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OWbN ST Reference Guide to Player Created

Necromancy
March, 2009

Notes:
6) Necromancy in this guide is intended to be a reference tool for both Storytelling Staff and
the Giovanni Coordinator office and for OWbN players as a whole. This is for a few
reasons not the least of which are: to provide a more codified listing of player made
Necromancy, to give STs and Players of Necromancers a collected source of the available
player-made powers of Necromancy to better understand and track this often
misunderstood, quoted and generally disliked discipline. This is intended to be an official
OWbN resource guide for player-made Necromancy.
7) This packet will add onto Section 7 (Necromancy) of the OWbN blood magic packet.
8) OWBN Rituals: These are OWbN paths/rituals that have been created by
players/storytellers/coords in OWBN that are within this packet. They are included here
because they have been approved and in play over the years and may be included in your
game only with ST permission. Storytellers are encouraged to use their own discretion
when allowing any player or Coord created Paths/Rituals. Disclaimer: The paths/rituals
herein have all been logged with the Giovanni Coordinator, but Storytellers of OWBN
games are free to and should disallow any ritual they feel are unbalancing to their game.
9) Learning Necromancy for those with Necromancy In-Clan comes about easily. It is part
of the blood, and inherent to necromantic ally inclined vampires who may learn and teach
any necromancy in their paradigm. Individual rituals of necromancy do require some
instruction. No clan currently with Necromancy as an In-Clan discipline practices
Voudoun Necromancy. For those with Necromancy Out-of-Clan, every level of
necromancy must be taught separately, by a Vampire with Necromancy In-Clan. They
learn the style of Necromancy that their teacher knows (Voudoun, Western, etc.).
10) This is to be considered player-made (Unique) available Necromancy to ALL characters
that study Western Necromancy.
11) When allowing a player to learn a path/ritual from this guide, the ST staff should inform
the Giovanni Coordinator’s office so that any scene run with the player is recorded with
us since all the player made paths/rituals are housed within the Venice Library located in
the Mausoleum. This will simplify players tracking down these unique paths/rituals and
allowing ease of running a scene for the ST staff.
12) This packet will be kept up to date by the Giovanni Coordinator. When creating new
player-made Necromancy, the ST staff should inform the Giovanni Coordinator's office
so that new paths/rituals can be logged and included in this packet.
Contents:

How To Use This Reference Guide………………………………………………….Pg. 3

Path Descriptions:

Path of Israfil………………………….……………………………………..Pg. 6

Path of Maelstrom Manipulation…………………………………………….Pg. 8

Path of the Shepherd………….……………………………………………...Pg. 9

Veil Path………………………………..……………………………………Pg. 11

Ritual Descriptions:

Basic Rituals…………………………………………………………………Pg. 14

Intermediate Rituals………………………………………………………….Pg. 21

Advanced Rituals…………………………………………………………….Pg. 38
How To Use This Reference Guide:
Story Telling Staff:

This guide is mainly built for your use. There are times when players will visit from
another chronicle and have something on their sheet that looks alien to you. Don’t worry, it’s just
crack. Lol. Seriously though, this guide is for you to have on hand if you have a player with
home-made Necromancy on his sheet that you have never seen before. The descriptions within
this guide will help you determine if you wish to allow or not allow a certain ritual or two as they
may be unbalancing in your specific chronicle.

There will be a time when a player in your own chronicle may want something out of this
guide. Again, it is up to you first and foremost to allow the player to learn the player-made power
or not to allow it. We, the Giovanni Coordinator Office, leave that decision to you. If you wish to
allow anything out of this guide to be learned by one of your players, all we ask in return is that
if a scene is run, to cc us so that we have it on file. All player-made necromancy is taught in
Venice, Italy at the Mausoleum. We also recommend that the player have a minimum of Lore:
Giovanni x3 since most of these rituals are not well known throughout the Family.

Necromancy Paths
Path Family/Path

Path of Israfil All

Path of Maelstrom Manipulation All

Path of the Shepherd Humanity Only

Veil Path All

Necromancy Rituals

Ritual Name Family Level


Animal Kingdom All Basic
Approaching the Shroud All Basic
Bestowing the Kamiyo Li Weng Basic
Black Blood All Basic
Consecrate the Tomb All Basic
Dead Man’s Tales All Basic
Feed the Angry Ghost Li Weng/della Passaglia Basic
From a Sow’s Ear All Basic
Grant the Touch of Death Magic All Basic
In Memoriam All Basic
Incense of Purification Li Weng/della Passaglia Basic
Preserve the Flesh Dunsirn Basic
Reveal the Mortal Coil All Basic
Ritual of Wraithly Focus All Basic
Sepulchral Beacon All Basic
Shrouded Light All Basic
Sight of the Restless Dead All Basic
Soups On Dunsirn Basic
Speed of the Cheetah Ghiberti Basic
Stained Sight All Basic
Stealing the Dead’s Voice All Basic
Tasting the Secrets of the Dead All Basic
The Shadow of Death All Basic
Through the Monster’s Eyes All Basic
Tongue’s of their Fathers Ghiberti Basic
Touch of the World Beyond All Basic
Una Amonestacion Pisanob Basic
Voodoo Economics Milliner Basic
Warding the Family All Basic
Whispers from the Other Side All Basic
Arrange the Remains Li Weng/della Passaglia Int.
Binding the Fetter All Int.
Cerberus All Int.
Cloak of Shades All Int.
Consumption of Life Dunsirn Int.
Craft the Keystone Ghiberti Int.
Cry of Death and Blood All Int.
Dark Assistant All Int.
Death of the Written Word All Int.
Death’s Mask Ghiberti Int.
Descubrir hacia A bajo huejos Pisanob Int.
Destroy Husk All Int.
Embrace the Kamiyo Li Weng Int.
Eternal Servant All Int.
Expel All Int.
Fruit of the Poisoned Tree All Int.
Gate of Hell All Int.
Halls of the Damned All Int.
Incense of the Welcoming Dead Li Weng/della Passaglia Int.
Judgment of Aiakos All Int.
La sed Inquieta Pisanob Int.
Lion’s Pride Ghiberti Int.
Luck of Actaeon All Int.
Moldering Presence All Int.
Nightmares All Int.
Numb the Restless Soul All Int.
Patch Job All Int.
Reaper’s Passing All Int.
Replace the Tattered Flesh All Int.
Riding the Bull Ghiberti Int.
Ritual of the Stygian Coin All Int.
Salamandra Rothstein Int.
Skeleton’s Kiss All Int.
Skull Sentry All Int.
Spirit Contract All Int.
Stay the Zombu All Int.
Strength of Rotting Flesh All Int.
Terrifying Visage All Int.
The Servant Undying All Int.
Thirst of the Beast All Int.
Thy Master’s Will All Int.
To the Grave All Int.
True Calling All Int.
Un Eco entre Ojos Pisanob Int.
Unto the Void All Int.
Vengeance from Beyond the Grave All Int.
Ward off the Prying Eye All Int.
Warping the Morbid Visage All Int.
Weaving the Aesthetic Pattern Li Weng Int.
Bestow Death All Adv.
Blood of the World Beyond All Adv.
Bone of Soulfeasting All Adv.
Calm the Storm All Adv.
Consume the Dead All Adv.
Corporo All Adv.
El fin el Grillete Pisanob Adv.
Empowering the Shadow’s Mantle All Adv.
Exorcism All Adv.
Exorcism Ex Nihilo All Adv.
Flesh of the Walking Dead All Adv.
Fortress of the Undead All Adv.
Gift of the Neverborn All Adv.
Grip of Hades, The All Adv.
Innocuous Presence of the Damned All Adv.
Inscribing the Kamiyo Li Weng Adv.
Incendiary Bones All Adv.
Jade Surrogate Li Weng Adv.
Lay the Cornerstone Ghiberti Adv.
Leap into the Shadowlands All Adv.
Lore of the Dead All Adv.
Posses the Fallen All Adv.
Preparing the Ancestor’s House Li Weng/della Passaglia Adv.
Preparing the Spirit’s Vessel All Adv.
Prison of Meticulous Harmony Li Weng Adv.
Ritual of the Bitter Blood All Adv.
Ritual of the Haunted Home All Adv.
Sanctum of the Undead All Adv.
Severing the Ties of Death All Adv.
Shadow’s Calling, The All Adv.
Soul Contract All Adv.
Spirit Bringer All Adv.
Summon Forth the Warped Host All Adv.
Unattach Fetter All Adv.
Unholy Creation All Adv.
Ward Versus Wraith All Adv.
Wraithly Prison All Adv.

Necromancy Paths:
Path of Israfil
All age’s come to an end, all lives cease to be, and eventually all things crumble to dust.
It is the way of the world, and no group knows this better then the Necromancers of clan
Giovanni. As an outgrowth of several different paths of necromancy this path focuses the
energies of the blood and the strength of the corpse into deadly harmony. The Necromancer that
wields this path wisely is truly a dark and twisted throwback to the Angel of Judgment Day,
Israfil.

Basic Path of Israfil Necromancy


Masque of Death

You can with this power grant yourself the appearance of an aged corpse. Expend a blood
trait. Once this effect begins, flesh draws taut, and the body takes on an entirely corpselike
appearance and texture.
The Necromancer is down one trait on all social tests except for intimidation but may
ignore all wound penalties. The Necromancer also gets the negative traits Ghastly x2 till the
power ends. This power may last until the next sunset, but the caster may end it early.

If one wearing Masque of Death attempts to emulate a corpse, it takes a successful mental
challenge to see through the disguise.

Visage of the Damned

An even more twisted and sickening extension of the magic’s used to create the Masque
of Death, the Visage of the Damned is truly a horror to gaze upon. The Necromancer focuses the
energies of a decayed and rotted corpse throughout her body. The Necromancers eyes sink in
and glow her skin begins to slough off her bones and turn a deathly pale, with large open
fissures, and rotted hideous splotches.

To activate this power expend one blood trait and one temp willpower trait to activate. At
the end of the turn the transformation is complete, and the power grants the user the following
powers, which last for the next scene or hour.

The Necromancer gains the bonus social traits Intimidating x 2, as well as a bonus
strength related physical trait. In addition anyone who has never seen such a monstrosity come to
life must make an immediate courage test at difficulty 3.

Due to the Necromancers hideous features however for the duration of the power the
Necromancer has Ghastly x 3.

Intermediate Path of Israfil Necromancy


Corpse Breed Carapace

The Necromancer bows his head holds his hands palm out and whispers of the death that
should have taken him. His body responds by exuding bone in a hideous attempt at escape the
unnatural fate of the damned.

By spending two blood traits, the Necromancer develops spiked bone armor over portions
of his body at the end of the turn. This can’t be hidden by any unassuming means. This power
last a scene or hour and can only be activated once in a scene. The Armor is worth two Healthy
health levels and causes the Necromancer to do an extra lethal with his strikes. This counts as
armor and is incompatible with other armor. The health levels from this power are lost first.

Sanguine Lash

The Necromancer need never be without a weapon as with this power he can forge one
from his own body and blood. The Necromancer spends two blood traits and exudes a razor
sharp blood whip from his wrist.
Sanguine Whip

Bonus Traits: 3

Negative Traits: Due to this weapon being part of you it has no negative traits unlike all
normal weapons

Concealability: Jacket (wrapped around the forearm)

Damage: Two Lethal

Special Ability: Speed

The whip can be from two feet to thirteen feet and shifts length at the Casters mental
command at the cost of one mental trait per change in length. This change in length does not take
an action and is instantaneous. This power lasts until the end of the scene or one hour.

