Post by Hematite on Jul 26, 2014 12:27:11 GMT
Necromancy Rituals - 1st Level
Animal Kingdom {A} [ECC Custom]
This is a simple ritual designed to allow the Necromancer to animate animals. By simply burying an animal and pouring some of his own Vitae on the grave, the caster allows the animal to be animated by the Bone Path. This ritual only takes 10 minutes to perform.
System: By pouring out one blood point and succeeding on the ritual test, the Necromancer can now animate animals. These animals behave as normal animals of their type, but are immune to wound penalties and mental disciplines.
System: By pouring out one blood point and succeeding on the ritual test, the Necromancer can now animate animals. These animals behave as normal animals of their type, but are immune to wound penalties and mental disciplines.
This ritual now allows animals to be animated either with Bone Path or Cadaverous Animation. These animals use the same statistics as appropriate to the type of zombie used to animate them.
This ritual must be cast on the animal corpse to be animated before the power to animate it is cast. This must be done each time the corpse is to be animated.
Approaching the Shroud [ECC Custom]
This disturbing ritual brings a vampire closer to the grave, making her body unfeeling and pale, like that of a bloodless corpse. It takes an hour to cast, and requires a handful of soil from the grave. When the ritual is activated, the caster will feel her body grow cold and numb. During the ritual, the caster's difficulty on non-intimidate based social interactions increase by one, and the caster loses one point of Stamina for the duration of the ritual. However, because the Vampire can feel no pain, she suffers no wound penalties. The effects of the ritual last for one night.
The loss of Stamina also decreases the Generation cap, both for maximum Stamina that can be maintained for a turn and for maximum stamina that can be acquired at all while this power persists.
Bestowing the Kaimyo {Eg} [ECC Custom]
Upon death a wraith will return when his name is called. To prevent this, the deceased's relatives select a name and have a priest carve or write this new name on an appropriate medium. Done correctly, this ritual prevents the wraith’s name from being used to compel or control him after death.
System: This ritual can be done only once to a particular wraith, and only within one lunar month of the actual death of the individual. An eight-hour ritual of chanting sutra and carving the name into the ancestral shrine culminates giving the wraith a new name. Only using the new name can a wraith be summoned or controlled.
System: This ritual can be done only once to a particular wraith, and only within one lunar month of the actual death of the individual. An eight-hour ritual of chanting sutra and carving the name into the ancestral shrine culminates giving the wraith a new name. Only using the new name can a wraith be summoned or controlled.
This ritual changes both the wraiths real name and his True Name, should any have known that before. Discovering both the old and new Real Name are worthy of a Perception + Investigation roll to gain more successes on True Name research.
Black Blood [ECC Custom]
This ritual allows the Necromancer to enchant his own Blood, or the blood of a recently dead person, and turn it into the legendary Black Blood of fables. If done on the Necromancer himself, this ritual 'consumes' Blood but remains in the system, waiting for a fool to try to drink it. Should someone taste this Black Blood it will cause terrible pains and may even damage them. The Black Blood created from a corpse's blood may be used to make the casting of rituals easier. By dipping his hands in the Black Blood and absorbing this into his hands (which turn black until a ritual has been performed) he connects to the Shadowlands much easier.
System: The Necromancer may spend as many points of Blood as he wants to when casting this ritual. These are turned into the Black Blood. Anyone that drinks the necromancer’s blood while there is Black Blood in his system will consume the Black Blood first. For each point of Black Blood drunk, the drinker will suffer a one die penalty to all physical actions as terrible pains wrack his system. These penalties will last as long as the Black Blood remains in his system (remember that Blood points are spent in the order of first in, first out), though the Black Blood may be spent normally when it cycles around. He will also take one level of unsoakable lethal damage per point drunk, though this may be healed normally. While it remains in the necromancer’s body, the Black Blood points cannot be spent for anything and simply occupies dead space in the necromancer’s blood pool. The Black Blood fades from the necromancer’s system at dawn, all points disappearing, possibly leaving the necromancer to wake the next night quite hungry.
