Difference between revisions of "Necromancy"

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[[Necromancy Casting]]
 
[[Necromancy Casting]]
  
'''Level 1'''
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'''Death's Communion:'''
  
Death's Communion:
 
  
Dismissible
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Type D, level 1
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Holds a ceremony that takes 10 minutes where one talks about the endless night. At the end of it all in attendance gain a phantom Willpower.
 
Holds a ceremony that takes 10 minutes where one talks about the endless night. At the end of it all in attendance gain a phantom Willpower.
  
Compel soul:
 
  
The caster prepares a coin. If the coin strikes a wraith then the wraith is affected as per dominate by the caster. ( takes an action to make coins. Creates 5 per action)
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'''Compel soul:'''
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Type A, level 1
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The caster prepares a coin. If the coin strikes a wraith then the wraith is affected as per dominate by the caster.
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'''Fruit of death's sight'''
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Type A, level 1
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Creates a fruit that when consumed gives the eater death sight and the ability to speak to the dead for a scene.
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'''Create Zombie'''
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Type B, Level 2
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Create a zombie retainer. The retainer can only be a guard retainer but starts with potence 2. Its skills cant go past 3. Zombie retainers can't learn but you can have 3 per dot of leadership you commit to them Takes an action.
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'''Mask of death'''
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See Illusion of Peaceful Death.
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'''Eternal service'''
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Type F, Level 2
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The vampire cuts off a person's leg and beats them to death with it before ritually burning their heart. This ensures the victim will rise as a wraith. Does Not work on kindred.
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'''Create Shallowing'''
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Type C, level 3
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The shallowing becomes a background on the characters sheet, that can be improved (made larger) by spending actions to improve background. Takes an action to cast
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Fruit of death's sight
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'''Disruption of the spectral mass.'''
  
Creates a fruit that when consumed gives the eater death sight and the ability to speak to the dead for a scene. ( Takes an action to create, get 5 per action)
 
  
'''Level 2'''
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Type A, level 3
  
Create Zombie
 
  
Creates a zombie retainer. They have base stats and no skill above 3, and can't learn. However a caster can have 5 per dot of leadership. Takes an action to create 5. Also requires bodies.  
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The caster creates a coin that when thrown deals 5 ag to an opposing wraith. Takes an action to create.
  
Mask of death
 
  
Cast on a corpse. The necromancer can make ot appear as though the body died in a slecific way, and mask the actual Cause of death
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'''Eyes of the dead'''
  
Eternal service
 
  
The vampire cuts off a persons leg and beats them to death with it before ritually burning their heart. This ensures the victim will rise as a wraith. Doesnt work on kindred.
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Type D, Level 3
  
'''Level 3'''
 
  
Create Shallowing
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The caster plunges their fingers through a corpses eyes. They see the last 5 minutes of the targets life. Both eyes must be intact.
  
Crafts an area that allows the necromancer to easily traverse between the deadlands and skinlands. In the area the vampire also gains a +1 per level bonus to casting oblivion rituals.
 
  
The shallowing becomes a background on the characters sheet, that can be improved (made larger) by spending actions to improve background.
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'''Easy crossing:'''
Takes an action to cast
 
  
Disruption of the spectral mass.
 
  
The caster creates a coin that when thrown deals 5 ag to an opposing wraith. Takes an action to create. Makes 3 per action.
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Type D, Level 4
  
Eyes of the dead
 
  
The caster plunges their fingers through a corpses eyes. They see the last 5 minutes of the targets life. Both eyes must be intact.  
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The caster may enter the deadlands himself and return from the deadlands with no issues. Takes 10 minutes to go but only 1 minute to return.
  
'''Level 4'''
 
  
Create Greater Zombie
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'''The Haunting'''
  
Create a zombie retainer. The retainer can only be a guard retainer but starts with potence 2. Its skills cant go past 3. Zombie retainers can't learn but you can have 3 per dot of leadership you commit to them
 
Takes an action.
 
  
Easy crossing:
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Type B, Level 4
  
The caster may enter the deadlands himself and return from the deadlands with no issues. Takes 10 minutes to go but only 1 minute to return.
 
  
The Haunting
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Creates a Wraith retainer. Wraith retainers start with starting character sheets and 1 arcanoi. (Takes an action) Wraith retainers can do anything a human retainer can do if they have the possession ability. Still count against the leadership cap. Takes an action
  
Creates a Wraith retainer. Wraith retainers start with starting character sheets and 1 arcanoi.
 