Advanced Path of Israfil Necromancy


Gift of the Corpse

By taking the aspects of the dead upon yourself, you are able to temporarily avoid some
of the vulnerabilities to which Cainites are subject.

Expend a Willpower Trait and perform a Static Mental Challenge (against a difficulty of
seven Traits). If you succeed, your Cainite nature is submerged for two turns, and you are closer
to being an animated corpse than a Vampire. Holy artifacts and ground have no effect on you;
you are immune to Rotschreck and frenzy. Sunlight causes bashing damage at worst, fire only
causes lethal damage, and a stake in the heart is no different from a stake in the liver. At the
beginning of the third turn, make a Simple Test; if you win, the Gift of the Corpse stays with you
for another turn. Gift of the Corpse does not interfere with the use of any vampiric abilities.
Should the effect end while you are exposed to any of the circumstances it protects against, they
immediately take effect.

Those who possess Soulsight or similar abilities may notice an alien appearance in your
halo. Also, since this experience amounts to the rejection of any semblance of life, the Storyteller
may rule that it interferes with certain roads/paths.

Path of Maelstrom Manipulation


While the Giovanni have been, master Necromancers for around a millennium their
power deals with dominion over the dead. The power of the Maelstrom is beyond their direct
control, however; through subtle manipulation of the shroud some measure of control can be
obtained.
Basic Path of Maelstrom Manipulation Necromancy
Sense the Tumult

The Occultist’s study of the chaos of the Maelstrom and its echoes within the shroud
allow them to gauge the strength and direction of a Maelstrom. Though a static mental test, the
occultist may detect approaching Maelstrom within a mile per Maelstrom rating, determining its
strength and direction of travel. This may be done from the skinlands or the shadowlands. Given
the Maelstrom is of significant size and speed this could do the Necromancer little good.

Bulwark

The dangers of the storms of the shadowlands are a reality to necromancer and wraith
alike. The necromancer at this point can blind a Maelstrom to his presence, bulwarking the
strength of the shroud to gain protection from the damaging effects of a Maelstrom with a mental
test at a difficulty of 10 + the storm rating. This protection can be extended to nearby allies for a
mental trait each. This protection lasts until the end of the night. Further, specters involved with
the Maelstrom are down two traits to affect the protected individuals.

Intermediate Path of Maelstrom Manipulation Necromancy


Sigil of the Storm

The occultist may now weaken the shroud between the skinlands and shadowlands in a
localized area allowing a Maelstrom’s effects to pass across to the skinlands. The Necromancer
through mental exertion marks a person, place, or object with which he comes into contact,
leaving a handprint of his vitae. This requires a physical challenge against an unwilling target.
Even if the blood is removed the subject is effected by any Maelstrom they would be in if they
were in the shadowlands reflection of their current location. This affect lasts for the rest of the
night.

Command the Cyclone

At this point in his studies an occultist has deluded himself into believing he has mastered
some level of control over the primordial storms of the netherworlds…this is obviously wrong.
Through intense concentration and an exertion of will, the storm itself can be directed by the
necromancer through manipulation of the shroud. The necromancer spends a willpower trait and
makes a mental challenge at a difficulty of 15 + the storm rating. This can change the direction of
the storm up to 45 degrees. This change lasts up until the end of the scene or the storm changes
back by its erratic nature or the will and arcanoi of the specters in the Maelstrom. (Basically the
duration is up to ST discretion but one scene is generally appropriate.
Advanced Path of Maelstrom Manipulation Necromancy
Birth the Maelstrom

The Necromancer through fine manipulation of the shroud learns to imitate the power of
a level one Maelstrom. By twisting and tugging the shroud in its weakest places a thin layer
shatters causing winds and damage similar to a level one storm. This power doesn’t significantly
weaken the shroud to any degree.

The Necromancer spends three blood traits and a mental trait. Once the traits are
expended, the power activates. This power does not create actual Maelstroms as far as wraiths
and specters are concerned it is just an area of stinging and damaging winds, wraiths like
anything else in the area in the shadowlands take damage as a level one Maelstrom. Birth the
Maelstrom may be used in conjunction with Sigil of the Storm.

Path of the Shepherd


Once protection from hostile spirits and wraiths was the sole providence of the church,
the task of protecting the family from the predations of such hostile spirits of the dead fallen to
family in this modern age. While most that follow this path are family and clergy some have
taken up the mantle without the cloth. Those few outside the clergy that accept the charge are
often those most devoted to the protection of the mortal family and their connection with it.
While the greatest problem for the family tends to be vengeful and cunning wraiths the Family
trained Exorcist may recognize the position of a daemon or other entity, though his ability to
handle it is as limited as any other catholic.

It should also be noted that unlike most studies of necromancy the effects of the Path of
the Shepherd may be employed upon a wraith within the skinlands as well as in the shadowlands.

Basic Path of the Shepherd Necromancy


Sheep from the Goats

Through study and observation the Necromancer can recognize the telltale signs of
possession on an individual vessel, be it man, beast, or object. The idiosyncrasies of behavior
and the tell tale resonance’s are as plain a painted billboards to the studied. The Necromancer
makes a static mental test on an object, person, or beast to recognize a spirit riding, bound
within, or inhabiting the item. Once this is done a test to recognize the type of entity therein may
be required based on the relevant knowledge and lores of the Necromancer.

The Armor of Faith

Through focus and training a necromancer can harden his personal defense and prepare
himself to weather the most insidious assaults of the restless dead. While the necromancer is still
at the mercy of a wraith prone to emotive and overt acts on any those arts that are attacks against
the mind, emotion or the soul itself.

The necromancer gains a free retest when a wraith employs the arts of Keening,
Intimation, Puppetry, Phantasm, Mnemosynis, and Fatalism upon him. He has hardened himself
to attacks upon the mind, the emotions, and on the soul in hopes of better protection the family
from the predications of wraiths.

Intermediate Path of the Shepherd Necromancy


Console the Inflicted

The necromancer lays his hand upon the possessed, and then through mental exertion
may channel the spirit of the possessed man or beast. He or another may communicate with the
being, being possessed. While this can be used to comfort friends and family, it is more often
used to offer hope to the possessed or to seek out information from them on possible motives and
past activities of the wraith or specter.

After succeeding in a physical test the Ritualist expends a mental trait, and then for the
remainder for the scene he may speak for the puppeteered individual so long as physical contact
is maintained. Inquiring from the contained unfortunate may provide details of the possessing
wraith’s motivation in the possession and further revelation of secrets that may be used to cause
release of the puppet. The storyteller my choose to resolve this though a series of tests or role-
play as it suits him.

Subvert the Legion

The greatest weakness of the restless dead is themselves and in a time of need the
Necromancer can call upon this inner battle and through careful manipulation an exertion of
force of will. The spiritualist causes either the recessive id or ego to rise to the surface either for
a temporary respite, an attempt at conspiring, or to counsel it to assert permanent authority.

The Necromancy must succeed in a contested social challenge against the wraith or
specter. If successful the necromancer may spend a willpower trait to allow the psyche or
shadow to make a test for Catharsis (to assert dominance) without the normal expenditure or
prerequisites. If the psyche or shadow is successful the necromancer may solicit information to
be used against the dominate personality. Examples include, but are in no way limited to
motivations, fetters, and passions. In the event of a psyche being called to the surface the
necromancer may even call upon the services of a Pardoner to help redeem the specter though
repeated uses. If use of this power fails, the wraith gains one temporary angst.
Advanced Path of the Shepherd Necromancy
Banishment

Properly prepared the Necromancer can cast an unrelenting wraith from the skin lands
and its shadow sealing the shade away for the protection of the family. To accomplish this, the
necromancer must have an object of importance to the wraith or specter, or have physical control
of its possessed form.

The Necromancer must grasp the possessed or an object of importance to the wraith or
specter and then succeed in a social challenge. If successful the wraith is banished from the skin
and shadowlands for the remainder of the night, this may be extended to a month for the
expenditure of a temporary willpower or for a year for a permanent willpower trait. It should be
noted that the banishment to the tempest or the labyrinth is often a consignment to destruction for
the unprepared wraith and a path check may be necessary. In addition if a wraith has crossed into
the skinlands the form, vessel, or puppet of the wraith may be employed as the object of
importance for banishment.

Veil Path
The study of the Sudario/Shroud/Veil in the modern nights has revealed many uses of the
Shroud by manipulating this fabric that separates the world of the living and the world of the
dead. With the Shroud weakening due to the last Maelstroms, it has become increasingly easier
to make the Shroud pliable and useful to a resourceful Necromancer.

Basic Veil Path Necromancy


Entropy's Grasp

With but slight concentration, the Necromancer can pull objects from the Skinlands into
the Shadowlands (He must be in the shadowlands to accomplish this). The object may weigh no
more than a few pounds, and be no larger than the size of a fist. The Necromancer spends a
mental trait and then does a static mental challenge difficulty equal to the shroud rating, retesting
only with Occult. If he succeeds, he may grasp one object with his hand and pull it into the
shadowlands. To onlookers, it appears as if the object merely decays out of existence leaving
nothing behind. If the Necromancer fails, however, he is unable to pierce the shroud and takes a
lethal damage as the sudario closes in on the Necromancer's hand. This item must be inanimate
and becomes a relic of the shadowlands, liquids can’t be transferred over.

Piercing the Veil

By activating this power, the Necromancer opens the mind of another to allow them to
pierce the Shroud and perceive the Shadowlands. This can have multiple uses, from intimidating
a target, to allowing allies to perceive the Necromancer across the shroud for coordinating
attacks, to confusing the target. To activate this power, a Necromancer makes a social challenge
versus the target he wishes to perceive the shadowlands. If he succeeds he may expend a mental
trait to have the effects of Shroudsight extended to the target for the next scene or hour,
whichever ends first. The Necromancer must have the power of Shroudsight in order to utilize
this power.

Intermediate Veil Path Necromancy


Burial Shroud

This power allows the Necromancer to pull the shroud around him, using it as a blanket
of protection from the storms of the Shadowlands. This power also allows for a kindred within
the Shadowlands to remain hidden from mediums and or other beings within the Shadowlands.
This is basically Obfuscate 2 in the Shadowlands only. The Necromancer spends a WP and
engages in a static mental challenge, difficulty 15 minus the Shroud rating. He is granted
immunity to maelstrom damage. This only protects against the maelstrom itself, and not against
anything that might be traveling within the maelstrom. Furthermore, the Necromancer is then
invisible in the Shadowlands and invisible from mediums as well. He should cross his arms
across his chest to represent this effect. This lasts for a scene or an hour. This acts as Obfuscate
in regards to all other powers.