If this ritual is enacted on the blood of a corpse, it reduces the difficulty of the next Necromancy ritual cast by one to a minimum of difficulty 4.
System: The Necromancer may spend as many points of Blood as he wants to when casting this ritual. These are turned into the Black Blood. Anyone that drinks the necromancer’s blood while there is Black Blood in his system will consume the Black Blood first. For each point of Black Blood drunk, the drinker will suffer a one die penalty to all physical actions as terrible pains wrack his system. These penalties will last as long as the Black Blood remains in his system (remember that Blood points are spent in the order of first in, first out), though the Black Blood may be spent normally when it cycles around. He will also take one level of unsoakable lethal damage per point drunk, though this may be healed normally. While it remains in the necromancer’s body, the Black Blood points cannot be spent for anything and simply occupies dead space in the necromancer’s blood pool. The Black Blood fades from the necromancer’s system at dawn, all points disappearing, possibly leaving the necromancer to wake the next night quite hungry.
If this ritual is enacted on the blood of a corpse, it reduces the difficulty of the next Necromancy ritual cast by one to a minimum of difficulty 4.
Call of the Hungry Dead [V20 177]
For the prepared, this ritual can facilitate a séance environment where the Necromancer allows the assembled group to hear the voices of the dead in the room, since even with Shroudsight provided by Peek Past the Shroud, the dead are not audible. For the unprepared, the howling of ghostly storms and the wailing of the dead suddenly audible provokes a Willpower test, difficulty 8. Failure yields the Phasmophobia derangement to the victim.
Casting of Bones {Mgv} [PGttHC 197]
Use a single World of Darkness check instead of a die roll. If the Necromancer tests up or even, the result is good. If she tests down, the result is bad.
The Necromancer needs to test up on any subsequent check, and after that Necromancer needs one additional “up” test each time this power is used in a given night, to a maximum of 3. So a Necromancer who is using this ritual for the second time in a night needs to test up for a good result, and using it for the third time in a night needs to test up twice, and so on to a maximum of requiring 3 up tests to gain the favourable result.
There is no maximum to the number of times this ritual can be used in a night.
This ritual requires dice made from the knucklebones of executed criminals. This is getting harder and harder in the modern nights as fewer and fewer criminals are being executed. A criminal who was simply killed does not suffice, the criminal must have been found guilty under the law of the land (whatever that may be) and executed in accordance with that law.
Circle of Cerberus {G} [BM:SoT 105]
This ritual cannot be cast on the fly because it requires that the Necromancer bathe, fast (not feed that night) and other preparations. Because of this, without prior notification of this preparedness, this ritual cannot be cast at game.
Casting this ritual is considered to take a single downtime action which must be spent and registered as normal. The roll for the ritual can be thrown at game after the downtime action was spent.
Eldritch Beacon [V20 177]
Whoever carries the sphere can be seen across the Shroud with a bright green aura around her. There is no need to peek to see this individual, and all attempts to use Obfuscate or Stealth automatically fail in regards to those looking from across the Shroud.
All Arcanoi targeted at the one holding the sphere are cast at -2 difficulty.
Feed the Angry Ghost {E} [ECC Custom]
Chopsticks are never stuck into food except at funerals, so that the dead wraiths may feed. With this ritual, the Necromancer can give nourishment to a wounded ghost, allowing it to heal itself.
System: The Necromancer can restore an injured wraith by preparing a bowl of rice mixed with his blood and the ashes of a sutra. The wraith then consumes the rice causing it to putrefy. The Necromancer rolls Intelligence + Occult at difficulty 4 and spends up to 3 blood points which must be mixed with the rice. For each blood point spent in casting this ritual, the wraith may heal one Corpus. This ritual may not be used to heal aggravated damage to a wraith.
