The Netherfaine Incantation Spell in Zepharog | World Anvil

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.   As an action, you can sense objects and creatures that were or are affected by the Netherfaine Incantation, or something similar to the Incantation's propeties within 60 feet of you for 10 minutes. You do not need to see the creature or object within range to be able to sense them, but they must be within range.   You can only sense objects, locations, or creatures if they were affected by the Netherfaine Incantation for up to one week.   As you progress in rank in the Netherfaine Incantation, Sense Nether's range increases by 10 feet.
     
  • ●●○○○
    • Breath New Life:
      Requires: a drop of blood, a piece of flesh, and a pinch of bone dust.   You create a unded servant in a 1 minute ritual. Choose a pile of bones or a corpse of a medium or small humanoid within 10 feet. This feature imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse. (The DM has the creature's game statistics).   On each of your turns, you can use your bonus action to mentally command any creature you made with this feature if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one.). You decide what action 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 only defends itself against hostile creatures. Once given an order, the creature continues to follow it until the task is complete.   The creature is undre your control for 24 hours, after which it stops obeying any command you've given it. To maintain the control of the creature for another 24 hours, you must use this feature on the creature again before the current 24 hour period ends. The use of the feature reasserts your control over it up to four creatures you have animated rather than animating a new one.
    •  
    • Nefarious Shot:
      Requires: Concentration, up to 1 minute   As an action, you send a streak of dark green and red Nether energy toward a creature of your choice wihin 120 feet. Make a ranged spell attack against the target. On a hit, it takes 4d8 necrotic damage, and its next attack roll against another creature before the end of your next turn has disadvantage.   As you progress in the Netherfaine Incantation, Nefarious Shot's damage increases by 1d8.
    •  
    • Nether Weaponry:
      As a bonus action, you can create two unholy darts Nether energy for 10 minutes. You are proficient with these darts and it has the finesse and thrown properties (20/60). On a hit, the darts deal 1d8 necrotic damage.   As you progress in rank with the Netherfaine Incantation, Nether Weaponry's damage increases by 1d8.
     
  • ●●●○○
    • Dark Body:
      Requires: Concentration, up to 1 minute; an undead eyeball encased in a gem worth at least 150 Gildings   As an action, 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 resistance to radiant damage. 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   As a 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 feature. 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:
        You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
      •  
      • Borrow Experience:
        You ask the soul a question (no action required) 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
        You can use an action to 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 (as if you were concentrating on a Incantation). You receive visual and auditory information from the sensor as if you were in its space using your senses.
        A creature that can see the sensor (such as one using see invisibility or truesight) sees translucent image of the tormented humanoid whose soul you caged.
     
  • ●●●●○
    • Soul Fire:
      As an action, you create a 20 foot sphere in a location that you can see within 60 feet of you filled with Nether energy. Creatures inside the sphere must make a Constitution saving throw. On a failed save, creatures take 6d8 necrotic damage, or half on a failed save.   In addition, the amount of necrotic damage you dealt heals allies you choose up to your spellcasting modifier.
     
  • ●●●●●
    • Nether Clone:
      Requires: a diamond worth at least 1000 Gildings and at least 1 cubic inch of flesh of the creature that is to be cloned, which the feature consumes. A vessel worth at least 2000 Gildings that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water.   During a 1 hour ritual, you create a inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the feature's use and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.   At any time after the creature matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memorites, and abilities, but non of the original's equipment. The original creature's physical remains, if they still exist and can't thereafter be restored to life, since the creature's soul is elsewhere.


Cover image: by LordGalakrond