Necromancy

Necromancy is a discipline, broken down into paths, practiced primarily by the Giovanni and the Nagaraja. It is an extropalation of the original discipline of the now extinct Cappadocian House called Mortis. It is divided into paths and rituals, and, like Thaumaturgy and Dark Thaumaturgy, is quite versatile. Rarely do those outside the Houses of Giovanni who possess knowledge of this discipline use it in public, for it is considered to be somewhat gruesome, even among vampires.

Necromancy is a discipline, broken down into paths, practiced primarily by the Giovanni and the Nagaraja. It is an extropalation of the original discipline of the now extinct Cappadocian House called Mortis. It is divided into paths and rituals, and, like Thaumaturgy and Dark Thaumaturgy, is quite versatile. Rarely do those outside the Houses of Giovanni who possess knowledge of this discipline use it in public, for it is considered to be somewhat gruesome, even among vampires.

There are 6 Main Paths with out Branching into extranious source books, like the Durstin Family (Giovanni) Clans Specific Path.

The Sepulchre Path- This path allows the necromancer to command, interact with and combat ghosts.
The Bone Path - This path allows the necromancer to animate and control the dead corpses of animals and people, letting him/her create zombies of a sort. (VtM Revised Core Book pg. 163)
The Ash Path - This path allows the necromancer to pierce the Shroud and enter the Shadowlands that the various ghosts and Wraiths dwell in. (VtM Revised Core Book pg. 164)
The Mortuus Path - The proprietary path of the Harbingers of Skulls, this path allows the necromancer to manipulate the actual state of undeath for personal utility and offensive applications. (Guide to the Sabbat, pg. 108)
The Vitreous Path - The proprietary path of the Nagarajah, allows for more refined control over Wraiths than even the Sepulchre Path and its mastery even allows a vampire to gain sustenance from them. (Vampire Storyteller’s Handbook revised, pg. 40)
The Cenotaph Path - A rare path mainly practiced by the African Ghibberti family of the Giovanni which allows the necromancer control and even reassignment of a wraith's fetter. (Clan book: Giovanni, pg. 67 )

Sepulchre Path - <below>

Level 1 • Insight

Roll: Per. + Occult, difficulty 8
The vampire may look into the eyes of a target no longer living, and see the last things they saw. The difficulty to use this power is 10 if the target is a vampire.
1 suc. The vampire sees how the victim died.
2 suc. The vampire sees a rough impression of the victim’s final minutes.
3 suc. The vampire sees and hears a rough impression of the victim’s final minutes.
4 suc. The vampire sees and hears the last half-hour of the victim’s life.
5 suc. The vampire completely understands the last hour of the victim’s life.

Level 2 • Summon Spirit

Roll: Per. + Occult, difficulty 6
Resist: Willpower, difficulty 6
The vampire may summon a spirit, and speak with it. For each question asked, roll the number of successes in the initial roll; failure means that contact is lost. The vampire must know the name of the spirit, and have a fetter, to use this power.

Level 3 • Compel

Roll: Man. + Occult, difficulty Willpower
The vampire may attempt to control a spirit, once she has summoned it.
botch The spirit is pissed off, and attacks.
failure The spirit is free to leave, and free to attack.
1 suc. The spirit must remain, and can not attack anyone without the consent of the vampire.
2 suc. As above. Additionally, the spirit must truthfully answer questions.
3 suc. As above. Additionally, the spirit must truthfully — and completely — answer questions.
4 suc. As above. Additionally, the spirit must follow the orders of the vampire. If unwilling, it may intentionally misinterpret orders or follow them poorly.
5 suc. As above, but the spirit must do the best of which it is capable to follow orders.

Level 4 • Haunting

Roll: Man. + Occult, difficulty Willpower
The vampire may force a spirit into the world of the living, for one day per success. The spirit may still use Argos to escape. The difficulty to use this power is 4 if the spirit is willing.

Level 5 • Soul Stealing

Roll: Man. + Occult, difficulty Willpower + Occult
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.

Level 6 • 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.

Level 7 • Torment

Roll: Sta. + Empathy, difficulty Willpower
The vampire may psychically assault a spirit. Each success inflicts one level of damage, and causes the spirit pain.

Level 8 • Soul Exchange

Roll: Man. + Occult, difficulty 7
Demand: successes = sum of Willpowers, or more
The vampire may switch souls between two bodies. Both victims must be within eyesight of the subject, and within ten feet of each other.

Level 9 • Possession
Roll: Willpower, difficulty 6
Demand: successes = 5 or more
Resist: Willpower, difficulty 6
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.

Level 10 • Death Pact

Roll: Int. + Occult, difficulty 6
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.