System: The Necromancer can restore an injured wraith by preparing a bowl of rice mixed with his blood and the ashes of a sutra. The wraith then consumes the rice causing it to putrefy. The Necromancer rolls Intelligence + Occult at difficulty 4 and spends up to 3 blood points which must be mixed with the rice. For each blood point spent in casting this ritual, the wraith may heal one Corpus. This ritual may not be used to heal aggravated damage to a wraith.
This ritual must be targeted to heal a specific wraith, whose name must be written as part of the burned sutra that is mixed with the rice. No other wraith may gain sustenance from this ritual.
A given wraith may only benefit from this ritual once per night.
Final Sight {Mg} [DAV 196]
This is an earlier printing of the ritual Insight. Emerald Coven Chronicles uses that version of the ritual. See below for its clarifications.
From a Sow’s Ear {G} [ECC Custom]
For all the effort Giovanni have done: dug for fetters, mastered paths of necromancy, and researched elaborate rituals all to control wraiths, there are still doors in the land of the dead that cash can open faster and better. One Giovanni, tired of having a wraith hold his funds for bargaining developed a way to handle his own wallet for oboli.
System: The ritual needs a small piece of leather; this should be sewn into a small pocket by the necromancer using a thread woven from his own hair. The necromancer then must find the corpse of an individual that became a wraith. The necromancer then fills the pouch with a mixture of herbs, salt, and a pound of the flesh gleaned from the corpse, and then must leave it with the body for a period of 30 days and nights. After that time has passed the pouch has solidified within the shadowlands and as such can be used to carry and manipulate small objects, primarily used to carry oboli. Nothing larger than a cell phone can be carried in the pouch, equating to roughly a fifteen oboli maximum.
Any item of small enough size may be placed within the pouch. However such items are still only accessible on the proper side of the Shroud. So oboli and small relics or soulforged items carried in the pouch cannot be extracted while the Necromancer is in the Skinlands. While the Necromancer is in the Skinlands, the pouch simply appears empty, its contents only revealing themselves when he crosses the Shroud.
The pouch itself however exists on both sides of the Shroud wherever it goes, making it a tempting target for wraith pickpockets.
System: The ritual needs a small piece of leather; this should be sewn into a small pocket by the necromancer using a thread woven from his own hair. The necromancer then must find the corpse of an individual that became a wraith. The necromancer then fills the pouch with a mixture of herbs, salt, and a pound of the flesh gleaned from the corpse, and then must leave it with the body for a period of 30 days and nights. After that time has passed the pouch has solidified within the shadowlands and as such can be used to carry and manipulate small objects, primarily used to carry oboli. Nothing larger than a cell phone can be carried in the pouch, equating to roughly a fifteen oboli maximum.
Any item of small enough size may be placed within the pouch. However such items are still only accessible on the proper side of the Shroud. So oboli and small relics or soulforged items carried in the pouch cannot be extracted while the Necromancer is in the Skinlands. While the Necromancer is in the Skinlands, the pouch simply appears empty, its contents only revealing themselves when he crosses the Shroud.
The pouch itself however exists on both sides of the Shroud wherever it goes, making it a tempting target for wraith pickpockets.
If the pouch is taken deeper into the Underworld it vanishes from the Skinlands and the ritual is broken.
Howl From Beyond {mg} [PGttHC 198]
This is an earlier printing of the ritual Call of the Hungry Dead. Emerald Coven Chronicles uses that version of the ritual. See above for its clarifications.
Incense of Purification {Eg} [ECC Custom]
Certain herbs have long been believed to have the power to ward off evil spirits, or the malevolent dead. With this ritual, the Necromancer prepares a concoction of such herbs into an incense stick which when burned, weakens wraiths in its vicinity.
System: The necromancer spends an hour grinding, soaking and preparing herbs. After which the herbs are sprinkled with the casters blood and dried, creating 1 stick of incense per success on the ritual, and the sticks last for one season. When lit this incense smells salty and leaves a white smoke in the air. While in a room affected by the Incense of Purification, all wraiths suffer +2 difficulty to all actions. 1 stick will last for one hour and can fill a medium sized room or 2 smaller rooms.
