IN THIS POST I will attempt to lay out how Wisdom works as regards to his Charms (magical "tricks", expressions of his skill and Exalted puissance) and spells (complex, powerful magic). Because he's an experienced Exalt, this will be...quite long. BEAR WITH ME.
The Exalted are more resilient than mortals. They heal cleanly from any injury short of amputation, heal faster than mortals, and resist disease and poisons. Their lifespans are also extended, anywhere from about 700 (for the weakest Terrestrial Exalted) to 5000 (for the far-seeing Sidereal Exalted) years. They draw their power, called Essence, from the world around them, recharging with rest, relaxation and doing awesome things (ie, doing things stylishly gets you motes of Essence back).
Wisdom, as an Abyssal Exalt, does not age and is strictly immune to all non-magical diseases and the Great Contagion. While most Abyssals get the same increased healing speed as other Exalts, he heals as slowly as a mortal (unless he uses his powers to accelerate his healing). Because he's a creature of death, he only regains Essence normally in the Underworld and places where the Underworld touches the living world directly; that means that he cannot regain mana in Thusia outside of certain Charms which allow him to do so, by stunting, or by feeding.
Since the Abyssal Exalted, despite being unable to regain Essence in Creation, were designed to operate there, Wisdom also has the ability to produce vampire fangs at will. He can bite someone, drain their life force, and regenerate a small amount of MP. He has significantly more efficient ways of doing this, but they all require that he have a bit of Essence already.
Excellencies: These basic Charms pretty much add bonuses to rolls for certain skills, making the wielder better than mortal. Wisdom has Excellencies for Presence, Resistance, Craft, Occult and Integrity.
Crypt Bolt Attack: Wisdom's primary offense; it lets him ignite his hands with necrotic energy and throw blasts of it for a reasonable period of time (the duration of a post or so). This manifests as violet flame in the palms of his hands, fading to black at the center, and blasts out lightning arcs of it as attacks. This does good damage (about comparable to a strong guy hitting someone with a giant sword, roughly) and is pretty accurate (significantly more so than a longbow, if much shorter-ranged). This will be nerfed down in Thusia to "strong guy with normal sword" levels; it's his basic ranged attack. He can extend the range with Aid of Ill Wind (for normal thrown attacks, too) or ignite his eyes for an additional attack with Eyes Like Daggers Glance, which also upgrades the base stats of the attack.
Five Birds, One Stone: Like the title says: Wisdom makes a thrown attack that applies five times. Normal weapons ricochet in defiance of physics, his Crypt Bolts fork and split into five. Exhausting in Thusia, he won't manage to do it more than once or twice an encounter.
Wicked Darts of Suffering: A special add-on to any Thrown attack, it transforms the damage the attack does. He can choose Corrosion (double damage to objects), Infection (make the target horribly sick), or Pain (double damage, but doesn't leave physical wounds and can at most knock someone unconscious). Frozen Prayer Entombment additionally lets him charge an attack with the cold of death, doing no damage but encasing the target in ice on a hit; this can be broken out of but slowly drains the strength of the victim, and he can use it to make ice in decent-sized chunks normally. In Thusia, this will freeze a limb at a time at most. A final effect, Destruction, is not available under the power cap.
God-Slaying Torment: This add-on to any attack tears apart the soul of a god, spirit or demon as well as their flesh, making the damage of the attack harder to heal (aggravated), and drains their MP pool by a significant chunk. A spirit who dies to this attack in canon dies permanently, which obviously won't apply in Thusia.
Breath-Draining Prana: Wisdom can directly drain someone's life force, which they feel as a sudden weakness or dizziness. It can't be dodged or parried, but it doesn't do very much damage. He regains some of the damage he deals as Essence. He can also target someone's MP directly, draining it at a faster rate in exchange for dealing no damage.
Morale-Shattering Method: Mostly used when in mass combat, this is just a blast of fear. It does no damage but breaks morale pretty well and can scatter a mob.
Insidious Forbidding Command: Wisdom can forbid an action in combat, imposing
a compulsion not to do it; it has to be a specific action (so "attack me with knives" or "come closer to me" are both valid, "attack me" or "breathe" are not). I will be using this VERY sparingly and asking first; in any case, enough willpower will power through it, though it'll leave the target drained.
Command the Dead: This Charm lets Wisdom assume command of mindless undead until the next sunrise, even if they're currently controlled by someone else.