Persephone's Portal

Necromancers have long been able to open temporary portals into the Shadowlands.
These portals allow travel between the Shadowlands and the Skinlands. However, a
Necromancer with this power now may open a more permanent portal into the Shadowlands. On
the night of a full Moon, the Necromancer draws a chalk doorway on a solid stationary object as
if he were going to employ the power of Ex Nihilo. The Necromancer then mixes 2 traits of vitae
with 6 pomegranate seeds and consumes it while chanting a prayer to Persephone. He then
spends 3 WP and opens the gate to the Shadowlands. At this point, a word is chosen that will
open the gate to the Shadowlands and a second to close it. Only the Necromancer may enter the
gate, as well as any inanimate objects he might bring. (No, torpored kindred are not inanimate
objects) The gate lasts for 3 months and may be used as many times as the Necromancer wishes.
The door may not be moved, however, and within this spot, the Shroud is drastically thinner. Any
wraith attempting to pierce the shroud within 30 feet of this portal gains a free retest to do so and
receives a +2 bonus when using it's arcanoi within this radius. This power takes an entire night to
activate, however the effects are drastically increased beyond that of the Ash Path power of Ex
Nihilo.
Advanced Veil Path Necromancy
Embodiment of Death

A Necromancer so skilled in the Veil Path may now materialize within the Skinlands. The
Necromancer spends a temporary Willpower and burns up to 5 mental traits. He then does a
primary test against the shroud. If successful, he then does a mental challenge for each mental
trait expended. For every win (not tie), the Necromancer may affect the Skinlands for one round
with Mental or Social actions only. Though not physically there, the Necromancer appears to be
a ghostly figure. The Necromancer is immune to physical harm, but may still be affected by
magic, wards and or mental/social disciplines that do not require physical contact. If the
Necromancer fails the initial challenge to pierce the shroud, he is forcibly ejected from the
Shadowlands and takes 3 lethal damage as his body rips through the shroud. While in this form,
the necromancer may only use Auspex, Dominate, Presence and Obfuscate. No form of Blood
Magic may be used in conjunction with this power.

Ritual Descriptions:

Basic
Animal Kingdom
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. See the Animal Table for relative Health Levels and Attributes.

Animal Table
Small Animal (rat, cat, bat, small dog): 6 Physical Traits, 4 Mental Traits. 5 Health Levels.
Medium Animal (larger dog, wolves, eagles, crows): 8 Physical Traits, 6 Mental Traits. 7
Health Levels and can cause Lethal Damage with attacks
Large Animal (tiger, horse, gorilla, panther): 10 Physical Traits, 8 Mental Traits. 12 Health
Levels and can cause Lethal Damage with attacks .

Approaching the Shroud


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 is down one trait in all Social Challenges and acquires the Negative Physical
Trait "Sickly" for the duration of the ritual. However, because the Vampire can feel no pain, she
suffers no wound penalties to traits bid. The effects of the ritual last for one night.
Bestowing The Kaimyo
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 to
prevent this.
Bestowing The Kaimyo is a basic ritual that can be done only once to a particular wraith. 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 controlled.

Black Blood
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.
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 this will lose one trait from his
physical traits per point of blood drunk. He will also suffer one bashing damage for every point
of this Black Blood he drinks. If this ritual is enacted on the blood of a corpse, it reduces the
difficulty for one Necromantic Ritual by one trait to a minimum of one trait.

Consecrate the Tomb


This is a simple ritual that allows the Necromancer to aid his allies in the Shadowlands by
making sure that they go to the Afterlife with a few more items than normally. The Necromancer
must be present when the person is buried and there he must chant for 15 minutes. All the things
with which the person was buried will enter the Shadowlands once the burial is complete.
Every success on the ritual test, up to 5, is one point worth of the Relic background for a
Wraith. (If not using Wraith: the Oblivion, treat this as if the Wraith has one item per success
with him that he can use in the Shadowlands)

Dead Men's Tales


The problem in a family of necromancers is that a 'final solution' may not keep a problem quiet.
Sure you can pluck out the eyes or wear a disguise to fool a fellow necromancer's inquires to a
murder; but if you’re unlucky enough and the sap crosses over and tips off a necromancer about
attempted 'friendly competition', you can catch the foul end of a shit storm. When this ritual was
developed remains a mystery, though there are records of murders of the family where analyzing
the remains showed missing tongues. The true confirmation of this rituals existence has never
occurred to the rest of the family, though the rumors fly when another family corpse pops up
'sans tongue'.
The necromancer whispers the single secret he wants hidden into the ear of the corpse,
fresh or otherwise. Then the tongue is removed and pierced with three iron nails, and the
employer of the art expends a willpower trait, making it impossible for the wraith to relay
anything to anyone about the secret, through an inner prohibition. The tongue is then secreted
away by the necromancer for if the nails are removed the necromantic effect is nullified.
Feed the Angry Ghost
Chopsticks are never stuck into food except at funerals so the dead wraiths may feed. 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 the rice to putrefy. The wraith
gains up to three health levels on a one for one exchange of blood for health levels. This cannot
heal aggravated damage or permanent corpus.

From a Sow's Ear


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. Don Enzo tired of having a wraith hold his funds for bargaining
developed a way to handle his own wallet for oboli and soulfire.
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. After the completion of the pouch the
ritual repairs the cure. The necromancer must find the corpse of an individual that became a
wraith. From within the torso of the corpse, the caster must gather connective tissue and muscle
around the heart. 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.

Grant the Touch of Death Magic


By touching the item or place and smearing ash from a corpse that has been mixed with the
casters blood, the item or place is slightly infused with the essence of death magic. The
Necromancer makes a standard Ritual challenge. This ritual causes an item or place to glow with
magic. Aura Perception or other means to detect magic will show that it is magic. It leaves no
other effect.

Incense of Purification
The necromancer spends an hour grinding, soaking and preparing herbs. Resources 2 or Occult
influence 1 to find. After which the herbs are sprinkled with the casters blood and dried. When
lit this incense smells salty and leaves a white smoke in the air .Wraiths are at a two trait penalty
when in the area of the smoke and will not go near where the incense is burned. 1 stick will last
for one hour and can fill a medium sized room or 2 smaller rooms. The smoke will last for three
hours or till sun up whichever comes first. These last till the end of the season if stored properly.
Over use in one location can raise the shroud rating however wraiths will then haunt the burners
when they leave the place.

In Memoriam
Good necromancers understand that sometimes you get further with honey than with vinegar. It
is sometimes best to "befriend" the wraith that you are trying to control rather than force him to
your will. That is where this handy ritual comes in. It is known that wraiths need to draw upon a
reserve of power in order to use their mystical abilities, a power they refer to as Pathos.
Normally, a wraith's Pathos is restored by the energies created when those in the living world
invoke the wraith's memory. This ritual invokes the memory and enhances the power given;
giving your bodily challenged friend the extra reserves he needs to carry out your commands…I
mean, requests.
By building a small shrine to the memory of the target wraith, the necromancer can
confer upon him a certain amount of Pathos. Make a mental challenge: difficulty five. Each
mental trait beyond the first spent gives the wraith one point of Pathos. It can only be cast once
per week and the necromancer must spend an hour at the shrine built for the wraith,
contemplating on the wraith in question. Having an intimate or important item that once belong
to the wraith as part of the shrine lowers the difficulty by two.

Preserve the flesh


Every necromancer learns that first priority in thanatology is actually getting the varied remains
and viscera back to the lab. With some unusual corpses or old vampires this can be difficult as
their forms corrupt and wither away quickly upon their passing. So consuming was Malic's
frustration with the all to rapid decay of vampires that he'd 'find' that he developed this art to
ensure the these samples would make it back to his lab and survive for further study.
The Necromancer lays the flesh to be enchanted upon a layer of salt. Then he applying a
layer of his blood to the flesh, a point typically, but more may be required for larger remains. The
necromancer then expends a number of mental traits equal to the months he halts the decay of
the flesh while sprinkling salt upon on the meat. It should be also be noted that successive
applications over time are cumulative to the duration of the preservation

Reveal the Mortal Coil


The necromancer mixes one blood trait with a pile of ashes from the victim in question. The
ashes are then consumed and spat out in a bloody mass. After regurgitation the mass will harden
into a fragile mask of the deceased's face at the moment of death. The amount of ash used in this
ritual determines the size of the mask, and a Mental Challenge may be required to clearly see the
features should small amounts be used. Should the ashes not be from a being with a soul, the
ritual has no effect. Should this ritual be performed on a Samedi or anyone in ash form the
necromancer immediately regurgitates the ashes and knows something is wrong. Occasionally
ash remnants of individuals who have not passed are encountered (e.g. hands cut off and turned
to ash), in such cases it is often only the portion in question that forms from the ash instead of the
face.

Ritual of Wraithly Focus


This ritual unearths what powers a wraith possesses and how powerful they are. It also allows the
Necromancer to generally assess the general age of the Wraith in question. The ritual also
requires a thighbone from a buried human that has been sharpened at one end. This pointed end
must then be pointed at either the wraith in question or one of its Fetters. It only takes an hour to
perform this ritual.
Success on the ritual allows the Necromancer to know the approximate age (take or gain
50 years) and the Arcanoi in which the Wraith has the highest rating (the Necromancer will also
learn the approximate power of this Arcanos mastery). Each success beyond the first test narrows
down the age even more and gives any other Arcanoi and their powers to the Necromancer. The
ritual ends on the first failed test.
Sepulchral Beacon
This ritual allows the caster to sense the last place the Shroud has been breached within his
vicinity. It reaches about 500 meters, and will reveal someone's death or the use of Arcanoi or
Necromancy Paths, as well as any other effect that may have disturbed the barrier between living
and dead. Once located, to the necromancer the location of the breach glows with the black light
of Oblivion. The more time has passed since the event, the weaker the light glows, indicating the
approximate hour. The ritual takes about an hour to perform, and requires the caster to inhale
bone dust into his withered lungs. This ritual can be performed in both the Shadowlands and
Skinlands.

Shrouded Light
This ritual allows the Necromancer to see with his very own eyes where the Shroud was last
breached in his vicinity. The breach glows with an eerie green light, only visible to the
Necromancer himself. Depending on the time that has passed since the breach was made, the
strength of the light changes. The longer time since it happened, the dimmer the light becomes.
This ritual takes about an hour to perform and requires the Necromancer to inhale bone-
dust into his lungs. If anyone has died nearby (within 500m.) or if someone has used a
Necromantic Path it will show as a breach of the Shroud. The higher the level of the power used
the larger the breach.

Sight of the Restless Dead


This simple ritual, enacted by placing a coin under the tongue and chanting for ten minutes, will
allow the Necromancer to view the decay in material objects. He can see how much damage a
wall can take before it crumbles and where it is the most decrepit. The ritual works for as long as
the Necromancer keeps the coin under his tongue, which will make it exceedingly difficult to
speak normally.
The user makes a normal ritual test. If successful the user can now perceive how long an
object might resist attacks or pressure as well as finding weak spots in armor or walls.

Soups On
This dark art first developed by a couple of Dunsirn bully boys to take advantages of their
natural habits. They found though 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.
Then 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
Vigorous physical trait 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 physical trait can
be gained a night through use of this ritual.

Speed of the Cheetah


This ritual was the byproduct of the long necromantic cooperation between the Ghiberti and the
Della Passaglia. The success of this mutual collaboration has cemented an exchange of ideas that
continue between the families to this day. Though channeling the essence of the cheetah’s spirit
though is essence and made more potent though the inclusion of the mercury allows the imbiber
of the concoction of move as fast as death itself, if only for a moment.
The caster must imbibe a concoction of a Cheetah’s blood prepared for 10 minutes.
Successfully downing the mixture and proper casting opens up the spirits of the animal's
abombo, infusing it into the caster. Until sunrise, the caster gains the power of Alacrity (level one
celerity) whether or not he or she possesses it already. This power is in effect the entire night,
requiring no blood expenditures for its use. However, this granted Alacrity in no way helps in a
combat situation, rather it is only effective when running.