System: The necromancer spends an hour grinding, soaking and preparing herbs. After which the herbs are sprinkled with the casters blood and dried, creating 1 stick of incense per success on the ritual, and the sticks last for one season. When lit this incense smells salty and leaves a white smoke in the air. While in a room affected by the Incense of Purification, all wraiths suffer +2 difficulty to all actions. 1 stick will last for one hour and can fill a medium sized room or 2 smaller rooms.
This ritual costs a blood point per casting (not per stick).
Insight {G} [V20 177]
This ritual does not take 5 minutes. It may be cast instantly, taking only one full turn as the necromancer stares into the eyes of his target.
This ritual may be used on Cainites or wraiths. If so, this shows the scene of their mortal death (and for Cainites, likely their embrace).
This ritual does not actually require the subject have eyes, though as a potent focus, the difficulty is increased by two if using it upon a subject without at least one intact eye, and by 3 if the subject doesn’t even have intact eye sockets (such as a pile of ash from a deceased Cainite).
Knell of Doom {M} [PGttHC 198]
If a significant amount of death occurs in the Emerald Domain, the Staff or a Narrator in charge will make an attempt to notify the Necromancer’s player, understanding that this process is imperfect because of the limitations of LARP play.
Furthermore, as a downtime action, the Necromancer can locate a number of dead individuals equal to the successes on a single Perception + Occult roll (difficulty 6, modified by Auspex) during downtime. If they have some means to retrieve these bodies, they may have them as item cards. Perform this action when activating the ritual at the start of game.
Knowing Stone {V} [V20 177]
The information imparted by this ritual is done verbally through a ghost or a Loa, and that creature can only report what would be visible in the person’s presence and nearby area. In an urban setting, street addresses and other clues are easy to find, but targets in the wilderness yield a much more vague answer.
As the information comes via passing wraiths or loa, this ritual cannot give the location of anyone contained within a Circle Ward versus Ghosts at the time it is cast.
This ritual can reveal the location of anyone in the Skinlands, Shadowlands or deeper in the Underworld. It cannot reveal the location of anyone in the Umbra or other realms to which wraiths do not have access.
This ritual tracks the subject’s mind and soul, not their body. Therefore, it will reveal a possessed host as the sought-after individual.
Minestra di Morte {G} [V20 177]
The soup can be made from as many pieces of corpses as desired to make the concoction, and the ritual will give the results for each in an intelligible way.
Spirit’s Touch can still be used on the soup to determine the identity of the individuals with 4 successes as normal.
Preserve Corpse [V20 RotB 103]
This ritual may be applied to any solid organic matter and preserves it indefinitely as long as the dried liquid is not scraped off.
The preservative liquid must be scraped off completely in order to use the preserved body parts for any necromantic or medical purpose.
This ritual cannot preserve blood or any other liquid as the poultice will not dry.
This ritual can be used to preserve the bodies and body parts of Cainites past when they would usually crumble to dust with the rising sun.
Rape of Persephone {G} [BM:SoT 105]
The difficulty reduction counts for most uses of Necromancy outside of the Sepulchre or Nigrimancy Paths, as well as any ritual that does not target a Wraith for its effect, like Judgment of Rhadamanthus.
This ritual provokes a Humanity check at level 2. (Casual Violation)
The users may trade Willpower points from their pool, not combine their Willpower for the purposes of Willpower rolls. Effects that increase your Willpower over its maximum such as Draught of Dust and Ashes set that as the new “maximum” for that evening for the purposes of taking and replenishing Willpower using Rape of Persephone.
Users may take as many Willpower as they like from other characters that participated in the ritual as a Reflexive Action, and they themselves can take that Willpower back. This happens on the character’s initiative, if timing is an issue.
Participants cannot take more Willpower from another participant than they have room to store. Thus a participant who currently has 4 out of 7 Willpower could not drain more than 3 Willpower points from any other participants.