Sunlight Bleeding Away and Ravening Maw of Thrown are both Charms that let Wisdom regain Essence by dealing damage. Short of finding a willing donor, they are his best ways of doing so, even though the Essence gained through Sunlight Bleeding Away is temporary and limited-use; it'll get him through a fight.
Everything in this section will take a significant effort to cast in Thusia; one or two per encounter will be Wisdom's limit. His bread and butter, so to speak, are Shadowlands or Iron Circle spells, the lowest and weakest tier of spell. Labyrinth or Onyx Circle spells are significantly more powerful and significantly more draining; if he uses a Void or Obsidian Circle spell, it'll probably exhaust him for the day. They will also take a comment per circle of casting time, and he CANNOT use defenses while casting; if he's hit, he has a chance to lose the spell with very painful results.
Bone Puppet Dance: This spell launches a glyph that, if it hits, animates the target's skeleton while inside their body. It strikes infallibly under most circumstances. The skeleton attempts to obey Wisdom's commands; the target can choose to go along or resist. Resisting costs HP and imposes a debuff on all actions (and is quite painful), but otherwise prevents the skeleton from acting as it pleases. This is an Iron Circle spell and thus not overly draining, though costly in terms of Essence.
Shattering Void Mirror: Drawing forth the antithesis of the target's Essence from the void, Wisdom juxtaposes them. This causes damage that scales with the target's current health and drains their MP. (In the tabletop game, it causes dice of damage equal to twice the target's current health levels, which works out to about 80% of their current HP.) It is receiving a nerf in Thusia, but is still a significant hit. It's an Iron Circle spell, but like Bone Puppet Dance, costs a ton of Essence.
Ivory Razor Forest: Probably not going to be seeing much use in Thusia, but one never knows. This spell causes a forest of twelve-foot, razor-sharp bone spikes to erupt from the ground where Wisdom chooses -- something like a few hundred square yards total -- and stick around for five days. If he ever uses it, it will produce significantly less in the way of giant spikes and they won't stick around more than an hour or two.
Striking Specter Lash: Another Labyrinth-circle spell, this one causes a serpent skeleton to burst from under the skin of Wisdom's hand and attack his nearby enemies. The skeleton can attack up to fifteen feet away, can wrap someone up like a constrictor and has a painfully venomous bite. At the end of the scene, it pulls completely free of him and transforms to lifeless obsidian.
Obsidian Countermagic: Snuffs out any necromancy Wisdom chooses; it's the highest tier of countermagic, so it also, to an extent, works against sorcerous spells.
Lord of the Dead: This spell gives Wisdom command of any creature of death he sees for the next day; his orders become irresistible to such creatures and they can't attack him by any means. This includes sentient undead, ghosts, the congealed nightmares of the Neverborn, and anything else aspected to death. Being Void Circle, he won't cast it except in dire need.
Void Sun Apocalypse: Won't be used in Thusia because it would level HQ. :D It's a mass-destruction spell that unleashes a black star of consuming Essence, devouring all matter with equal ferocity.
Dark Will Triumphant: This basically lets Wisdom use his (very high) strength of will as a defense; it darkens the world around him, twisting space and distance so attacks miss or turn in their courses. He is pretty hard to hit, basically, but not impossible, and Thusia will make this tiring to keep up for long periods.
Spirit-Hardened Frame: Wisdom can bounce lesser attacks right off his skin, but it doesn't work against heavily damaging attacks. He can also buy down attack damage using Walking Cadaver Grotesquerie; he seems to take the wounds, but his body pops back into shape, gashes bloodless and broken bones reshaping themselves. This costs a lot of MP, however.
Wounds Mean Nothing: A perfect defense, this Charm lets Wisdom instantly regenerate from any attack, no matter how powerful. Because of its Flaw of Invulnerability, he will be overcome by rage and forced to attack the person whose attack forced him to use it.
Lightning Clutch of the Raptor: When the target of a ranged attack, Wisdom can snatch the projectile out of the air, whether or not it's physical, suffering neither damage or other effects. If it is physical, he can keep it or immediately counterattack by throwing it back. It doesn't work against melee attacks at all.
Dread Lord's Demeanor: Wisdom appears powerful and terrible, such that only the bravest can bear to attack him. This is an unnatural mental influence effect and should cause some hesitation, but can be powered through with strength of will. Even if he is successfully attacked, Heart-Stopping Mien imposes an attack debuff and does some damage to anyone who attacks him due to the aura of unbeing that surrounds him.
