...Mediumship and Necromancy
Eden has been known to speak with the dead. As most would call this Mediumship- or the process of communicating with a spirit free roaming the land of the living where the veil between worlds is thinnest. It is not common knowledge that she is beginning her own process into the world of Necromancy to its fullest.
*Sapphires
*Soul Stone
*Bells
*Natural supplies to perform rites. Such as: Sticks, rocks, and other items found in nature.
Some things will need collected before rituals can be performed.
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Speaking with the dead...
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![]() Manipulation of the dead or death. Often facilitated through the use of ritual and or other ceremony.
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Rites and Ritual...
Not accomplished unless indicated.
Level 1 ~Accomplished *Call of the Hungry Dead
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. Accomplished *Eldritch Beacon
Eldritch Beacon takes 15 minutes to cast. The material component is a green candle, the melted wax from which must be collected and molded into a half-inch sphere. Whoever carries this sphere, whether in his hand or in a pocket, is highlighted in the Shadowlands with a sickly-glowing green-white aura. All wraithly powers affect this individual with greater ease and severity. The sphere retains its power for one hour per success. Accomplished *Circle of Cerberus
The necromancer bathes, fasts and abstains from all physical comforts and pleasures for a night. Then she dons well-maintained, high quality robes or other clothing. She draws a circle on the floor in a place of safety. She may then proceed to use other necromantic powers, confident that her protection against ghosts and spirits has been enhanced. Necromancer must remain within the circle. *Pillage of Persephone
A team of surgeons trained in the unpleasant ways of Necromancy performs an elaborate operation on a freshly dead or well-preserved corpse. From the cadaver's dead tissues, they create up to seven new penises, vagina's or other sexual apparatuses. The necromancer engages in intercourse with the corpse's new genitalia. He may then subtract 2 from the difficulty of all necromantic magic--except those targeting ghosts, Spectres, or spirits--for the remainder of the night. If a number of necromancers perform the ritual together, they may freely trade Willpower points between one another for the rest of the night. During this time, one participant may experience the tactile sensations of another by concentrating for a few seconds and spending a point of Willpower, regardless of the distance separating them. No more than seven necromancers can perform the ritual together. |
Level 2 ~Accomplished *Eyes of the Grave
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. 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. *Puppet
Used primarily to facilitate conversations with the recently departed, though also applied as a method of psychological torture. Puppet prepares a subject (willing or unwilling) as a suitable receptacle for ghostly possession. Over the course of one hour, the necromancer smears grave soil across the subject’s eyes, lips, and forehead. For the remainder of the night, any wraith can attempting to take control of the subject. The ritual’s effects remain even if the soil is washed off. Accomplished *Spirit Deacon
This ritual is designed to draw wraiths to a particular area. It requires the head of a man forsaken by God; this acts as a beacon to all wraiths with the region. It is said that an unholy radiance pours forth from the eyes, mouth and ears of the head by those who see it in the Shadowlands. Accomplished*Judgment of Rhadamanthus
The necromancer chooses a wraith she will later summon, using the Summon Soul power of the Sepulchre Path. In a cleansed bronze brazier, she burns several pages of a law book and a religious text matching the faith the wraith held in life. She mixes the ashes of the books with silver powder and uses the mixture to make her Circle of Cerberus. When the wraith appears, the necromancer tells him that she has the power to send him to the real afterlife, the one he believed in when he was alive. If the ritual works, the wraith believes her. If the wraith fears judgment and hellfire, she can induce him to do what she wants by threatening to use her power. If he yearns for Heaven and escape from the bizarre existence of the underworld, she can secure his cooperation by promising to use it. Since she can't make good on the promise, Judgment of Rhadamanthus won't work twice on the same Heaven-seeking wraith. Wraiths who were atheists while alive, or didn't believe in life after death, automatically resist this ritual. |
Level 3 ~ |
Level 4 |
*Ritual of the Unearthed Fetter
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. *Din of the Damned
