evelynatthecircus: chartermagic:The Nine Gates of death. -from Sabriel by Garth Nix © Laura T
evelynatthecircus: chartermagic: The Nine Gates of death. -from Sabriel by Garth Nix © Laura Tolton First precinct: shallow water, easy crossing. Beware of the waterfall; do not descend until the path opens. Second precinct: stronger, colder current. The whirlpool of the gate is treacherous and can be passed only with a freezing spell. Do not approach whirlpool until spell has taken full effect. Third precinct: barely an inch of water, walkable. Do not walk. Run. Do not look back. Do not stop. Fourth precinct: breathe. If you are still alive and on your feet, breathe. Proceed with caution; the Dead are stronger here. The next gate will appear to be a waterfall only a few feet high into another part of the river, but this is deceptive. A bridge spell is necessary. Do not, under any circumstances, enter the water past the fourth gate waterfall. Fifth precinct: fatal to enter current. Overwhelmingly strong, treacherously fast, leaches memories and life. Stay on bridge until sixth gate. Beware attacks from Dead in the water while crossing bridge. Fifth gate is a “waterclimb”; spell should take you upwards with the water. Sixth precinct: Shallow pool. No danger from water; unfortunately this leaves Dead free to attack with ease. Sixth gate is a circle of dry ground that must be summoned. Necromancer is advised to do this with haste, before the stronger Dead come to investigate the disturbance of their entrance. Seventh precinct: Fire, from horizon to horizon. An arch can be created. Eigtht precinct: Dark water, with flares floating on the surface. Avoid flares at all costs. Necromancers should not linger here or proceed any further. Be warned that past this precinct, final death is nearly an inevitability. The gate is said to be a well of darkness. Ninth precinct: Stars. -- source link
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