Undying Stagnation Defense: Wisdom's body can't be transmuted or reshaped except by his own will. Turning him into a duck or to stone, or phasing a hand or weapon into his chest to pierce his heart, just doesn't work; he channels the stasis of death to remain what he was when he accepted the Black Exaltation.
Lesser Horrors Scorned: Wisdom can activate this Charm in response to a psychic attack of any kind. It perfectly negates that attack and unleashes the malice of the Neverborn against the attacker; effectively, it wakes up the dreaming Great Old Ones in the depths of his mind for a moment. This can have any number of unpleasant effects, but usually manifests as stigmata.
Arise and Slaughter: This power is massively nerfed in Thusia. In canon, Wisdom can call forth an entire legion of zombies from the restless earth by spending Essence and some of his own life force to animate them, or unleash a similar number of hungry ghosts from the depths of the realm of the dead. In Thusia, he won't be able to use this Charm unless dead bodies are available (and not to summon ghosts at all), which means he isn't likely to use it.
Life-Mocking Assembly: This Charm lets Wisdom raise a single corpse as a permanent servitor zombie. It decays fairly quickly, but other Charms mitigate this drawback.
Death's Black Teeth: All zombies Wisdom raises by any means, including Arise and Slaughter, Life-Mocking Assembly and Call the Greater Servitor, have an extremely poisonous bite. He can also transform his blood into the same poison with Black Heart Venom; in that case, any creature who dies with the poison in their system animates after it dies (which normally means things that bite him).
Charnel Chirguron Deftness: Wisdom can repair damaged zombies providing he has parts available, refreshing them completely.
Frenzied Forge Within: When dedicated to a project for destructive ends, Wisdom works very quickly and doesn't need tools. If he's repairing things, they join seamlessly together. He can only use this Charm on weapons or tools intended to cause harm.
Call the Greater Servitor: Wisdom raises a number of corpses as permanent zombies. They are intelligent (sort of) and can use weapons, armor and tactics if provided. This is a Second Circle spell, so it's enormously tiring in Thusia, and he needs a significant number of dead bodies for it to be worthwhile.
Obsidian Reanimation: This spell animates a necrotech construct rather than a zombie. It's a Labyrinth-Circle spell, so he'll have to be choosy about what he brings to life.
Barred Tomb: This spell brutally wrenches the ghost of a recently dead character from the afterlife and stuff it back into their corpse. Effectively, they return to life and can't be killed for five hours thereafter except by actually destroying their body. I'm not sure this spell works in Thusia, so it's basically an "as needed by plot" spell. It's also Void Circle, so it won't be cast except in dire need.
Venom-Bleeding Agony: This Charm lets Wisdom immediately expel a single poison from either himself or someone he touches. They vomit and bleed the toxin from their eyes as a black, tarry sludge. This costs a small amount of HP.
Through Dead Eyes: Wisdom can see the flow of Essence -- ie, supernatural abilities and magic. He can identify supernatural beings and analyze magic as it's used.
Fault-Finding Scrutiny: This Charm lets Wisdom find the weaknesses in objects, making them easier to damage.
Door of the Dead: Nonfunctional in Thusia (or so the player assumes), this Iron Circle spell lets Wisdom use a reflective surface as a passage to and from the Underworld.
Gathering a Ghost's Strings: Probably nonfunctional in Thusia unless a ghost's player wants to plot with me (...if we get any ghosts), this is an Iron Circle spell which reveals the things which bind a ghost to the world (their core motivation and their unfinished business) and optionally lets Wisdom overwrite them unless the ghost is very strong of will.
Five Gifts: Also nonfunctional in Thusia, though he can demonstrate it at least; this spell restores to a ghost the senses it had while it was alive for a while. Since ghostly senses are usually dull and dim, this is an incredibly intense and highly sought-after experience.
Blessed Dead Fools: Useless in Thusia (a theme) but kind of cool, this creates a magical construct offering ghosts a bargain: in exchange for a temporary mastery of an instrument, they agree to show up at a given place and time to entertain for a celebration the necromancer puts on and say nothing of what they see there. Ghosts generally are eager to accept, since not only do they get to play with world-class skill, they also get to attend the party, which is almost always an excellent chance to meet movers and shakers in the Underworld.
Essence-Draining Touch: Wisdom can transfer MP from a willing donor to himself. He can also drain a willing donor's strength of will with Will-Feasting Onslaught.
Injury-Absorbing Discipline: This Charm speeds Wisdom's healing for a day. It's not in-combat regeneration, but it allows him -- if he has the Essence -- to take injuries and sleep them off.
