lure for wraiths. All wraiths within a one-mile radius are summoned to the skull’s location, or they follow the skull, if it is moving. To stay away from the skull, a wraith must spend 1 Pathos every 10 minutes to ignore the Spirit Beacon’s call. • A negatively charged Spirit Beacon acts as a repellent for wraiths. All wraiths in the area are compelled to leave the area and stay at least one mile away from the Spirit Beacon. A wraith must spend 1 Pathos every 10 minutes to be within one mile of the Spirit Beacon.

The skull loses all enchantment at the next sunrise, though it may be enchanted again