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Necromancy

I. Insight
                This power allows a necromancer to stare into the eyes of a corpse and see reflected there the last thing the dead man witnessed. The visionappears only in the eyes of the cadaver and is visible to no one except the necromancer using Insight.

II. Summon Spirit
                The power of Summon Soul allows a necromancer to call a ghost back from the Underworld, though for conversational purposes only. In order to perform this feat, the Giovanni must meet certain conditions:
                The necromancer must know the name of the wraith in question,though an image of the wraith obtained via Psychometry will suffice.
                An object with which the wraith had some contact in life must be in the vicinity. If the object is something of great importance to the ghost, the chances for success in the summoning increase dramatically(-2difficulty). Note:This bonus applies for all powers on the Sepulchre Path.
                Certain types of ghosts cannot be summoned with this power. Vampires who achieved Golconda before their Final Deaths, or who were diablerized, are beyond the reach of this summons. Like wise, many ghosts of the dead cannot be called---they are destroyed, unable to return to the mortal plane, or lost in the eternal storm of the Underworld.
 

III. Compel Soul
                With this power, a vampire can command a ghost to do his bidding for a while. Compel is a perilous undertaking and, when used improperly, can endanger vampire and wraith alike.
 

IV. Haunting
                Haunting binds a summoned ghost to a particular location or, in extreme cases, an object. The wraith cannot leave the area to which the necromancer binds it without risking self-destruction. A wraith attempting to leave the area of a haunting must make a Willpower roll(difficulty 10, two successes necessary) or take a level of aggravated damage; if the wraith runs out of health levels, it is hurled deep into the Underworld to face destruction.
 

V. Soul Stealing
                The vampire may force a soul out of its body, treating it as a spirit. The unoccupied body deteriorates as if dead or in torpor, and the spirit must spend a willpower point to return to it. In the meantime, the spirit treats its body as a fetter, and has no Arcanos. The difficulty to use this power is 6 if the victim is willing.
 

VI. Zombie
                The vampire may create a zombie from a body that has been dead for less than eight hours. This zombie has one more point in each of Strength and Stamina, and a Dexterity of one. Zombies can only move at ten feet per minute, and must be fed one blood point daily.
 

VII. Torment
                It is through the use of this power that elder Giovanni convince bound ghosts to behave--or else. Torment allows the vampire to strike a wraith as if he himself were in the lands of the dead, inflicting damage on the wraith's ectoplasmic form. The vampire remains in the real world, however, so he cannot be struck in the return by the wraith.
 

VIII. Soul Exchange
                The vampire may switch souls between two bodies. Both victims must be within eyesight of the subject, and within ten feet of each other.
 

IX. Possession
                The vampire may place a willing spirit into a body that has been dead less than thirty minutes. This power may be used on any dead body other than that of a vampire without a roll.
 

X. Death Pact
                By having a mortal victim sign an appropriate contract in her own blood, the vampire may bind the mortal, effective after death... but she must serve the mortal until then. Once the mortal has died, the vampire may demand service from them once for each success in the initial roll.
 
 

https://www.angelfire.com/vt/CastleRaven/Creation.html      https://www.angelfire.com/vt/CastleRaven/Auspex.html


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