...god I KNOW I MISSED SOMETHING IN THERE but, god help me, I think I'm done. ASK QUESTIONS IF YOU GOT 'EM.
The Exalted are more resilient than mortals. They heal cleanly from any injury short of amputation, heal faster than mortals, and resist disease and poisons. Their lifespans are also extended, anywhere from about 700 (for the weakest Terrestrial Exalted) to 5000 (for the far-seeing Sidereal Exalted) years. They draw their power, called Essence, from the world around them, recharging with rest, relaxation and doing awesome things (ie, doing things stylishly gets you motes of Essence back).
Wisdom, as an Abyssal Exalt, does not age and is strictly immune to all non-magical diseases and the Great Contagion. While most Abyssals get the same increased healing speed as other Exalts, he heals as slowly as a mortal (unless he uses his powers to accelerate his healing). Because he's a creature of death, he only regains Essence normally in the Underworld and places where the Underworld touches the living world directly; that means that he cannot regain mana in Thusia outside of certain Charms which allow him to do so, by stunting, or by feeding.
Since the Abyssal Exalted, despite being unable to regain Essence in Creation, were designed to operate there, Wisdom also has the ability to produce vampire fangs at will. He can bite someone, drain their life force, and regenerate a small amount of MP. He has significantly more efficient ways of doing this, but they all require that he have a bit of Essence already.
Excellencies: These basic Charms pretty much add bonuses to rolls for certain skills, making the wielder better than mortal. Wisdom has Excellencies for Presence, Resistance, Craft, Occult and Integrity.
Crypt Bolt Attack: Wisdom's primary offense; it lets him ignite his hands with necrotic energy and throw blasts of it for a reasonable period of time (the duration of a post or so). This manifests as violet flame in the palms of his hands, fading to black at the center, and blasts out lightning arcs of it as attacks. This does good damage (about comparable to a strong guy hitting someone with a giant sword, roughly) and is pretty accurate (significantly more so than a longbow, if much shorter-ranged). This will be nerfed down in Thusia to "strong guy with normal sword" levels; it's his basic ranged attack. He can extend the range with Aid of Ill Wind (for normal thrown attacks, too) or ignite his eyes for an additional attack with Eyes Like Daggers Glance, which also upgrades the base stats of the attack.
Five Birds, One Stone: Like the title says: Wisdom makes a thrown attack that applies five times. Normal weapons ricochet in defiance of physics, his Crypt Bolts fork and split into five. Exhausting in Thusia, he won't manage to do it more than once or twice an encounter.
Wicked Darts of Suffering: A special add-on to any Thrown attack, it transforms the damage the attack does. He can choose Corrosion (double damage to objects), Infection (make the target horribly sick), or Pain (double damage, but doesn't leave physical wounds and can at most knock someone unconscious). Frozen Prayer Entombment additionally lets him charge an attack with the cold of death, doing no damage but encasing the target in ice on a hit; this can be broken out of but slowly drains the strength of the victim, and he can use it to make ice in decent-sized chunks normally. In Thusia, this will freeze a limb at a time at most. A final effect, Destruction, is not available under the power cap.
God-Slaying Torment: This add-on to any attack tears apart the soul of a god, spirit or demon as well as their flesh, making the damage of the attack harder to heal (aggravated), and drains their MP pool by a significant chunk. A spirit who dies to this attack in canon dies permanently, which obviously won't apply in Thusia.
Breath-Draining Prana: Wisdom can directly drain someone's life force, which they feel as a sudden weakness or dizziness. It can't be dodged or parried, but it doesn't do very much damage. He regains some of the damage he deals as Essence. He can also target someone's MP directly, draining it at a faster rate in exchange for dealing no damage.
Morale-Shattering Method: Mostly used when in mass combat, this is just a blast of fear. It does no damage but breaks morale pretty well and can scatter a mob.
Insidious Forbidding Command: Wisdom can forbid an action in combat, imposing
a compulsion not to do it; it has to be a specific action (so "attack me with knives" or "come closer to me" are both valid, "attack me" or "breathe" are not). I will be using this VERY sparingly and asking first; in any case, enough willpower will power through it, though it'll leave the target drained.
Command the Dead: This Charm lets Wisdom assume command of mindless undead until the next sunrise, even if they're currently controlled by someone else.
Sunlight Bleeding Away and Ravening Maw of Thrown are both Charms that let Wisdom regain Essence by dealing damage. Short of finding a willing donor, they are his best ways of doing so, even though the Essence gained through Sunlight Bleeding Away is temporary and limited-use; it'll get him through a fight.