The Bone Path- <below>

Level 1 Tremens
Tremens allows a necromancer to make the flesh of a corpse shift once. An arm might suddenly flop forward, a cadaver
might sit up, or dead eyes might abruptly open. Needless to say, this sort of thing tends to have an impressive impact on
people who aren't expecting a departed relative to roll over in his coffin.
System: To use Tremens, the necromancer spends a single blood point, and the player must succeed on a Dexterity + Occult
roll (difficulty 6). The more successes achieved, the more complicated an action can be inculcated into the corpse. One
success allows for an instantaneous movement, such as a twitch, while five allow the vampire to set up specific conditions
under which the body animates ("The next time someone enters the room, I want the corpse to sit up and open its eyes.").
Under no circumstances can Tremens cause a dead body to attack or cause damage.
Zombie Statistics
Corpses animated by a necromancer of the Bone Path have Strength 3, Dexterity 2, Stamina 4, Brawl 2, and
always act last in a turn (unless there are mitigating circumstances). They have zero Willpower points to
spend, but resist attacks as if they have Willpower ratings of 10. All Mental and Social ratings are zero for a
reanimated corpse, and zombies never attempt to dodge. Zombies' dice pools are not affected by damage,
except that caused by fire or the claws and teeth of supernatural creatures. Most zombies have 10 health
levels, but they are incapable of healing any damage they suffer.


Level 2 Apprentice's Brooms
With Apprentice's Brooms, the necromancer can make a dead body rise and perform a simple function. For example, the
corpse could be set to carrying heavy objects, digging, or just shambling from place to place. The cadavers thus animated do
not attack or defend themselves if interfered with, but instead attempt to carry out their given instructions until such time as
they've been rendered inanimate. Generally it takes dismemberment, flame or something similar to destroy a corpse
animated in this way.
System: A roll of Wits + Occult (difficulty 7) and the expenditure of a point of both blood and Willpower are all that is
necessary to animate corpses with Apprentice's Brooms. The number of corpses animated is equal to the number of
successes achieved. The necromancer must then state the task to which he is setting his zombies. The cadavers turn
themselves to their work until they finish the job (at which point they collapse) or something (including time) destroys them.
Bodies energized by this power continue to decay, albeit at a much slower rate than normal.


Level 3 Shambling Hordes
Shambling Hordes creates exactly what you think it might: reanimated corpses with the ability to attack, albeit neither very
well nor very quickly. Once primed by this power, the corpses wait - for years, if necessary - to fulfill the command given
them. The orders might be to protect a certain site or simply to attack immediately, but they will be carried out until every
last one of the decomposing monsters is destroyed.
System: The player invests a point of Willpower, then spend a point of blood for each corpse the necromancer animates.
The player then must succeed on a Wits + Occult roll (difficulty 8); each success allows the vampire to raise another corpse
from the grave. Each zombie (for lack of a better term) can follow one simple instruction, such as "Stay here and guard this
graveyard against any intruders," or "Kill them!"
Note: Zombies created by Shambling Hordes will wait forever if need be to fulfill their functions. Long after the flesh has
rotted off the mystically animated bones, the zombies will wait… and wait… and wait - still able to perform their duties.


Level 4 Soul Stealing
This power affects the living, not the dead. It does, however, temporarily turn a living soul into a sort of wraith, as it allow
a necromancer to strip a soul from a living - or vampiric - body. A mortal exiled from his body by this power becomes a
wraith with a single tie to the real world: his now-empty body.
System: The player spends a point of Willpower and then makes a contested Willpower roll against the intended victim
(difficulty 6). Successes indicate the number of hours during which the original soul is forced out of its housing. The body
itself remains autonomically alive but catatonic.
This power can be used to create suitable hosts for Daemonic Possession.


Level 5 Daemonic Possession
Daemonic Possession lets a vampire insert a soul into a freshly dead body and inhabit it for the duration. This does not turn
the reanimated corpse into anything other than a reanimated corpse, and one that will irrevocably decay after a week, but it
does give either a wraith or a free-floating soul (say, that of a vampire using Psychic Projection) a temporary home in the
physical world.
System: The body in question must be no more than 30 minutes dead, and the new tenant must agree to inhabit it - a ghost
or astral form cannot be forced into a new shell. Of course, most ghosts would gladly seize the opportunity, but that's a
different matter. Should the vampire, for whatever reason, wish to insert a soul into another vampire's corpse (before it
crumbles to ash), the necromancer must achieve five successes on a resisted Willpower roll against the original owner of the
body. Otherwise, the interloper is denied entrance.
Note: The soul can use whatever physical abilities (Dodge, Brawl, Potence) his new home possesses, and whatever mental
abilities (Computer, Law, Presence) he possesses in his current existence. He cannot use the physical abilities of his old
form, or the mental abilities of his new one.

