The Netherfaine Incantation

The Netherfaine Incantation was created by the rarely spotted Netherite, or Sedera that is more attuned to the Netherfaine Incantation. The Incantation was used as a means to manipulate the Nether, creating bolts of necromantic energy that could inflict devistating wounds and scars, or even imbue the undead with a will to live.

Effect

The desired effect of the Netherfaine Incantation is to harness the life energy of the undead and manipulate the Nether forces.
 
At first the Soul Warper will only be able to sense the essences of living and undead creatures, creates small bolts of nether energy. But as the Soul Warper gains in power with the Netherfaine Incantation, he'll be able to call undead, raise and animate corpses left in battlefields, create weaponry made from pure Nether energy, and summon clones of themselves made of Nether energy.

Side/Secondary Effects

Some common side effects that the Soul Warper will experience with perpetual use of the Netherfaine Incantaiton are: Lack of body heat, eyes will swirl with a perpetual black, he will blink once a week, a sickly green and rusty red colored aura will surround him as he invokes the Incantation, and other incantations he invokes will have a more darker coloration than normal.

Manifestation

After the proper hand gestuers have been completed then a skull wreathed in shadow will appear on the Soul Warper's hand(s), eye(s), or fingertip(s).

Source

The Netherfaine Incantation draws it's undead, and life sucking power from the Weave of Nether, much like the Crypticran Incantation does. While the Crypticran Incantation mostly uses the Nether-Weave for communicataion, the Netherfaine Incantation uses the Nether-Weave for soul manipulation and cloning oneself for added protection.
 
Because the Netherfaine incantation shars a similar name with the Weave of Nether, Arcanists and scholars speculate that the Netherfaine Incantation is the workable embodiment of the Weave itself. While these are only rumors around most Arcanist Councils, some have taken more seriously--believing full-heartedly that the Netherfaine Incantaion is indeed the Weave of Nether.

Discovery

The Netherfaine Incantaiton was first seen being used when the Netherite Sedera were hunted down by Volstrecken on The Kal Empire's behalf.
 
Most saw the Netherites as dangerous, others stood their ground and believed that they were only trying to survive, much like the rest of Rakasha was trying to do.
 
This in turn started a major conflict with the Netherites and The Kal Empire which was named, "The Cleanse." The Cleanse forced most, if not, all the Netherites into hiding, leaving only their boneyard citidels and cities they used to call home.
Gestures & Ritual
The hand gestures to invoke the Netherfaine Incantation is as follows:
  1. The thumb must be tucked into the palm.
  2. The remaining fingers must curl over the thumb.
  3. Then the hand will open to a palm. Invoking the Incantation.

Related Discipline
Netherite Sedera
Related School
Weave of Nether
Related Element
Death, Soul, Darkness
Effect Casting Time
Instantaneous
Range
Varies with each feature
Level
Basic Practitoneer- Expert
Applied Restriction
The Netherfaine Incantation cannot be used with the Dracaena Incantation. This is because the two polar opposite Incantations would neutralize one another.
Netherfaine Incantation Traits
  • ●○○○○
    • Sense Nether:
      Requires: Concentration, up to 10 minutes.   For 2 Stamina, you can sense objects, creatures, or items that are or have been affected by the Netherfaine Incantation or a blended Incantation with the Netherfaine Incantation. You do not need to see the creature or object, but they must be within 30 feet of you.
      Additionally, you can only sense anything affected by the Netherfaine Incantation if it was within one week.   As you progress in rank in the Netherfaine Incantation, Sense Nether's range increases by 10 feet.
     