Reveal the Mortal Coil [ECC Custom]
When the assembled Cainites of a city find a mysterious pile of ash, it is not always easy to determine who the deceased individual was, particularly if the ash is old enough that The Spirit’s Touch is difficult if not impossible, or if the ashes of multiple Cainites have mixed together. This ritual reveals the identities of the deceased from piles of ash.
System: The Necromancer must first mix a point of his own blood with the pile of ashes to be identified. The ashes are then consumed and subsequently spat out in a bloody mass. Upon being spat out, the ashes will congeal and harden into an exact likeness of the face of the deceased. The ashes will remain in that new form indefinitely thereafter, a perfect funeral mask. Should the ashes of multiple individuals be mixed together, multiple masks will form, one for each individual to a maximum of the number of successes scored on this ritual.
Should the Necromancer mistakenly consume ash that is not from a deceased Cainite, the ritual simply will not work. If the consumed ash is from a severed extremity of a Cainite, but the Cainite did not meet final death, an image of the severed extremity will appear instead of a death mask.
Should the Necromancer consume a Samedi or any other Cainite in Ash form he will immediately regurgitate the ashes and know beyond a doubt that something is very wrong with those ashes (though he will need the appropriate lores to identify Ashes to Ashes).
System: The Necromancer must first mix a point of his own blood with the pile of ashes to be identified. The ashes are then consumed and subsequently spat out in a bloody mass. Upon being spat out, the ashes will congeal and harden into an exact likeness of the face of the deceased. The ashes will remain in that new form indefinitely thereafter, a perfect funeral mask. Should the ashes of multiple individuals be mixed together, multiple masks will form, one for each individual to a maximum of the number of successes scored on this ritual.
Should the Necromancer mistakenly consume ash that is not from a deceased Cainite, the ritual simply will not work. If the consumed ash is from a severed extremity of a Cainite, but the Cainite did not meet final death, an image of the severed extremity will appear instead of a death mask.
Should the Necromancer consume a Samedi or any other Cainite in Ash form he will immediately regurgitate the ashes and know beyond a doubt that something is very wrong with those ashes (though he will need the appropriate lores to identify Ashes to Ashes).
Revivify the Cold Vitae {Mg} [DAV 196]
This ritual, if used for feeding, allows a Necromancer to feed “Brutally” from corpses. However, this COSTS a corpse per week. Furthermore, this renders the corpse useless for the purposes of any other Necromancy power.
This ritual does not magically create new blood in the corpse. As such it cannot be used on a corpse that has already been exsanguinated.
Ritual of the Smoking Mirror {P} [V20 178]
This ritual must be cast for either Lifesight or Deathsight and cannot be changed thereafter, though it may be cast again using the same mirror.
If cast for Lifesight, the necromancer may use Aura Perception as per Auspex 2, viewing the auras of others in the mirror.
If cast for Deathsight, treat it as though the Necromancer had access to Vitreous Path 1 for the reflections he sees in the mirror.
This ritual does not work on those without reflections.
Soup’s On {G} [ECC Custom]
This dark art first developed by a couple of Dunsirn bully boys to take advantage of their natural habits. They found, through epicurean experimentation, that the flavor of the food was more nutritious, the otherworldly screaming made for enjoyable dinner entertainment and the teeth marks you could see on their ghostly forms was always good for a giggle.
System: While concentrating on flavor and the meat, the necromancer consumes a small amount of the flesh of someone who has become a wraith. The strength of the flesh adds a point of Strength to the necromancer for the remainder of the evening; the wraith however endures severe pain during the casting and the loss of a corpus. No more than 1 point of Strength can be gained a night through use of this ritual, but it can exceed Generation limits.
System: While concentrating on flavor and the meat, the necromancer consumes a small amount of the flesh of someone who has become a wraith. The strength of the flesh adds a point of Strength to the necromancer for the remainder of the evening; the wraith however endures severe pain during the casting and the loss of a corpus. No more than 1 point of Strength can be gained a night through use of this ritual, but it can exceed Generation limits.