Stained Sight
This ritual, like so many others, is designed to curse someone. By invoking the powers of
Necromancy, the caster forces the Wraiths Deathsight upon a single victim. This victim will see
everything as decaying, rotting and dying. Even though the ritual takes three hours to perform, it
only affects a victim for a single day. Those that have been affected by this ritual are often
terrified of their surroundings or become depressed very quickly.
If the ritual test is successful, the Wraiths Deathsight will affect the victim for an entire
day. (See the Flaw: Deathsight in Guide to the Camarilla)

Stealing the Dead’s voice


This ritual allows the necromancer to take a wraith's mortal voice, and bestow it upon a physical
being. This ritual takes 20 minutes to cast and requires a fresh human tongue torn out by its roots
from a living human. This new voice will completely replace the pre-existing voice until the
ritual is broken, and also renders the "donor" wraith without any kind of voice, until the ritual is
broken. The voice will work on a person who is unable to speak regardless of physical or
supernatural handicap (this does not permit speech in areas affected by Quietus: Silence of
Death). This ritual costs 1 blood by necromancer who must also beat a wraith in a social
challenge to "steal" its voice. The effects last for one month or until the voice recipient breaks it
by expending a temporary willpower, or until the wraith manages to remove the recipient’s
tongue.

Tasting the Secrets of the Dead


In order to use this ritual the caster must whisper the 13 secret names of this ritual into the mouth
of the corpse and then French kiss the corpse so deeply that they can taste the sickening rot and
sour taste of death on their tongue and in the depths of their being. This requires a willpower
expenditure. Once this is done the caster may ask one question of the corpse and have it
answered to the best of its knowledge in life. The corpse speaks the answer aloud. The corpse
must have a jaw bone in order for this ritual to work.

The Shadow of Death


While the control over death is surely the strength of the clan, even the mention of death can
have a disquieting effect upon those that still fear its approach. This simple ritual surrounds the
caster with an aura of death that causes pause in the most stalwart of hearts to quiver, and be
hesitant in the necromancer’s presence.
The necromancer burns a tuft of her hair with a bit of myrrh inhaling deeply of the vapor.
At this point the necromancer takes a step closer to death, her pulse slowing if she haves one, the
skin and aura pales, and for the remainder of the evening has an additional intimidation trait.
The process of maintaining this step closer to the abyss is mentally taxing enough to require a
mental trait to be expended in the effort. It should be noted that the shadow of death has no effect
on the restless dead themselves, as having met the reaper, its presence no longer hold the horror
it once did.

Through the Monster's Eyes


This ritual allows the Necromancer to see through the eyes of the Blackest Shade and to control
it as if he himself was there. Unfortunately the ritual requires that the Necromancer rip out both
his eyes and cuts off a hand to acquire complete control over the creature. The control doesn't
take long to establish, only thirty minutes of chanting during which the eyes and hand are
removed. When the eyes and hand are regenerated, the control is lost. Nothing else but the
removal of the eyes and hand (which cost a total of 5 points of Blood to regenerate) and the
chanting while doing this is required, except for the standard ritual test.

Tongues of their Fathers


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.
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. This particular ritual allows the player to
have three extra social traits when negotiating with an African animal wraith.

Touch of the World Beyond


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 a
newly dug grave that has to be smeared over the Necromancers body. The Necromancer will
grow cold and numb, feeling less and becoming as cold as if she was dead.
Once the ritual test is successful, this ritual increases the difficulties of all appearance and
dexterity-based tests by one. However, because the vampire can feel almost no pain, she suffers
one less trait of wound penalties. The effects of the ritual last for one night.

Una Amonestación
In an era of cellular phones ease of communication is the norm but once speed was rate. The art
that the Pisanob employed to hold advantage over the surrounding was genius if only for its
simplicity. By chopping off the ear of a specially chosen corpse in matched sets they could
communicate over long distances relating messages and commanding minions.
The necromancer must find a corpse that has become a wraith, though natural or
unnatural means, having removed the ears he dries them and cast the ritual upon the prepared
flesh. Henceforth whenever the necromancer wishes to be heard though the ear he may expend a
mental trait and wherever the matched pair is the voice of the necromancer is audible. This voice
is often used to report, but can be used to command, and the wary necromancer should not think
the one eared zombies mindless. Ears prepared with this ritual last only a year and a day, at
which point decay renders them useless. Any attempts to cast the ritual Preserve Flesh on these
ears will disrupt the previous rituals, rendering them useless.

Voodoo Economics
While the mundane matters that the vault deal with are often looked upon as the antithesis to
family occult efforts, the Vault is always in pursuit of the almighty dollar, and no avenue will be
ignored. Through the use of this ritual the occultist connects himself to the underlying
metaphysical provincials involved with resource allocation and finances.
The caster inhales the fumes from a stick of burning myrrh as he slips into his earlobe a
sliver of bone from a victim of Death by starvation. The caster then makes a mental challenge
difficulty 5 and expends a metal trait. If successful, the occultist becomes aware of the
supernatural ebb and flow of the financial system, an awareness that last till the bone is removed
or the next full moon. This awareness correlates to the equivalent of a 3 point watch influence
action for all finance influence.

Warding the Family


This ritual is frequently used by the Giovanni to ensure the well being of those family members
that are ghouls rather than Cainites. The ritual takes a whole night to cast, but its effects last for
one year. 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, when the
recipient of this ritual dies, the caster will sense this.

Whispers from the Other Side


This ritual allows a Necromancer to whisper across the Shroud when he has used Ex Nihilo to
enter it. It's a simple ritual, which only demands 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, without expending Willpower.

Intermediate
Arrange the remains
In a traditional urn in which the remains of the deceased are placed the skull bones face north.
By placing them in another direction the Necromancer can cause the wraith discomfort. The
remains are removed and then placed facing another direction while a sutra is chanted.
South: wraith is down one trait in resisting summoning
East: wraith loses a point of pathos
West: wraith gains a point of angst

Binding the Fetter


This ritual binds a material Fetter so intensely to a place that it is dangerous to remove it from
this place, risking its destruction, but also empowers it as long as it stays within a certain set of
walls. To finish this ritual, which takes three hours of continuous chanting, the Necromancer
needs the Fetter in question. This is often used as a bargaining tool with Wraiths.
As long as the Fetter remains within a set of walls (a house, room, mansion or closet)
decided upon when the ritual was enacted, it takes tremendous effort or magic (of some sort) to
destroy the Fetter. As soon as it is moved out of the set of walls, it will begin to corrode and fall
apart. With 3 successful tests against the fetter are reached, the item is destroyed. The
Necromancer on the other hand can move this item, by spending a Willpower point and a blood
point and re-enacting the ritual in another location.

Cerberus
Cerberus was the 'guardian dog' of Greek myths, and with this ritual, the Necromancer may
guard his own haven with a guardian reminiscent of the Greek myth. He must slay three large
hounds and cut of their heads and bury one corpse with three heads in the same grave. Then he
must pray and chant on the grave for three nights, while spilling his Blood before the sun rises.
On the fourth night, the earth will move away when the Necromancer approaches and a ghostly
image will appear. It is a ghost-hound with three heads, each with glowing eyes. This
monstrosity is visible in the Skinlands but is real in the Shadowlands. It can terrify people not
used to it and physically attack Wraiths that get too close. It is loyal to its creators Blood but will
try to scare or attack all other people even those that are the Necromancers friends.
One blood-point must be spent for every night for three nights and the Necromancer must
spill his own Blood, not the blood of others. Once it rises from its grave, the guardian hound will
try to terrify anyone that doesn't have the casters Blood (Ghouls count, as well as the person who
diablerizes the Necromancer) or attack those Wraiths that try to approach the inner sanctum of
the haven (where the vampire sleeps). It makes a mental challenge against intruders when trying
to terrify people. Each success lowers their Courage by a point for half an hour. If it reaches zero,
they won't enter the place the hound guards. In the Shadowlands it has the following stats: 10
Physical Traits, 12 Mental Traits - Brawl 3, Alertness 2 - Bite for Strength +1 damage and
claws for Strength damage.

Cloak of Shades
The Giovanni looked for a way to hear and see in the physical world while in the Shadowlands.
After talking with many Wraiths and Giovanni elders came up with this idea. The ritual makes an
image of the caster for others to be able to interact with while he stays in the Shadowlands. This
allows for communication. By spending two Blood Traits and one Willpower Trait the ritual
creates an incorporeal image of the caster. The image cannot touch anything around it and the
caster must be in the Shadowlands where the image would be in the physical world. If anything
passes through the image, the caster must make a mental challenge against their Physical Traits
to maintain the image. If the image is disrupted, the ritual must be recast. No powers may be
used through this image by the caster or anyone else. The effects of this ritual, if undisturbed, last
for one hour.

Consumption of Life
There is no flesh as filling nor any that tastes as sweet as that of your fellow man. This ritual
allows the necromancer to take advantage of this inhuman potency in healing even the most
grievous wounds. Through the willful murder of his fellow man and careful butchering of their
vitality, the very essence of life is preserved and made ready for consumption. This meat either
prepared in fine cuisine or consumed tartar has notable restorative properties and a flavor of
hauntingly good taste. While the health of those who consume the flesh always improves, the use
of this rite is reserved only for times of severe strife, as Mama has noted a correlation in
frequency in this disturbing dining and madness amongst her brood.
The necromancer murders his victim spending a willpower trait in the process. After the
deed the 'dressing' of the kill is done in a proscribed manor. Those mortal or proxy family
members nourished from the meat may heal one lethal health level a day or an aggravated wound
in just a week, and most diseases inflicting the diners just wither on the vine. In addition, the
undead family members receive no benefit from this necromantic nutrition, though the flavor is
still succulent.
It should also be noted this is a wantonly evil act and even the Dunsirn, habitual cannibals
that they are participate in only in time of illness and war. Down this road lays path checks,
addiction, derangements, and wyrm taint, much more so than usual.

Craft the Keystone


The need to have the home protected is no more necessary than it is in the hostile Ivory
Kingdoms. To enact a rather formidable defense, the necromancer must convince a willing
wraith to entomb all their remaining fetters to the safety of the Ghiberti's home, in exchange for
their surveillance over the area. This Ghiberti ritual is done to a useful and willing wraith with a
small number of fetters left. The fetter is taken and is literally built into the building in some
way. The fetter is often inlayed into the wall, framed as art, or hidden behind a floor board in a
shoe box. Through the sealing appropriate chants and dances of the ritual the wraith is then able
to commune with their fetter(s) as needed without needing to inhabit them. This is generally
viewed as a positive thing by the wraiths as they can heal and maintain this connection without
the downtime one would normal experience. Wraiths that are being stalked or hunted may even
look to the Ghiberti to do this for them, though this is less common outside of Africa than they
would like. The one drawback is that the range of travel is then limited to the size of the
structure, requiring the wraith to spend a mental trait for every scene they are outside the area.
The largest benefit comes from the fact the wraith may sense and manipulate themselves in
reaction to the structure as if it were their own fetter though arcanoi. While some curse the fact
the ritual requires a voluntary wraith, in truth being locked in a building with a hostile ghost is
fate only wished on one's enemies.
Storytellers Note: It should be obvious that convincing a wraith to enact this ritual is
difficult and it is important that the happiness of any wraith thusly entombed is of paramount
importance to the resident. An unhappy wraith can end up as a combination of many unpleasant
affects.

