Spiritual Marker

Tier: Fifth
Casting Time: 1 turn
Area of Effect: 1 target
Range: Touch
Duration: Permanent
Arcane Focus required: Yes
B-M-S Cost: 2.00
Other costs: 2 hit points from the Necromancer and 2 from the target

This power allows the Necromancer to keep guard over his allies or watch over his enemies. When cast, the Necromancer mixes a bit of his blood with that of the target and then traces out a rune upon the person he wishes to guard or track. Obviously, this spell cannot be used in the heat of battle, though it can be used upon bound targets if desired. Once complete, the small, blood-hued rune can only be re-moved by magical means, such as Dispel Magic.

The Necromancer always has a general sense of the location of all who bear a rune with his blood in it. This is useful for keeping track of allies, preventing slaves from escaping, or tracking a potential target for assassination. Note that the person with the Mark has no similar awareness of the Necromancer.

Perhaps the most interesting power the Mark conveys is that it allows the Necromancer to teleport to aid the of the Marked person if their hit points fall to zero or less. This teleportation has no range limit, though anti-magic fields can prevent it, and it will only work if the Necromancer and the target are on the same plane of existence. If the Necromancer is able to teleport to the victim, he will appear in any clear area within 10 feet of him. Once the zero hit point condition is triggered, the Necromancer has 10 rounds in which to decide to come the victim’s aid. Note that this ability is triggered each time the victim reaches zero hit points.

A Necromancer may remove any Mark that he has created as a 1 round action, and he may attempt to remove Marks created by other Necromancers. This requires the Necromancer to match his level against that of the original creator of the Mark as well as laying hands upon the Marked person. A success dispels the Mark, while a failure prevents the Necromancer from trying again to remove it until he has gained another level of experience.

A Ranger may also attempt to remove this mark. As they, too, have the ability to Mark people. Because the Spirit Mark is somewhat different than a Forest Foe Mark, the Ranger functions at a –1 level disadvantage when attempting to remove the Mark.

A Gunslinger can also attempt to remove the Mark using the reverse of “Mark of Law”. In this case, the spell is less similar, thus the Gunslinger has a –2 level disadvantage when attempting to remove the Mark.