(Takes an action) Wraith retainers can do anything a human retainer can do if they have the possession ability. Still count against the leadership cap.  Takes an action
 
  
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‘’’Ferryman’s Recall’’’
  
'''Level 5'''
 
  
Ferryman’s Recall
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Type F, Level 5
  
Not Dismissible
 
  
 
Allows the embrace of a dead body. The body must be less than a week gone. Has effects, requires a Storyteller. Takes an action
 
Allows the embrace of a dead body. The body must be less than a week gone. Has effects, requires a Storyteller. Takes an action
  
Become the Ferryman
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'''Become the Ferryman'''
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Type D, Level 5
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After 15 minutes the caster and up to 5 people enter the deadlands. Costs a willpower per person accompanying the caster. Anyone may reflexively spend 2 willpower to pop themselves back into the real world.
 
After 15 minutes the caster and up to 5 people enter the deadlands. Costs a willpower per person accompanying the caster. Anyone may reflexively spend 2 willpower to pop themselves back into the real world.
  
Dulling Kerebos's Fangs
 
  
The caster makes herself immune to the attacks and powers of wraiths, so long as she takes no offensive action against them. This power does not function in the deadlands, the caster is only safe in the world of the living and shallowings, if they enter wraith's territory, the protection does not function but a wraith, even a spectre will always hear your case before attacking you.
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'''Paying the Ferryman'''
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Type A, Level 5
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The necromancer creates several specialized coins that resemble Drachma. Each Drachma used can reduce the willpower cost to use Become the Ferryman. They may also use these coins to pull themself out of the deadlands. Others can use these coins for the latter effect, but they dont allow one to enter the deadlands without Become the Ferryman
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'''Dulling Kerebos's Fangs'''
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Type B, Level 5
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The caster prepares a bone that when snapped renders herself immune to the attacks and powers of wraiths, so long as she takes no offensive action against them. This power does not function in the deadlands, the caster is only safe in the world of the living and shallowings, if they enter wraith's territory, the protection does not function but even a spectre will always hear your case before attacking you.

Revision as of 09:09, 14 August 2024

Necromancy Casting

Death's Communion:


Type D, level 1


Holds a ceremony that takes 10 minutes where one talks about the endless night. At the end of it all in attendance gain a phantom Willpower.


Compel soul:


Type A, level 1


The caster prepares a coin. If the coin strikes a wraith then the wraith is affected as per dominate by the caster.


Fruit of death's sight


Type A, level 1


Creates a fruit that when consumed gives the eater death sight and the ability to speak to the dead for a scene.


Create Zombie


Type B, Level 2


Create a zombie retainer. The retainer can only be a guard retainer but starts with potence 2. Its skills cant go past 3. Zombie retainers can't learn but you can have 3 per dot of leadership you commit to them Takes an action.


Mask of death


See Illusion of Peaceful Death.


Eternal service


Type F, Level 2


The vampire cuts off a person's leg and beats them to death with it before ritually burning their heart. This ensures the victim will rise as a wraith. Does Not work on kindred.


Create Shallowing


Type C, level 3


The shallowing becomes a background on the characters sheet, that can be improved (made larger) by spending actions to improve background. Takes an action to cast


Disruption of the spectral mass.


Type A, level 3


The caster creates a coin that when thrown deals 5 ag to an opposing wraith. Takes an action to create.


Eyes of the dead


Type D, Level 3


The caster plunges their fingers through a corpses eyes. They see the last 5 minutes of the targets life. Both eyes must be intact.


Easy crossing:


Type D, Level 4


The caster may enter the deadlands himself and return from the deadlands with no issues. Takes 10 minutes to go but only 1 minute to return.


The Haunting


Type B, Level 4


Creates a Wraith retainer. Wraith retainers start with starting character sheets and 1 arcanoi. (Takes an action) Wraith retainers can do anything a human retainer can do if they have the possession ability. Still count against the leadership cap. Takes an action


‘’’Ferryman’s Recall’’’


Type F, Level 5


Allows the embrace of a dead body. The body must be less than a week gone. Has effects, requires a Storyteller. Takes an action


Become the Ferryman


Type D, Level 5


After 15 minutes the caster and up to 5 people enter the deadlands. Costs a willpower per person accompanying the caster. Anyone may reflexively spend 2 willpower to pop themselves back into the real world.


Paying the Ferryman


Type A, Level 5


The necromancer creates several specialized coins that resemble Drachma. Each Drachma used can reduce the willpower cost to use Become the Ferryman. They may also use these coins to pull themself out of the deadlands. Others can use these coins for the latter effect, but they dont allow one to enter the deadlands without Become the Ferryman


Dulling Kerebos's Fangs


Type B, Level 5


The caster prepares a bone that when snapped renders herself immune to the attacks and powers of wraiths, so long as she takes no offensive action against them. This power does not function in the deadlands, the caster is only safe in the world of the living and shallowings, if they enter wraith's territory, the protection does not function but even a spectre will always hear your case before attacking you.