+++++The Ash Path - <below>
Level 1 Shoudsight
Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the
Underworld. By using this power, the vampire can spot ghostly buildings and items, the landscape of the so-called
Shadowlands, and even wraiths themselves. However, the odds are that an observant wraith will notice when a vampire
suddenly starts staring at him, which can lead to unpleasant consequences.
System: A simple roll of Perception + Alertness (difficulty 7) allows a necromancer to utilize Shroudsight. The effects last
for a scene.
Level 2 Lifeless Tongues
Where Shroudsight allows a necromancer to see ghosts, Lifeless Tongues allows her to converse with them effortlessly.
Once Lifeless Tongues is employed, the vampire can carry on a conversation with the denizens of the ghostly Underworld
without spending blood or causing the wraiths to expend any effort.
System: To use Lifeless Tongues requires a roll of Perception + Occult (difficulty 6) and the expenditure of a Willpower
point. This power also grants the effects of Shroudsight, so the vampire can see with whom, or what, she is conversing.
Level 3 Dead Hand
Similar to the Sepulchre Path power Torment, Dead Hand allows a necromancer to reach across the Shroud and affect a
ghostly object as if it were in the real world. Ghosts are solid to necromancers using this power, and can be attacked.
Furthermore, the necromancer can pick up ghostly items, scale ghostly architecture (giving real-world bystanders the
impression that he's climbing on air!) and generally exist in two worlds. On the other hand, a necromancer using Dead Hand
is quite solid to the residents of the Underworld - and to whatever weapons they might have.
System: The player spends a point of Willpower and makes a successful Wits + Occult roll (difficulty 7) for the vampire to
activate Dead Hand. For each scene the vampire wishes to remain in contact with the Underworld, he must spend a point of
blood.
Level 4 Ex Nihilo
Ex Nihilo allows a necromancer to enter the Underworld physically. While in the lands of the dead, the vampire is
essentially an extra-solid ghost. He maintains his normal number of health levels, but can be hurt only by things that inflict
aggravated damage on ghosts (weapons forged from souls, certain ghostly powers, etc.). A vampire physically in the
Underworld can pass through solid objects (at the cost of one health level) and remain "incorporeal" thus for a number of
turns equal to his Stamina rating. On the other hand, vampires present in the Underworld are subject to all of the
Underworld's perils, including ultimate destruction. A vampire killed in the Deadlands is gone forever, beyond even the
reach of other necromancers.
System: Using Ex Nihilo takes a tremendous toll on the necromancer. To activate this power, the vampire must first draw a
doorway with chalk or blood on any available surface. (Note: Doors can he drawn ahead of time for exactly this purpose.)
The player must then expend two points of Willpower and two points of blood, then make a Stamina + Occult roll (difficulty
8) as the vampire attempts to open the chalk door physically. If the roll succeeds, the door opens and the vampire steps
through into the Underworld.
When the vampire wishes to return to the real world, he needs merely to concentrate (and the player spends another
Willpower point and rolls Stamina + Occult, difficulty 6). At Storyteller discretion, a vampire who is too deeply immersed
in the Underworld may need to journey to a place close to the lands of the living in order to cross over. Vampires who
wander too far into the lands of the dead may be trapped there forever.
Note: Vampires in the Underworld cannot feed upon ghosts; their only sustenance is the blood they bring with them.
Level 5 Shroud Mastery
A bit of an exaggeration, Shroud Mastery is the ability to manipulate the veil between the worlds of the living and the dead.
By doing so, a necromancer can make it easier for bound wraiths in his service to function, or make it nearly impossible for
ghosts to contact the material world.
System: To exercise Shroud Mastery, the necromancer expends two points of Willpower, then states whether he is
attempting to raise or lower the Shroud. The player then makes a Willpower roll (difficulty 9). Each success on the roll
raises or lowers the difficulties of all nearby wraiths' actions by one, to a maximum of 10 or a minimum of 3. The Shroud
reverts to its normal strength at a rate of one point per hour thereafter.

The Cenotaph Path

- <below>

Level 1 Touch of Death


Roll: Percept + Occult, Diff.6
The Necromancer simply touched a person or object that he suspect is a victim of ghostly influance. The player rolls Precept + occult (Difficulty 6). If Successful, the Necromancer can determine whether a ghost has exerted any sorts of wraithly power on the subject, or even crossed nearby, to the durations of:
1 Success Last turn; Detect use of ghostly power
2 Successes Last three turns; detects use of ghostly powers
3 Successes Last hour; detect ghost's touch and use of ghostly powers
4 Successes Last day; detect ghost's touch and use of ghostly powers
5 Successes Last Week; detect nearby passage of ghost, ghost touch and use of ghostly powers.
5+ Successes ST discretions.
Failure Receives no info.
Botched Roll gives misleading answer, eg. ghostly item may not seem to be tinged, or a untinged item may seem to have a ghostly tinge.
If the Necromancer Succeed in detection while touching an object or person that a ghost is still inside. the impression is such a case is sufficient to count as a "strong impression" for the purposes of the Sepulchre Path's powers, so the Kindred may be able to immediately command a ghost to exit a person whom it possesses

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