Everything in this section will take a significant effort to cast in Thusia; one or two per encounter will be Wisdom's limit. His bread and butter, so to speak, are Shadowlands or Iron Circle spells, the lowest and weakest tier of spell. Labyrinth or Onyx Circle spells are significantly more powerful and significantly more draining; if he uses a Void or Obsidian Circle spell, it'll probably exhaust him for the day. They will also take a comment per circle of casting time, and he CANNOT use defenses while casting; if he's hit, he has a chance to lose the spell with very painful results.
Bone Puppet Dance: This spell launches a glyph that, if it hits, animates the target's skeleton while inside their body. It strikes infallibly under most circumstances. The skeleton attempts to obey Wisdom's commands; the target can choose to go along or resist. Resisting costs HP and imposes a debuff on all actions (and is quite painful), but otherwise prevents the skeleton from acting as it pleases. This is an Iron Circle spell and thus not overly draining, though costly in terms of Essence.
Shattering Void Mirror: Drawing forth the antithesis of the target's Essence from the void, Wisdom juxtaposes them. This causes damage that scales with the target's current health and drains their MP. (In the tabletop game, it causes dice of damage equal to twice the target's current health levels, which works out to about 80% of their current HP.) It is receiving a nerf in Thusia, but is still a significant hit. It's an Iron Circle spell, but like Bone Puppet Dance, costs a ton of Essence.
Ivory Razor Forest: Probably not going to be seeing much use in Thusia, but one never knows. This spell causes a forest of twelve-foot, razor-sharp bone spikes to erupt from the ground where Wisdom chooses -- something like a few hundred square yards total -- and stick around for five days. If he ever uses it, it will produce significantly less in the way of giant spikes and they won't stick around more than an hour or two.
Striking Specter Lash: Another Labyrinth-circle spell, this one causes a serpent skeleton to burst from under the skin of Wisdom's hand and attack his nearby enemies. The skeleton can attack up to fifteen feet away, can wrap someone up like a constrictor and has a painfully venomous bite. At the end of the scene, it pulls completely free of him and transforms to lifeless obsidian.
Obsidian Countermagic: Snuffs out any necromancy Wisdom chooses; it's the highest tier of countermagic, so it also, to an extent, works against sorcerous spells.
Lord of the Dead: This spell gives Wisdom command of any creature of death he sees for the next day; his orders become irresistible to such creatures and they can't attack him by any means. This includes sentient undead, ghosts, the congealed nightmares of the Neverborn, and anything else aspected to death. Being Void Circle, he won't cast it except in dire need.
Void Sun Apocalypse: Won't be used in Thusia because it would level HQ. :D It's a mass-destruction spell that unleashes a black star of consuming Essence, devouring all matter with equal ferocity.
Dark Will Triumphant: This basically lets Wisdom use his (very high) strength of will as a defense; it darkens the world around him, twisting space and distance so attacks miss or turn in their courses. He is pretty hard to hit, basically, but not impossible, and Thusia will make this tiring to keep up for long periods.
Spirit-Hardened Frame: Wisdom can bounce lesser attacks right off his skin, but it doesn't work against heavily damaging attacks. He can also buy down attack damage using Walking Cadaver Grotesquerie; he seems to take the wounds, but his body pops back into shape, gashes bloodless and broken bones reshaping themselves. This costs a lot of MP, however.
Wounds Mean Nothing: A perfect defense, this Charm lets Wisdom instantly regenerate from any attack, no matter how powerful. Because of its Flaw of Invulnerability, he will be overcome by rage and forced to attack the person whose attack forced him to use it.
Lightning Clutch of the Raptor: When the target of a ranged attack, Wisdom can snatch the projectile out of the air, whether or not it's physical, suffering neither damage or other effects. If it is physical, he can keep it or immediately counterattack by throwing it back. It doesn't work against melee attacks at all.
Dread Lord's Demeanor: Wisdom appears powerful and terrible, such that only the bravest can bear to attack him. This is an unnatural mental influence effect and should cause some hesitation, but can be powered through with strength of will. Even if he is successfully attacked, Heart-Stopping Mien imposes an attack debuff and does some damage to anyone who attacks him due to the aura of unbeing that surrounds him.
Undying Stagnation Defense: Wisdom's body can't be transmuted or reshaped except by his own will. Turning him into a duck or to stone, or phasing a hand or weapon into his chest to pierce his heart, just doesn't work; he channels the stasis of death to remain what he was when he accepted the Black Exaltation.