This ritual is similar to the Level One Ritual Call of the Hungry Dead in that it makes the sounds of the underworld audible in the physical realm. However, Din of the Damned is an area-effect ritual used to ward a room against eavesdropping. Over the course of half an hour, the necromancer draws an unbroken line of ash from a crematorium along the room’s walls (this line may pass over doorframes to allow entrance and egress). For the rest of the night, any attempt to listen in on events inside the room, be it simple (a glass to the wall), electronic (a laser microphone), or mystic (Heightened Senses), gives the listener an earful of ghostly wailing and moaning and the sound of howling winds. *Drink of Styx's Water
The necromancer robs a grave and steals the corpse's skull. He saws off the top of the skull; the sawn-off piece, flipped over, forms a cup shaped piece of bone. He covers this with clay, making a bowl, which he proceeds to fire in a kiln. If any blood descendants of the corpse eats from the bowl during a meal with the necromancer, any promises the subject makes to the necromancer gains otherworldy enforcement. If the subject fails to live up to them, he is visited by a Spectre, which torments him relentlessly unless he makes good on them or offers the necromancer acceptable compensation. In addition to robbing the grave, the modeling and firing of the bowl takes at least 4 hours, depending on how fancy the necromancer wants it to be look. It may be reused until destroyed. |
*Cadaver's Touch
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. 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. *Peek Past the Shroud
This hour-long ritual enchants a handful of ergot (a mold that grows on grains prior to harvest in cold, damp weather) to act as a catalyst for second sight. By eating a pinch of the magical mold, a subject gains the benefits of Shroudsight (Ash Path Necromancy Level One) for a several hours. Three doses of the enchanted ergot are created for every success. Ergot is normally poisonous to some degree; this ritual removes its toxic properties. However, a botch renders the ergot highly and instantaneously toxic, inflicting eight dice of lethal damage on any subject who ingests it including vampires. *Call Upon the Shadow's Grace
Use of this invasive ritual allows the Giovanni to peer into the aura of death that surrounds all living things. This ritual temporarily opens a channel for speaking with the Shadow of its subject. Not as powerful as the Shadow of a Wraith, it can reveal damning aspects of the person's actions and can drive the person to acts of desperation. *Drink of Lethe's Waters
The necromancer acquires an object once owned by, or symbolic of, a particular wraith. The object must be able to be damaged by water; the necromancer leaves destroys it by leaving it to soak in water. During the soaking, her periodically spits in the water. After the object has been destroyed, the necromancer conjures up the wraith or otherwise arranges to be in her presence. The wraith loses all memory of her identity, becoming highly susceptible to suggestion on the part of the necromancer. The wraith's memory loss continues for one night per success. It may not use Pathos point to counter any action from the necromancer. Its Willpower drops by the number of successes scored; it may not replenish its Willpower pool while the effect lingers. |
Level 5 ~
*Grasp the Ghostly
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. *Chair of Hades
The necromancer acquires a corpse's femur and tibia bones--decreasing the difficulty of the casting if he robs the grave himself. He wraps the bones in coarse cloth and then encases them in wood or metal so the their lengths match and they become capable of bearing weight. He then builds a chair, each encased bone forms one of its legs. If a blood descendant of the corpse sits in the chair, she loses all desire to do anything but sit in the chair. She leaves the chair only to quickly fulfill basic bodily needs. Even if the victim is forcibly removed from the chair, she does everything she can to sit in it once more. Lasts until the chair is destroyed. In addition to the time it takes to acquire the bones, the construction of the chair takes at least 8 hours. |
*Chill of Oblivion
Performed over the course of 12 hours, this ritual infuses the Necromancer or a willing subject with the very cold of the grave. The ritual’s material component is a one-foot cube of ice, which is slowly melted on the subject’s chest (inflicting three health levels of bashing damage on mortal subjects). The subject must lie naked on bare earth for the entire duration of the ritual. Once the ritual is completed, its effects remain for a night per success. An individual affected by the Chill of Oblivion treats aggravated damage from fire and high temperatures as if it were lethal damage. Furthermore, he may attempt to extinguish any fire. The subject’s aura is laced with writhing black veins that resemble those left by diablerie and may well be mistaken for such by any observer who is not familiar with this ritual. The subject also radiates a palpable aura of cold that extends to about arm’s length from him; this can be extremely disconcerting to mortals, though it causes no damage, and its game effects minor those of the Flaws: Touch of Frost and Eerie Presence. Finally, the mystical nimbus of the ritual draws hostile ghosts to the subject, who may plague him, with unwholesome acts. |