Cry of Death and Blood


This ritual links two or more willing participants to death through the Blood used in the ritual. If
one of those connected through this ritual (called a Blood Circle, or Circle for short) dies, the
others will instantly be struck by a vision of the participant's death as well as a flash of the
emotional state in which the person died. To enact this ritual, the skull of a priest must be taken
from his grave and opened over the top of the skull. Upon this skull, a brand has to be carved for
every Blood Circle bound through this ritual. The participants have to pour their Blood into this
skull, which will begin to pulsate with a dim red glow while the ritual takes place and the Blood
boils away over the open fire. This was first and foremost created for the Necromancer to make
sure that he knew how his Ghouls died, but it is as easily applicable to Kindred. The ritual takes
seven hours to cast.
Each participant (up to the number of twice the Necromancer's Occult ability rating) to be
linked to each other and to death must donate two points of Blood to the skull-chalice. Over the
course of the seven hours the Necromancer boils the Blood away over an open fire. Once the
Blood has boiled away, the ritual test is made. If successful, all participants will be permanently
linked to each other in the manner described above. There's no limit to the amount of people one
person can be bound to. (Note: By drinking this Blood the participants become one point blood
bound to each other, or more if blood bonds already exist among them)

Dark Assistant
This ritual animates a hand or a head, returning it to the physical world. The hand acts as an
assistant, moving to fetch things for the Necromancer or by turning the pages on a book or
something equally simple. The head can be told things which it will later recount to the word. To
create this Dark Assistant the Necromancer must prior to the ritual bathe the intended part in his
own blood and chant for almost nine hours. System: The caster spends three blood points and
bathes the hand or head in it. During this time he must chant and the hand or head absorbs the
Necromancers blood. After the nine hours the hand or head will be animated and ready to receive
orders. The hand only understands simple orders like 'fetch that book' or 'close the door' and
cannot cause any real damage. The head will look like it's a severed man’s head, but once it
begins to speak it has an eerie resemblance to whomever it belonged to from the beginning.

Destroy the Husk


This power turns a corpse into a pile of ash roughly the size and shape the corpse was, though
only about 10% its former mass. Drip one blood trait onto the corpse, and then make a static
mental challenge (dif 5). The body will ash within 5 minutes, unless a mental trait per minute is
expended to make the process go faster.

Death's Mask
Variants of this ritual were known to mortal Giovanni, Ghiberti and Pisanob prior to their
embraces. Among the realms of the dead, masks are often a sign of status and a way of making a
vivid impression upon the restless dead. They also have the advantage of not being recognizable
in day to day existence by a possibly hostile spirit. In recent years, rumors have abounded about
a variant known to the Putanesca that merely changes the appearance to wraiths, but does not
cause them appear vividly in the shadow lands, allowing them to carry out questionable deeds
without being recognized.
The necromancer prepares ahead of time a mask out of any natural material that suits
him, the result is often elaborate as it may used time and again. Upon its completion it must be
laid upon a fresh corpse for three full nights. From that point forward, when the necromancer
wishes to employ the art the caster burns a pile of lilies and Mir in the mask, expends a mental
trait and dons it. His appearance changes to the appearance of the mask while in the shadowland
and causing him to appear vividly and different to the restless dead than most members of the
quick. Donning a mask allows the necromancer to switch his appearance related social traits for
other appearance related traits, representing the effort put into the construction of the mask for
replacing the casters own appearance traits. A mask created with this ritual in no way will
resemble a Guild Mask.

Death of the Written Word


Looking for a way to protect the Family secrets besides leaving out vital information or adding in
mistakes that those who knew Necromancy could find, Malic Dunsirn found a way to bind the
energies of the Shadowlands to a book in a ward. Keeping them suspended until the ward was
broken and releasing the forces of decay onto the book. This ritual is simply a ward cast and
scribed on the inside cover of a bound book where, after casting the book cannot be opened
without intoning a phrase (set during the casting). If the correct phrase is not uttered before
opening the book, it decays to ashes in seconds.

Descubrir Hacia Abajo Huesos


Preserving the flesh for proper zombies in the historically swampy plateau lands often proved a
challenge for the Mexico City family. Before the development of embalming the family solved
the issues by exposing the bones and then threading then joints together with hemp ropes.
Though it had fallen out of practice it has had resurgence in the last few years for a couple of
reasons: A skeleton painted black is awful hard to see against night’s sky, and the reattachments
of bones can be done in several ways.
The necromancer assembles the bodies from bones and rope dousing the connections with
a mix of his blood and alcohol. Upon the raising as zombies an additional mental trait must be
expended for each such form raised. Skeletons far more fragile but should be treated like
zombies in other ways.

Embrace the Kaimyo


Seven days after his embrace or on any auspicious day afterward a necromancer can have their
name erased and a new one taken. The caster petitions the leader of her clan in the area for the
right to take a new name. Once permission is received she spends the 3 nights prior to the ritual
is meditation and ritual purification, contemplating the most appropriate name. The caster then
goes before an assemblage of her clan in the area gives proper respect to each member and
announces her desire to take a new name. She then tells her name to the heavens, the hells and
each of the directions (a total of 7 times). After this those in attendance formally introduce
themselves to the caster and the caster spends a point of willpower and blood. Once this is done
the casters former names holds no power over her. Any magic’s that would involve the true name
of the target don’t function with the casters old name. The casters new name can be discovered
normally and is her true name for all purposes including powers that require the targets true
name. This ritual requires no challenge.

Eternal Servant
Some servants never stop serving their masters. This powerful ritual allows a Necromancer to
bind his Ghouls souls when they die and enter the Underworld. The Blood Bond will hold as
strong in the Shadowlands as it will in the Skinlands when the Ghoul was alive. Even though this
ritual is powerful, the Necromancer must either hope for luck that the Ghoul will indeed become
a Wraith once he dies or make the servant drink the liquid created through 'Grip of Hades'. As
well as being powerful, it also puts the Necromancer in some danger. He must sit on his knees
completely naked and bathed before the Ghoul, who lies on his back. Once the chanting begins,
nothing except the Ghoul exists before the Necromancers eyes and if attacked the vampire is
hard-pressed to return his mind to this world before he dies. System: The chanting, which takes
two hours, indeed puts the vampire in a trance that makes it exceedingly easy to attack him. All
attacks are up 2 traits and the vampire will only awaken if he succeeds on a Willpower check
(difficulty 4). If the ritual is successful, the Ghoul will, if he becomes a Wraith, still be
bloodbound to the Necromancer and try to serve him as well as he can on the other side.
Expel
A power common to exorcists, this power lets a necromancer banish any and all wraiths from a
particular building. The casting time for this is 30 minutes. The wraiths stay out for a variable
period of time, depending on the necromancer’s desire. If a house is a fetter for a wraith, chances
are it will stick around the house and try to get back in when the spell ends, and it won’t like the
caster too much either.
(Note: Discretion must be used with this spell. While a mansion might be able to be fully affects,
the Sears Tower will not; it’s simply too big. On large buildings, the Necromancer may cast the
ritual on two or three floors at a time.)
The necromancer must find the exact center of the household prior to beginning this
ritual. She then draws a circle on the ground with chalk and fills it with sigils of faith, pain,
placation of threat (depending on the caster), then sits down and begins chanting. Any ghosts in
the house immediately realize the chanting for what it is, and will do anything in their power to
stop the necromancer (unless they want to be expelled). The caster must make a mental challenge
(Difficulty 10 +2 per wraith present during the casting). On a successful casting, the wraiths in
the house are expelled for two days per mental trait spent during the casting. Immediately after
the casting, any wraith within the affected area may spend a temporary willpower to ignore the
effects of the ritual for one hour. This ritual also affects wraiths that were forced to stay in the
house through necromantic means. The expulsion may be increased by three months with the
expenditure of a temporary Willpower point, or by a year and a day with the expenditure of a
permanent Willpower point. If the caster fails the test, nothing happens (although wraiths in the
area may not be pleased with him), but he may try again, albeit with less concentration (the base
difficulty increases by 2 mental traits per failed successive attempt).

Fruit of Poisoned Tree


There was a point when the ritual Fruit of the Poisonous Tree was common knowledge in the
libraries of Europe. Many credited it with success in the early years of the families warding off
plotters and players in the jihad, an incident in Milan resulting of 31 family, proxies and loyal
retainers lead to the Society of Death destroying all known copies of the ritual, in the late 1700.
The necessity of protecting one’s city and the safety of the family has is costs and the Order of
the Blood Rose has decided, regardless of the Society of Death’s prejudice, to pay it.
As the necromancer sets himself in a quite location, into a pool or shallow bowl
necromancer bleeds a point of his blood and he lights a candle and places it so its reflection can
be viewed in the vitae. Then a piece of flesh or ash from a Giovanni murdered by his own kin is
dipped into the bloods and consumed. The taint of treachery and the knowledge that death opens
allows the necromancer to the treats to the blood of the family. Though the information can be
helpful the truth about the enemies arrayed against the family have lead to nightmares and in
some cases paranoid delusions.
In the casting of this ritual, the necromancer spends a point of his blood, makes a static
metal test difficulty 7, and spends a perception related mental trait as he consumes the betrayed
flesh and opens his mind to oracular foresight of those that wish him harm. The images are often
jumbled and difficult to understand, and STs are encouraged to use symbolism in the flashes. The
insight gained is also represented by one free retest that maybe employed when attempting to
save his life or help with the survival of his family. After the initial ritual test, a static test should
be made, with a failure resulting in the necromancer being plagued my nightmares for the next
night. This works like a directed oracular ability.

Gate of Hell
Based on ancient legends of the Gates through which most spirits must enter into the afterlife,
this ritual is devised to protect the Necromancers haven. Anyone trying to enter through a portal
(door, opening, window) protected by this ritual will meet his darkest fears before he can enter. If
he can overcome these horrors, then he can enter freely, otherwise they often flee from the place.
The Necromancer must place a bone over the portal to be guarded and chant for nine hours. Once
the invocation is complete, he must steal the dreams of a mortal sacrificed at the end of the ritual.
System: The caster must complete the ritual as above, including sacrificing a sleeping mortal
before the test is made. If it is successful, then anyone trying to enter through the portal thus
guarded will meet darkness and despair. He must make a Courage check at a difficulty of 4. If he
fails, he won't enter the building through that portal, but might as well walk right through the
wall or destroy the building through other means. If he's successful, he may freely enter the
building.

Halls of the Damned


The Necromancer who invokes this terrifying ritual will effectively make it impossible to speak
in his haven without his permission. The ritual summons an unearthly wailing and screaming
which assaults the hearing like a blizzard rends trees apart. The Necromancer must slay three
young females in a ritual, slitting their throats, cutting of their ears and taking out their tongues.
This is symbolic for the ritual, which allows the Necromancer to give his blessing to up to two
other people at the same time who will not hear the wailing. The ritual during which he slays
these three girls takes almost six hours. System: First the character must perform the ritual as
above. If the ritual test is successful, the room will be warded for a year. For every year that he
wants to ward it after the first, he must sacrifice another three girls to keep the power intact. The
caster may exempt two people by placing a mark on their foreheads created by his own Blood
(usually made by opening the thumb and pressing it against the person's forehead). These two
will not be affected by the ritual until they leave the room again and returns without the
Necromancers blessing. Anyone that has not been blessed will suffer a 4 trait penalty to all
perception tests that involve hearing. Those that enter the room and haven't got used to the
howling must roll Courage (difficulty 5 for mortals, 3 for Cainites) or flee the room.