Lesser Horrors Scorned: Wisdom can activate this Charm in response to a psychic attack of any kind. It perfectly negates that attack and unleashes the malice of the Neverborn against the attacker; effectively, it wakes up the dreaming Great Old Ones in the depths of his mind for a moment. This can have any number of unpleasant effects, but usually manifests as stigmata.
Arise and Slaughter: This power is massively nerfed in Thusia. In canon, Wisdom can call forth an entire legion of zombies from the restless earth by spending Essence and some of his own life force to animate them, or unleash a similar number of hungry ghosts from the depths of the realm of the dead. In Thusia, he won't be able to use this Charm unless dead bodies are available (and not to summon ghosts at all), which means he isn't likely to use it.
Life-Mocking Assembly: This Charm lets Wisdom raise a single corpse as a permanent servitor zombie. It decays fairly quickly, but other Charms mitigate this drawback.
Death's Black Teeth: All zombies Wisdom raises by any means, including Arise and Slaughter, Life-Mocking Assembly and Call the Greater Servitor, have an extremely poisonous bite. He can also transform his blood into the same poison with Black Heart Venom; in that case, any creature who dies with the poison in their system animates after it dies (which normally means things that bite him).
Charnel Chirguron Deftness: Wisdom can repair damaged zombies providing he has parts available, refreshing them completely.
Frenzied Forge Within: When dedicated to a project for destructive ends, Wisdom works very quickly and doesn't need tools. If he's repairing things, they join seamlessly together. He can only use this Charm on weapons or tools intended to cause harm.
Call the Greater Servitor: Wisdom raises a number of corpses as permanent zombies. They are intelligent (sort of) and can use weapons, armor and tactics if provided. This is a Second Circle spell, so it's enormously tiring in Thusia, and he needs a significant number of dead bodies for it to be worthwhile.
Obsidian Reanimation: This spell animates a necrotech construct rather than a zombie. It's a Labyrinth-Circle spell, so he'll have to be choosy about what he brings to life.
Barred Tomb: This spell brutally wrenches the ghost of a recently dead character from the afterlife and stuff it back into their corpse. Effectively, they return to life and can't be killed for five hours thereafter except by actually destroying their body. I'm not sure this spell works in Thusia, so it's basically an "as needed by plot" spell. It's also Void Circle, so it won't be cast except in dire need.
Venom-Bleeding Agony: This Charm lets Wisdom immediately expel a single poison from either himself or someone he touches. They vomit and bleed the toxin from their eyes as a black, tarry sludge. This costs a small amount of HP.
Through Dead Eyes: Wisdom can see the flow of Essence -- ie, supernatural abilities and magic. He can identify supernatural beings and analyze magic as it's used.
Fault-Finding Scrutiny: This Charm lets Wisdom find the weaknesses in objects, making them easier to damage.
Door of the Dead: Nonfunctional in Thusia (or so the player assumes), this Iron Circle spell lets Wisdom use a reflective surface as a passage to and from the Underworld.
Gathering a Ghost's Strings: Probably nonfunctional in Thusia unless a ghost's player wants to plot with me (...if we get any ghosts), this is an Iron Circle spell which reveals the things which bind a ghost to the world (their core motivation and their unfinished business) and optionally lets Wisdom overwrite them unless the ghost is very strong of will.
Five Gifts: Also nonfunctional in Thusia, though he can demonstrate it at least; this spell restores to a ghost the senses it had while it was alive for a while. Since ghostly senses are usually dull and dim, this is an incredibly intense and highly sought-after experience.
Blessed Dead Fools: Useless in Thusia (a theme) but kind of cool, this creates a magical construct offering ghosts a bargain: in exchange for a temporary mastery of an instrument, they agree to show up at a given place and time to entertain for a celebration the necromancer puts on and say nothing of what they see there. Ghosts generally are eager to accept, since not only do they get to play with world-class skill, they also get to attend the party, which is almost always an excellent chance to meet movers and shakers in the Underworld.
Essence-Draining Touch: Wisdom can transfer MP from a willing donor to himself. He can also drain a willing donor's strength of will with Will-Feasting Onslaught.
Injury-Absorbing Discipline: This Charm speeds Wisdom's healing for a day. It's not in-combat regeneration, but it allows him -- if he has the Essence -- to take injuries and sleep them off.
...god I KNOW I MISSED SOMETHING IN THERE but, god help me, I think I'm done. ASK QUESTIONS IF YOU GOT 'EM.