  • ●●○○○
    • Breath New Life:
      Requires: 1 Weave of Magic; a drop of blood, a piece of flesh, and a pinch of bone dust.   For 2 Stamina and 1 Weave of Magic, you conduct a 10 minute ritual afterwhich you regain expended Weave of Magic. Choose a pile of bones or a corpse of a medium or small humanoid within 10 feet. You imbue the target with a mimicry of life, raising it as an undead creature. The target is a skeleton if it was a pile of bones or a zombie if you it was a corpse. Regardless of what you created, they all have your Stamina pool as well as use your Incantation Attack. (The Lore Keeper has the creature's game mechanics.)   On each of your turns, you can, without expending any Stamina, mentally command the creature you made as long as they're within 60 feet of you. If you created multiple creatues, you can choose how many to command.
      You decide how the creature spends their Stamina the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creatures attack any hostile creature you've struck last or grant you an additional +3 to your Armor Rating if they're within 5 ft of you. Once given an order, the creature continues to follow it until the task is complete.   The creature is under your control for 1 day after which it cumbles into whatever it was before. To maintain the creature for longer, you must use this feature on the creature again before the current 1 day ends. The use of the feature reasserts your control over it up to a number of targets equal to your Spellcasting Attribute pool.
    •  
    • Nefarious Shot:
      By expending 2 Stamina and 1 Weave of Magic on your Reaction, you invoke a streak Nether energy toward a creature within 120 feet that made a successful Strike. Make a ranged Incantation Attack against the target dealing 4d8 necrotic damage, and you redirect which target the attacking creature strikes.   As you progress in the Netherfaine Incantation, Nefarious Shot's damage increases by 1d8.
    •  
    • Nether Weaponry:
      Once per turn without expending Stamina, you can create two armaments of Nether energy that last for a number of minutes equal to you Lunoris Incantation. You can wield these arms and they have the Thrown (30/90), Conduit and the Lithe properties and cost 2 Stamina to Strike with them.
      Whenever you hit with these weapons, they each deal 2d8 Necrotic damage and inflict Wychblight (1d8).   As you progress in rank with the Netherfaine Incantation, Nether Weaponry's damage increases by 1d8.
     
  • ●●●○○
    • Dark Body:
      Requires: 1 Weave Surge Check Concentration, up to 1 minute; an undead eyeball encased in a gem worth at least 150 Gildings   For 2 Stamina 2 Weave of Magic, you encase your body in flame-like for 1 minute, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.   Until the feature ends, you have an additional Resistance dice to Radiant damage equal to 2d8. In addition, whenver a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.   As you advance in rank with the Netherfaine Incantation, Dark Body's necrotic damage increases by 1d8.
    •  
    • Soul Trap:
      Requires: a tiny silver cage worth 100 Gildings   With 2 Stamina, 2 Weave of Magic and you Reaction, you trap a soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A trapped soul remains inside the cage for 8 hours or until you destroy the cage, which ends the Incantation. While you have a soul trapped in the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to 6 times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dread humanoid it came from can't be revived.
      • Steal Life:
        Once per turn without expending Stamina, you drain vitality from the soul and regain hit points up to a number of d8s equal your Lunoris Incantation rank.
      • Borrow Experience:
        You ask the soul a question and receive a brief telepathic answer, which you can undersand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
      • Eyes of The Dead
        For 2 Stamina, you name a place the humanoid saw in life, which creates an Invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate up to 10 minutes. You receive visual and auditory information from the sensor as if you were in its space using your senses.   Creatures that can see invisibility (such as Truesight) sees a translucent image of the tormented soul you caged.
     
  • ●●●●○
    • Soul Fire:
      Using 2 Stamina and 2 Weave of Magic, you create a 20 foot sphere of Nether energy in a location you can see within 60 feet. Creatures inside the sphere must roll a Vigor + Arcane against your Incantation DC. On a failure, each creature take 6d8 necrotic damage, or half on a success.   In addition, the amount of Necrotic damage you dealt heals allies you choose up to your Spellcasting Attribute + your Lunoris Incantation rank.
     
  • ●●●●●
    • Nether Clone:
      Requires: 3 Weave Surge Checks; a diamond worth 1000 Gildings, a cubic inch of flesh of the creature being cloned -- which the Incantation consumes,-- a vessel worth 2000 Gildings that be sealed and is capable of fitting the creature.   During a 1 hour ritual by expending 2 Stamina and 3 Weave of Magic, you create a magical duplicate of a living creature to safeguard against death. This clone is created inside the sealed vessel and grows to maturity after 120 days of this casting.
      You can also choose to have the clone be a younger version of the same creature. While it remains inert, the clone endures indefinitely as long as the vessel remains sealed.   At any time after the creature matures, once the original dies, then its soul transfers to the clone. The soul must be free and willing to return. When the soul returns the clone awakens like the original creature had a bad nap. The clone physically is identical, it has the same personality, memorites, and abilities, but non of the equipment the previous body had. The original's remains can no longer be restored back to life as the soul is no longer present in the body.


Cover image: by LordGalakrond