Incense of the Welcoming Dead


The necromancer spends an hour grinding soaking and preparing herbs. Resources 3 and Occult
influence 1 to find. After which the herbs are sprinkled with the casters blood and dried. When lit
this incense a dark smoke streams out and burnt smell fills the room. Wraiths are up 2 traits when
in the area of the smoke and will seek the area where it is burned. The burner is seen more
favorably but not so much he can abuse the wraiths. 1 stick last for one hour and can fill a
medium sized rumor or smaller rooms smoke last for three hours or till sun up whichever comes
first. These sticks last 1 lunar month.

Judgment of Aiakos
This ritual can make a Wraith believe he has been dragged down into Hell itself (whatever that
Wraiths thoughts are about his Hell, this will correspond to it) and that the Necromancer can
offer freedom from this terrible place. The ritual demands that the caster crushes a skull and
scatters the powder in a burning fire while chanting. This takes no more than 30 minutes, but the
Wraith that is going to be targeted must be present. Part of the ritual is making sure the Wraith
doesn't understand what the ritual has done (at least not until its effects are over). This makes
Wraiths very susceptible to doing favors for the Necromancer.
The caster makes his ritual test. If successful, the Wraith will believe that he has
somehow been dragged into Hell itself and that the Necromancer is the only one that can save
him from this horrible place (which is very real to the Wraith). The Necromancer may return the
Wraith to his normal perceptions at any time. Unfortunately this ritual can only be used once on
a Wraith, and only on a Wraith who believes in Hells (whatever shape they might take).

La Sed Inquieta
Before the family came to the new world the Pisanob knew the value of blood and pain. Their
tortuous inflictions and human sacrifices fed the dark passions of their servants strengthen them
for the task at hand. The necromancer slices open the victim and collects the blood which is
offered to the waiting wraiths. The pain, excitement, anguish, religious reverie, and terror flows
as freely as the offered vitae, the passions overwhelms the restless dead filling them with the
vibrancy of the quick now lost to them. It should be noted that the dark nature of the source has
an unpleasant effect upon the occasional wraith.
The Ritualist expends a willpower while murdering a human by slicing open the belly,
removing the viscera and draining the vitae into arranged bowls while chanting a litany about the
pleasures of life and exultation to the gods. Those wraiths nearby the shadowlands that are able
to hear the litany are suffused by the passion of the event filling any emptiness within them. This
passion is overpowering, causing any wraiths who hear the litany to gain three temporary pathos
and one temporary angst.

Lion's Pride
The animal fathers of Africa honor the king of cats and mankind too heeds their presence. The
caster makes an offering to the ghost of the lions and then braids into his or her own hair a lock
of a lion's mane that they have removed themselves for this ritual. Displaying it openly, the caster
is granted the lion’s favor of the noble beast’s commanding presence.
This intermediate ritual allows you an extra social trait for the remainder of the evening.
The components are the hair from a lion's mane that you harvested and your own hair braided
together. This could be a braid in your hair or hung around your neck, but this must be visible for
the favor of the spirits to be granted. The ritual requires a trait of blood to be sacrificed in respect
of the spirits; the blood need not be kindred, indeed wildebeest is preferred. Also note that the
lion providing the hair need not be alive at the time of casting, but the beast must be respected
and as such not kept in storage or as a captive. The trait granted is Commanding, and it remains
the discretion of the storytellers if the favor of the Lion's Pride is granted. The Lion’s Favor can
be judged with a static social test, difficulty 8 or ST discretion.

Luck of Actaeon
The energy of oblivion and entropy are antithetical to all creation and as such those marked by its
taint suffer fates in compare to that of mythic figures. The world around them seems to bend to
twist and corrupt all their efforts.
The caster does a mental challenge with the target after marking them with a mixture of a
drop of vitae with the blood of a stag and the ashes of a hound. Once the target is marked with a
drop of the mixture the challenge can be initiated any time within the next three hours provided
the target is within line of sight. If successful the target gains 3 bad luck retests that the ST can
call at the worst possible times. When these retests are used is not determined by the caster. This
power works in line of sight.

Moldering Presence
By casting this ritual, which demands that he concentrates for a full hour and then devours fetid
blood that has turned sour and disgusting, the vampire's very aura emanates waves of decay and
entropy. Any unliving matter that comes near him falls prey to the decay that affects all things,
though extremely hastened and premature. Wood and paper will rot, metal will rust, and even
plastic and glass will slowly taint and then erode. Even people (and Kindred) will feel a strong
sense of decay emanating from the caster, though they are not otherwise affected.
The Necromancer spends two points of Willpower to keep his concentration (unless he
has the Concentration Merit) and must then consume four points of fetid blood. Make a Self-
Control test (difficulty 3) to keep this blood down. If he retches, the ritual fails and must be
begun anew from the beginning. For the rest of the night all material within one foot of the
vampire will corrode and become useless in varying amounts of time. Complex objects like a
gun would stop functioning after a couple of turns, though it would take days for them to
completely corrode. A wooden stake would lose its point immediately, but not become
completely rotten until a few turns. Weak objects like paper or pencils may feel the effects from a
further distance. Caution must be applied however, for wooden floorboards will last but a turn, as
will the Necromancer's clothing.

Nightmares
By invoking the powers of the dead, a Necromancer can haunt an individual with terrible dreams
of his own demise and visions of terror. The components of this ritual are the cracked head of a
man who died due to head injuries and the beak of a raven. By crushing the beak over the
cracked head and chanting for three hours, the haunting dreams begin to terrorize the so damned.
Upon success, the victim suffers one day/night of damned sleep with nightmares and
horrible visions of the target’s death. The cracked head may be used again, but the Necromancer
must find a new beak for every time he wants to perform this ritual.

Numb the Restless Soul


Passions, of all kinds, keep the Wraiths tied to the Shadowlands. By enacting this ritual, the
Necromancer can begin to corrode these passions, numb the Wraith's feelings for them and
eventually destroy them. The Necromancer must first find out about a Wraith's Passion, then
write it down in a book to be burnt later in the ritual. He must then make seven people
experiencing this particular feeling write down something in this book. Once the ritual begins in
earnest, he burns the book and chants. As the smoke dissipates, the Wraith will begin to feel his
Passions being lost to the numbness of Oblivion.
Once the prerequisites are fulfilled the character must succeed on the ritual test. Each test
success lowers a Wraith's Passion rating by one point. The ritual ends on the first failed test. If he
completely looses a Passion he takes an amount of damage to his Corpus equal to the original
rating of the Passion.
Patch Job
Over the centuries in the service to the family much pain and suffering has been endured. It is a
sad fact that at times a family member's services are needed regardless how banged up they may
be at the time. In those moments, a short term substitution a limb or eye and a return to service
may suffice turning the tide for the family at a crucial moment. While the ability is known to
many necromancers throughout the family its use is infrequent due to both effort in creation and
the negative long term effects.
The necromancer must 'trim' away any rough edges on both the subject and the
replacement part to ensure an approximate fit between the wound and new flesh. Some of these
trimmings are set aside at this point. The new flesh is placed appropriately with the mated ends
anointed with the necromancer’s blood, then the piece or appendage is secured typically through
sewing, though surgical staples have been used effectively as well. At this point a mental
challenge is made, difficulty of 7 traits, retest with medicine to ensure the surgery is done
correctly. Then a piece from both parts are placed within the halves of a broken egg shell with
both haves mated and sealed with wax, and then placed upon the dead addition.
The subject then may will the flesh to work and it will respond as if it were his own,
though physical disciplines known cannot be employed through the new flesh. In addition the
flesh has no feeling and causes no pain no matter how mangled. Traits to represent it degree of
decay present should be assigned upon its use. Upon each night that the recipient wishes to use
his new appendage, he must spend one will trait for it to function. While attached, the undead
cannot regenerate the wound, and if the subject is mortal care must be taken to ensure gangrene
does not set in.

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 the Nigrimancy 1
power Witness of Death for a number of hours equal to the subjects stamina related traits. One
dose of enchanted ergot is created per casting.

Punishment from Below


This ritual is one created to punish those that did not keep their end of a bargain or for some
misdeed done against the Necromancer. The caster must get blood, sweat or urine from the
person to be punished (this works against vampires as well, but only with Vitae) or a part of the
person himself (a finger, a tuft of hair, a bone). He must then perform a ritual over a corpse
during which he smears himself with the 'black blood' (coagulated blood of a dead person, or the
ritualized Black Blood) of the corpse. He must then continue with dripping the liquid (blood,
sweat or urine) on the corpse or placing the 'part of the person' inside the mouth of the corpse.
After this he raises a ritual sword and cuts of the corpses hand. At this moment the victim senses
a strong pain in his right hand and over the course of three days it begins to shrivel, rot and will
eventually fall off. This ritual takes two hours to perform. System: In addition to getting the
liquid or part of the person himself, the Necromancer must also spend a point of Willpower if
this ritual is used against another Cainite. A mortal may never heal the damage done by
Punishment from Below, but a vampire may heal it as aggravated wounds. A temporary
willpower trait (up to three) spent during the ritual translates to an 'illusionary' level of
aggravated damage that the vampire must heal to return his hand. Note that it isn't any real
damage and that he functions perfectly well, except for the loss of his hand.

Reapers Passing
The power of this ritual renders the casters flesh into Corpora for a tiny moment, allowing him to
pass through walls and any other solid matter by shedding some of his 'flesh'. The grinning skull
the Necromancer must hold makes this look like a grim coming indeed, passing through walls
and doors without a problem. This is one of the few almost instantaneous rituals the
Necromancer may ever hope to learn, as it takes about a minute to perform. System: The
Necromancer must have a skull, completely free from flesh and other tissue and hold it between
his hands, in front of himself. If he so wishes he concentrates and pushes the skull against some
solid thing and it will then become incorporeal together with the caster. This costs him a health
level and he'll stay incorporeal for his current stamina trait number of turns. This ritual lasts until
morning breaks the night. The skull turns to dust once the ritual’s time elapses.

Replace the Tattered Flesh


Necromantic surgeons, through the use of this ritual, may "heal" grievous wounds brought upon
themselves and others. This ritual is primarily used to help during extended combat situations,
when a Kindred has little blood to spare on healing.
The Necromancer must have strips of treated flesh from a corpse. One adult size corpse
will generally provide up to ten such Strips of Flesh. First, each piece of flesh must be cured in a
solution of brine, iodine, and blood for 24 hours. This blood need not be from the necromancer,
any type of blood will work. One point of blood is required for every strip of flesh. After the
curing process, the strips must be kept in the solution. The necromancer may then heal bashing,
lethal, or aggravated wounds by grafting the treated flesh onto the recipient. The process of
grafting the flesh requires ten minutes (mental challenge difficulty of 7 traits, retest medicine).
The wound is then healed immediately, but the individual now has an unsightly patch of dead
skin (different from his own) on his person. For each of the first five strips of flesh grafted to a
person, they gain the negative trait repugnant. If a person has more than 5 flesh strips grafted to
them, the negative effects increase dramatically. While a sixth flesh strip is grafted onto a person,
they will lose on all ties for appearance related social challenges until the skin is subsumed. For
every flesh strip grafted beyond six, the target must bid one additional social trait in ANY social
challenge. A person may only have up to ten flesh strips grafted to them, at which point the
surface of their body is completely covered and there is no room for additional strips. The dead
skin takes one week from when they are applied to subsume into the normal skin of the recipient.