This may be cast multiple times on a given wraith, though eventually the necromancer will run out of meat from that particular wraith.
As this ritual is about taking the strength of another by eating them, it has no benefit for those who do not have the Eat Food merit or the Conspicuous Consumption flaw (or the Nagaraja bloodline).
The Corpus lost is not considered aggravated and may be healed by spending Pathos normally.
Tongues of their Fathers {Ag} [ECC Custom]
The animal origin of wraiths on the Dark Continent is the most startling piece of necromancy that has been noticed of the Ghiberti’s homeland, and their mastery of them has long been attributed to their skill in this strange environment. While there is truth in the assertion the learning of the speech of the honored animal death endears then to the spirits greatly often making the issuing of demands unnecessary.
System: The character makes a sacrifice of blood from themselves or an animal, chanting the names of the wraith with whom you wish to entreat with. Think of it as being enabled to talk to the animal side of the wraith. To those watching the player do this it will appear as if that is exactly what they are doing using feral whispers to an unseen entity. The player should make the appropriate animal noises in the act of communication. For the duration of the night, the Ghiberti gains -2 difficulty to all rolls related to dealing with animal wraiths.
System: The character makes a sacrifice of blood from themselves or an animal, chanting the names of the wraith with whom you wish to entreat with. Think of it as being enabled to talk to the animal side of the wraith. To those watching the player do this it will appear as if that is exactly what they are doing using feral whispers to an unseen entity. The player should make the appropriate animal noises in the act of communication. For the duration of the night, the Ghiberti gains -2 difficulty to all rolls related to dealing with animal wraiths.
Warding the Family {G} [ECC Custom]
This ritual was designed to alert the Necromancer as to the state of the more vulnerable ghoul members of the Family. Cast properly, this ritual will instantly alert the caster if the attuned ghoul should die.
System: This ritual takes an entire night to cast and its effects last for a year and a day. The Giovanni must anoint herself with the fluids from a human eyeball, and then drink at least two points of blood from the recipient of this ritual. Then the recipient drinks a bit of blood from the Giovanni to complete the ritual. For the duration of this ritual's effect, if the recipient of this ritual should die, the caster will sense the death.
System: This ritual takes an entire night to cast and its effects last for a year and a day. The Giovanni must anoint herself with the fluids from a human eyeball, and then drink at least two points of blood from the recipient of this ritual. Then the recipient drinks a bit of blood from the Giovanni to complete the ritual. For the duration of this ritual's effect, if the recipient of this ritual should die, the caster will sense the death.
Whispers from the Other Side {MNA} [ECC Custom]
The issue of communication across the Shroud has always been a bother for necromancers, particularly practitioners of the Ash Path. This ritual allows a Necromancer to whisper across the Shroud when he has crossed over via Ex Nihilo or similar means.
System: This simple ritual demands only that the caster chant for fifteen minutes, often telling a story about someone who came back from the dead to warn his or her descendants. Upon success, the vampire may whisper across the Shroud for the rest of the evening, without expending Willpower.
System: This simple ritual demands only that the caster chant for fifteen minutes, often telling a story about someone who came back from the dead to warn his or her descendants. Upon success, the vampire may whisper across the Shroud for the rest of the evening, without expending Willpower.
The necromancer may whisper across the Shroud from the Shadowlands to the Skinlands. This ritual does not work in reverse allowing the necromancer to communicate from the Skinlands to the Shadowlands.
This ritual only allows communication no louder than a whisper.
Word of Insight [V20 RotB 93]
This ritual must be performed either in a known Haunt or in an area where the Shroud Rating is 4 or lower.
The roll to be rerolled does not necessarily need to have failed outright. This ritual allows the necromancer to reroll any one roll connected with the subject of her divination later that same night. However she must take the results of the second roll, even if they are worse than the original.