Pyro
New Member
Relax... it's only 2d6 damage per round.
Posts: 25
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Post by Pyro on Oct 14, 2007 9:25:48 GMT -5
The rituals connected with Necromancy are a hodgepodge lot. Some have direct relations to the paths; others seem to have been taught by wraiths themselves, for whatever twisted reason. All beginning necromancers gain one Level One ritual, but any others learned must be gained through in-game play. Necromantic rituals are otherwise identical to Thaumaturgy rituals and are learned in similar fashion, though the two are by no means compatible.
System: Casting times for necromantic rituals vary widely; see the description for particulars. The player rolls Intelligence + Occult (difficulty 3 + the level of the ritual, maximum 9); success indicates the ritual proceeds smoothly, failure produces no effect, and a botch often indicates that certain "powers" notice the caster, usually to her detriment.
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Pyro
New Member
Relax... it's only 2d6 damage per round.
Posts: 25
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Post by Pyro on Oct 14, 2007 9:26:48 GMT -5
Call of the Hungry Dead (Level One Ritual)
Call of the Hungry Dead takes only 10 minutes to cast and requires a hair from the target's head. The ritual climaxes with the burning of that hair in the flame of a black candle, after which the victim becomes able to hear snatches of conversation from across the Shroud. If the target is not prepared, the voices come as a confusing welter of howls and unearthly demands; he is unable to make out anything intelligible, and might well go briefly mad.
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Pyro
New Member
Relax... it's only 2d6 damage per round.
Posts: 25
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Post by Pyro on Oct 14, 2007 9:27:30 GMT -5
Eyes of the Grave (Level Two Ritual)
This ritual, which takes two hours to cast, causes the target to experience intermittent visions of her death over the period of a week. The visions come without warning and can last up to a minute. The caster of the ritual has no idea what the visions contain - only the victim sees them, after all. Each time a vision manifests, the target must roll Courage (difficulty 7) or be reduced to quivering panic. The visions, which come randomly, can also interfere with activities such as driving, shooting and so on. Eyes of the Grave requires a pinch of soil from a fresh grave.
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Pyro
New Member
Relax... it's only 2d6 damage per round.
Posts: 25
|
Post by Pyro on Oct 14, 2007 9:28:31 GMT -5
Ritual of the Unearthed Fetter (Level Three Ritual)
This ritual requires that a necromancer have a fingerbone from the skeleton of the particular wraith he's interested in. When the ritual is cast, the fingerbone becomes attuned to something vitally important to the wraith, the possession of which by the necromancer makes the casting of Sepulchre Path powers much easier. Most necromancers take the attuned fingerbone and suspend it from a thread, allowing it to act as a sort of supernatural compass and following it to the special item in question. Ritual of the Unearthed Fetter takes three hours to cast properly. It requires both the name of the wraith targeted and the fingerbone already mentioned, as well as a chip knocked off a gravestone or other marker (not necessarily the marker of the bone's former owner). During the course of the ritual the stone crumbles to dust, which is then sprinkled over the fingerbone.
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Pyro
New Member
Relax... it's only 2d6 damage per round.
Posts: 25
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Post by Pyro on Oct 14, 2007 9:30:06 GMT -5
Cadaver's Touch (Level Four Ritual)
By chanting for three hours and melting a wax doll in the shape of the target, the necromancer turns a mortal target into a corpselike mockery of himself. As the doll loses the last of its form, the target becomes cold and clammy. His pulse becomes weak and thready, his flesh pale and chalky. For all intents and purposes, he becomes a reasonable facsimile of the walking dead. Needless to say, this can have some adverse effects in social situations (+2 difficulty on all Social rolls). The effects of the ritual wear off only when the wax of the doll is permitted to resolidify. If the wax is allowed to boil off, the spell is broken.
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Pyro
New Member
Relax... it's only 2d6 damage per round.
Posts: 25
|
Post by Pyro on Oct 14, 2007 9:31:01 GMT -5
Grasp the Ghostly (Level Five Ritual)
Requiring a full six hours of chanting, this ritual allows a necromancer to bring an object from the Underworld into the real world. It's not as simple as all that, however - a wraith might well object to having his possessions stolen and fight back. Furthermore, the object taken must be replaced by a material item of roughly equal mass, otherwise the target of the ritual snaps back to its previous, ghostly existence. Objects taken from the Underworld tend to fade away after about a year. Only items recently destroyed in the real world (called "relics" by wraiths) may be recaptured in this manner. Artifacts created by wraiths themselves were never meant to exist outside the Underworld, and vanish on contact with the living world.
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