Riding the Bull


At the culmination of a ceremony honoring the bull and the spirits of past cattle the necromancer
commences rubbing themselves with the remains of a sacrificed slain bull, the caster gains two
strength related physical traits as the animal’s essence rides the caster. However, the potency of
the bull is not without its price you also gain a "temper". You become Impatient for the entirety
of the ritual and any challenge to your authority causes a Frenzy Check at a one trait penalty.
This ritual lasts until sunrise.

Ritual of the Stygian Coin


To protect the spread of certain Necromancy, elders of the Clan developed this ritual to curb the
teaching of guarded rituals. When a ritual is being taught that the Necromancer finds necessary
to protect, the Necromancer casts this ritual over the student before he teaches the ritual in
question. During the ritual, the caster takes a coin and places it on the forehead of the student. He
then curses the knowledge he is about to grant with entropy. The coin warms a bit and then
vanishes into Oblivion. After the teaching of the guarded ritual, if this ritual was a success, the
Necromancer who learned it is unable to write down or teach this ritual. If the Necromancer
begins writing the ritual the words vanish as soon as they are written, consumed by Oblivion
itself. It may not be recorded on any device however mundane or supernatural, vanishing as soon
as the words appear. Additionally, should the Necromancer who was taught attempt to teach the
guarded ritual, the coin appears in the dreams of the one who taught him, plaguing him with a
horrendous nightmare of treachery and deceit in the form of the individual who he taught.
Additionally, the individual who attempts to teach finds he cannot, as his words and thoughts
regarding have escaped him, as though swallowed by Oblivion.

Releasing the Curse of Knowledge


This ritual is the reverse of the Ritual of the Stygian Coin. To enact this ritual, the one who cast
the ritual (and only this Necromancer) brings the individual to the place in which the Ritual of
the Stygian Coin was enacted. He then repeats the words of the curse in reverse and the coin
mystically reappears from Oblivion on the forehead from which it disappeared. After this point,
the Ritual of the Stygian Coin is negated and no longer in effect. If the individual who placed the
first ritual dies, the Ritual of the Stygian coin becomes permanent and may never be reversed.

Salamandra
Stories of the Salamander have spread through many Culture’s over the ages but it is in the text
of the Talmud that successful summoning of the creature, called the Salamandra, is
accomplished. It is concealed within the laws of Passover as written in the Talmud that the
fragments of the ritual were hidden. It is written that, “when King Manasseh was about to
sacrifice Hezekiah to Moloch, the child's mother anointed her son with the blood of a
salamander, that the fire might not injure him.” The Rothstein needed just the incentive of unlife
to rediscover the ritual and with the power of the blood have managed an adaptation. As
indicated the Salamandra has some special qualities and the true power of this ritual does not lie
in being able to summon forth a being of fire, but rather what can be gained from its blood.
Through alternate periods different theories in regards to the Salamandra have held from it being
a creature so cold it instantly snuffs any flame it touches to it being birthed of those very flames.
Pliny believed in the long night that the salamander was the elemental creature of fire. These
creatures born of fire though they may be are still as the common salamander in appearance. The
one trait that tales can agree upon is that the bite of the Salamandra is deadly.
Due to the inherent magic of Kindred vitae the process to summon the creature is much
shortened. By constructing a ritual fire from myrtle wood, and maintaining it so that it may burn
for seven consecutive weeks the necromancer may call forth a Salamandra. On the eve of the last
day, the necromancer makes a mental challenge, difficulty of 10 traits. Should he win, a
Salamandra is called forth from the mystical flames. The creature dies shortly after leaving the
fire and the Necromancer must grasp the creature, avoid its bite, and drain its blood. The caster
does a physical challenge against 3 traits but must bid two traits on the challenge and may retest
normally. If successful they drain the Salamandra and for the remainder of the night suffer only
lethal damage from fire. If they fail they must do another test against 5 traits or suffer a level of
aggravated damage from the creature’s fiery bite. Either way the caster suffers one additional
level of aggravated damage from the fire. Any of this damage may be soaked normally.

Skeleton’s Kiss
This ritual requires that the Necromancer sit alone in complete darkness and performs an hour-
long incantation. He must sit in a circle created from the ashes of burnt images of the victim.
Once this is done the Necromancer has but seven nights to deliver or bestow upon the target a
single kiss. Once kissed, the victim's skin and tissue immediately begins to melt away until only
bone remains. This begins at the area kissed, but can spread to other areas as the entire limb thus
kissed or, in extreme cases, the entire body. System: For every temporary willpower trait, the
victim suffers a single level of lethal damage that cannot be soaked. (Only works on mortals) The
size of the area affected depends on the numbers of health levels inflicted.

Skull Sentry
This old ritual was allegedly developed by the Giovanni during the Dark Ages, to protect them
from spies using Obfuscate (although some say that the ritual was actually taught to a Giovanni
by a Celtic necromancer). The ritual is also effective against kindred using Vicissitude to change
their appearance so they can infiltrate the Giovanni. To cast this ritual, the Giovanni must cut the
head from a living creature using a special knife that is engraved with runic symbols and lightly
powdered with gold dust. Then the severed head must be completely drenched in blood. Any
blood may be used, but typically the caster uses her own blood as well as that of a few trusted
ghouls (because the ritual activates when an individual whose blood was not used in the casting
approaches the head). The head is then buried underground until all the flesh has decayed from
it. This happens in 1 year and 1 day due to the enchantment. At this point, the skull is extracted,
polished, and placed near an item or area that the caster wishes it to guard. Thereafter, any
individual whose blood was not used in the casting of the ritual will, when approaching within
twenty feet of the skull, activate a disturbing effect. Blood will drip from the eye sockets of the
skull, which starts to glow with a ruddy hue. This effect ends when the person that has triggered
it leaves the area.

Spirit Contract
This ritual creates an unbreakable bond between the two parties of a contract.
The contract must be written in the caster's blood and takes about one night to complete. The
ritual is finished when both parties sign the agreement in their own blood, after which they are
compelled to abide by the clearly defined terms as written at the signing. The only way out is to
complete one's part of the bargain or burn the contract.
Mechanics: To initially create a Spirit Contract the Necromancer must enchant a parchment,
during the course of a night, and legibly inscribe its written contents in the Necromancer's own
blood. During the process of enchantment, the Necromancer designates a specific number of
individuals, naming one, needed to sign the Spirit Contract. Until the specified number of
individuals signs the Spirit Contract it remains inactive. The name, or names, signed on the Spirit
Contract do not affect its viability, the Blood by which the name, or names, is signed does. For a
Contract to be valid the signer, or signers, must sign in their own blood. If any one of the
individuals signing the Contract does not sign in her own Blood the Contract becomes active but
is nonbinding. Thus, the Contract turns to ash.
Spirit Contracts can be utilized to restrict or compel the actions of those that sign them.
The nature of Spirit Contracts dictates that those who sign the Contracts are "compelled to abide
by the terms" of the Spirit Contract. Thus, the signers cannot unwillingly or unknowingly breach
any portion of the Contract by delusion, trickery or other such means. If the individual who is
contractually bound unwittingly attempts to break any clause in the contract she feels a sense of
"impending doom." If she ignores the sense of "impending doom' and wishes to continue with
her course of action she must expend 1 Willpower Trait and succeed in a Simple Test. If she is
successful in breaching the Spirit Contract, in the aforementioned manner, a wraith which is tied
to the contract at the casting then haunts the target. Note Ward vs. Spirits, Circle vs. Spirits, Ward
vs. Wraiths, Circle vs. Wraiths, etc will not save someone that breaks a Spirit Contract; the Spirit
will just haunt them in more roundabout ways. In fact, as long as the Contract is intact the Spirit
will continue to haunt those who are in abeyance of its contractual agreements. The wraith is a
base point’s wraith, with Pandemonium 3 and Inhabit 1 for arcanoi. The appearance, actions and
other details of the spirit are left up to the discretion of the Narrator.
There are, in fact, only a select few ways out of a Spirit Contract and they are as follows:
A Spirit Contract's power will fade once the completion of one's part of the bargain is achieved.
The next way out of a Spirit Contract is to have the actual Contract physically destroyed by
burning the contract. Note no other means of physical destruction is possible. Also, the Spirit
Contract will be destroyed if the Contract was, when originally drafted, signed by multiple
individuals and only one individual remains, others having met Final Death.
Once a Spirit Contract is non-binding the Contract turns to ash and the Necromantic Aura
surrounding it dissipates. If the Contract is breached and the haunting wraith is destroyed, the
Contract also ashes.
Note, regarding the Discipline of Dominate, because “The command cannot be blatantly
suicidal or self-destructive... attempts to dominate someone, who is bound by a Spirit Contract,
into breaking said Contract will fail outright. But note, Dominate may be utilized to force some
to sign a contract in as far as the Contract is not "...blatantly suicidal or self-destructive. In other
words; if the Contract allows the individual a means of survival, no matter how stringently their
actions may be restrained, they cannot avoid signing it in this manner.
Spirit Contracts MUST be clearly written and unambiguous. Clauses should be black and
white in their interpretations; this cuts down on endless amounts of strife over interpretations of
the clauses. Thus, things like "One must follow the Oath of the Tremere", something that is
purposefully riddled with inconsistencies and contradictory phrases, should NOT be included in
a Spirit Contract. Specific clauses out of the Oath, on the other hand, which have black and white
interpretations such as "I shall obey those the House sees fit to name my superiors...” are
commonly found in Spirit Contracts. Also, such sweeping statements like "One must follow the
Traditions of the Camarilla" are highly unadvisable (for example, if a Prince removes her
"acknowledgement" from a Kindred within her Domain, whose contract bears the
aforementioned restriction, the individual is in abeyance of the 5th Tradition of Hospitality, which
brings a more literally deadly meaning to "Without the word of acceptance, thou art nothing."
Also, the contracted individual may not even disagree on any level with a Prince without
breaking the 2nd Tradition of Domain, for "None may challenge thy word while within thy
domain.") So overall, it is suggested that one does not allude to any other 'laws' or 'codes' from
within a Spirit Contract - instead writing them out in detail to avoid any potential problems or
contradictions.
Stay the Zombu
With this ritual, a Necromancer may place a ward of protection on a corpse, preventing it from
arising as a Zombu and being used in another Necromancer's schemes. This power is commonly
used on Giovanni family members who died without receiving the Embrace. It is also used by
independent Necromancers on mortal loved ones that have died.
This spell must be cast within a week of the death of the subject or it will never work.
The Necromancer places a small gold ring inlaid with sigils of barren, protection and warding on
the corpse's right index finger and crosses their arms over their chest. The ring used parallels the
Ashanti practice of giving a ring young children as a symbol of protection. This means that the
Necromancer must have access to the body, so if it's buried it has to be dug up. The caster must
then chant wards of protection for five minutes while walking slowly around the body. If
successful, then the body may not be resurrected using the Bone Path or anything else. These
powers fizzle out when used on the corpse. The brass ring subsumes into the cadaver's finger and
stays there permanently; it may not be removed. Cutting off the finger does not negate this ritual.

Strength of Rotten Flesh


Favored by the Giovanni, this grisly ritual increases the power of the Necromancer's undead
servants. Preparation for the ritual, which usually takes around three hours, requires the caster to
remove the skeleton from an initially living human. The flesh and tissue must be burned within a
circle made from the bones, as the right incantations are uttered over the funeral pyre. The rite
itself takes an additional hour, and can only be performed in the Necromancer's haven
(somewhere he has slept at least three days in a row). All zombies created by the Necromancer
temporarily gain a point of Potence and two points of Fortitude. The ritual lasts one week.

Terrifying Visage
This ritual allows the Necromancer to assume the appearance of a terrifying rotting zombie that
can terrify the most stalwart person. He will physically look like he's rotting and a foul and fetid
smell will surround him. His voice is empowered and sounds like it came from a deep hole or a
deep grave, echoing before reaching the ears of those that listen. By sleeping in a coffin with a
rotting corpse for a day, the ritual is enacted. Unfortunately, once this ritual is completed, it will
only wear off at the end of the night and cannot be cancelled.
Once the Necromancer has slept for a night with a corpse in a coffin or crypt he must
make his ritual test. If it is successful, he'll assume the form and shape of a terrifying zombie. He
gains an effective Appearance of 0, but can make a social challenge to terrify humans and
vampires alike. Mortals are down 4 traits and Vampires are down 2 traits against this challenge.
Each successful challenge terrifies the victim for a round, during which he won't attack the caster
(not even if attacked himself) unless he's defending something he holds very dear.

The Servant Undying


By performing this ritual the Necromancer can assure that his Ghouls are not so easily dismissed
as those of other Cainites are. Once this ritual has been performed, a Ghoul that has been killed
will rise to serve the Necromancer as a zombie. The ritual requires that the Necromancer
empower some of his own Blood by ritual chants and sprinkling it with the bone-powder of a
night-living creature (owl, wolf or bat are good examples). The chanting takes approximately
two hours, sometimes less and sometimes more. This ritual was created to make sure that the
Necromancer had some more 'hitting-power' if he was attacked or needed an easy escape.
Obviously, this ritual breaks the Masquerade thoroughly.
The caster may extend the ritual by two hours for every point of Blood beyond the first
he wishes to empower. Then he must succeed on the test for either Apprentice's Brooms or
Shambling Hordes. Once this is done, a Ghoul may be fed with the Blood, which will hold for
seven nights. A Ghoul who dies will then rise as a zombie to serve the Necromancer.

Thirst of the Beast


This ritual is very useful for Giovanni that are trying to locate Kindred that are attempting to lose
pursuit by blending into a crowd of Kine. However, it does have some drawbacks, and is best
used only by those kindred who have low, if any, Humanity. The 30-minute long ritual requires
some fetid water be drunk with at least one blood point of mortal blood. At this point, the caster
will be unable to gain any nourishment at all from human blood for the rest of the night; only the
blood of vampires will provide any nourishment whatsoever. The advantage is that should the
caster's blood pool fall to five or fewer traits during the night, he will be able to identify all
vampires within fifty feet by succeeding in a Static Mental Challenge against a difficulty of
seven traits. He senses the Vampire by the distinctive odor of their blood. Unfortunately, the
caster must spend a point of willpower to avoid frenzy and exsanguinating the Kindred whose
blood he smells. It is rumored that if this ritual is used overmuch, its effects become permanent,
especially upon Vampires that are already quite old and are beginning to experience the thinning
of the blood. This happens at ST discretion.

Thy Masters Will


Nothing makes me feel more secure than a large horde of zombies watching my back. They can
be wonderful servants but their limitations are also frustrating, I invented this ritual myself and I
know you will enjoy it. It allows one to "program" a single zombie to perform a more complex
task. They can now fetch someone or something for you. They can even be told to repeat certain
actions when something triggers them. Of course, they still are not applying for MENSA anytime
soon. Even a programmed zombie will complete his tasks in the most direct fashion.
I'm afraid the casting of this one is a bit messy. One must write out the implicit
instructions and place them in the creature's chest cavity. You may want to sew him back up after
you're through. A good set of mortician's tools is helpful.
The ritual allows a necromancer to program a zombie that he has already created with
The Bone Path level three. The programmed zombie can carry out a series of orders that do not
require free thinking or free will. For example; a zombie can be told to go to someone and kill
them but the zombie would not be able to find them by itself or determine when it was a good
time to do this. It requires the necromancer to place a written set of instructions within the
zombie's chest cavity. The instructions can be up to 50 words long.

To The Grave
Certain Necromantic and Thaumaturgical effects are able to pull or coax secrets from the corpses
of the dead. Through this ritual the Necromancer may prevent such incantations from
functioning. The Necromancer slides a blade into the corpse’s spine where it meets the base of
the skull. If the tongue and eyes are not removed the tongue must be removed and the eyes must
be pierced. Finally the targets wrists and lower abdomen are cut, none of which needs to be a
deep cut.
Other Necromantic or Mystical effects that can pull secrets from a corpse fail for a given
secret as decided by the Necromancer. This requires ritually desecrating the remains which are to
be affected as described above.

True Calling
So you've got your new friend's undivided attention and you've tried being nice to them but they
still aren't very cooperative. Well maybe you're not speaking to who’s really in charge. I'll let you
in on another secret; all wraiths have a problem with multiple personalities. It seems that our
transparent comrades have two personalities, one that is more or less the way they were in life
and one that feels a need to be bad, really bad. The bad side they refer to as their Shadow. Now
the wraith's Shadow may be self destructive and have poor manners but sometimes they are the
ones you need to talk to when a particularly brutish job needs to be done. The best part of this
ritual is the casting of it. These Shadows are attracted to pain and suffering, so all you have to do
is go down to the rack and bring home a vagrant or two. After you get your friend the wraith to
sit still, proceed to perform ritual torture on some living victims. This will attract the wraith's
Shadow in no time.
The target wraith must be bound with Haunting and you must know the wraith's true
name. The necromancer must also have any type of corporeal victim that can feel pain. During
the casting of the ritual the necromancer makes a mental challenge at a difficulty equal to the
torture victim's Willpower. Should the torture be successful, every round the wraith witnesses the
torture it must it must make a mental challenge at a difficulty of the necromancers willpower.
For every failed challenge, the wraith’s temporary angst increases by one. If enough angst is built
up and the shadow manages to take control of the wraith, the necromancer has no control over
the Shadow; he just gets to talk to it. Also, the wraith may disagree with any bargain made with
its Shadow and refuse to have any part of the deal after it regains control of its Shadow.

Un Eco Entre Ojos


The ever presence of the Pisanob’s wraithly minions is respected thought Mexico, but there are
times when you cannot wait for word of mouth, or you need to see it for yourself. Through use of
the natural connection between to eyes the necromancers of Mexico can scry a location. The eyes
are sometimes hidden in nooks, lodged in the heads of zombies or even the eyes of fellow
necromancers practicing occhio d'umto morte.
The Ritualist must remove his own eye, and replace it with the mate of the eye he wishes
to scry. The when he scribes to scry the location he must paint his obsidian mirror with a trait of
his blood and gaze within and he may see the location as if he were there. Healing the eye ends
the ritual and causes the scrying eye to ash.

Unto The Void


You've tried and tried but you still can't get your new friend to cooperate. Well, you can't always
be Mr. Nice Guy. This is a very nasty ritual; don't cast it unless you're truly sure that you want to
make the wraith in question pay dearly. Don't bluff, this sort of thing is very serious. The wraith
must already be bound and you must know its true name and be in possession of one of its
fetters. After a strenuous ritual, taking a full three hours to complete, the wraith is cast into
madness, an abyss from which they may never return. This, of course, is because this nasty little
ritual makes them believe you destroyed their fetter. No, they don't like this… not one bit.
After binding the wraith using the level four power from the Sepulcher Path: Haunting
and coming into the possession of one of the wraith's fetters, a necromancer may cast this three
hour ritual. When it is complete, make a mental challenge: difficulty is the target's Willpower. If
successful the wraith is immediately cast into the Tempest and experiences a non-destruction
Harrowing. Of course, the wraith may do anything in its power to disrupt the ritual.

Vengeance from Beyond the Grave


Returning from the grave to punish he who murdered you is a wish that exists with many
Wraiths. This ritual endows the corpse of a murder-victim raised using the Bone Path with
enough intelligence to find and take revenge on he who murdered him. The Necromancer simply
pours salt in a circle on the zombie's head and utters a quick incantation. The entire ritual doesn't
take more than 20 minutes.
System: The player makes his ritual test and if successful the zombie will be imbued
with intelligence and cunning to revenge his own murder, but not to do anything else.

Ward off the Prying Eye


The Venetian homelands proximity to the Tremere in Rome brought the renaissance family into
contact with the Roman chantry quite often. This nearness provided early contacts with the blood
magic's of the warlocks resulting in many rituals attempting to adapt their effects to the family's
use.
The necromancer either anoints an object with salt and ashes or surrounds the location
with a circle of the mixture. When a wraith approaches the object or barrier they feel a sense of
foreboding emanating from the ward. When the attempt to cross the barrier, or if passed though
by the object they take a level of lethal damage beyond what they would result from simple
discorporation.

Warping the Morbid Visage


The Necromancer invoking this ritual is able to change a corpse's facial features to correspond
with that of his own. The caster has to remove the body's tongue, and keep it on his person for as
long as he wants the ritual to be in effect. Following the invocation, after letting his hand glide
over its features and closing its eyes, the face of the corpse warps to mimic the face of the
Necromancer. The process of invocation takes fifteen minutes. Any change to the caster's face
while the ritual is in effect will affect the corpse also.

Weaving the Aesthetic Pattern


The Necromancer has enough understanding of the essential natural of the give and flow of the
dragon-lines all around him that he can carefully arrange his surroundings in order to bend those
flows in such a manner as is his desire.
The Necromancer spends an hour preparing a room in accordance with the principles of
Feng Shui which requires a resources 3 expenditure. Upon successfully casting the ritual the
shroud rating is raised or lowered by one within the room according to the inclination of the
caster and how he arranged the room. The change lasts until the room is significantly disturbed
such as furniture being moved, added, broken or things being spilled. The shroud adjustment
from this ritual fades after an hour once the room is so disturbed. The shroud rating may not be
raised to 10 or lowered to 0 as a sole result of this ritual.
Advanced
Bestow death
The number four is bad luck as it is associated with death. Four necromancers who know this
ritual and have an item, 5 traits of blood and the true name of a target can conduct a 2 hour long
ritual in which she performs the burial rights for the individual. This ritual must be cast at the
beginning of the night. The item is soaked in blood and passed with chopsticks among the four.
The item cannot be dropped or all necromancers suffer 5 points of aggravated damage. This
requires a physical challenge dif 5. The target can feel death coming for him and sees flashes of
the ceremony as his soul is ripped towards it. The target knows that by running far enough away
they can escape their fate this is defined the same as Night of the Red Heart. This ritual may also
be avoided by successfully meditating from midnight to dawn. Note this requires the ability and
successful tests each hour until dawn, which may require the target to burn willpower to stay
awake until dawn. Finally, this ritual may be avoided by killing the casters and performing burial
rights for them. A target of this ritual dies at dawn if the ritual is successfully cast and not
somehow avoided.

Blood of the World Beyond


This ritual was created to bridge the gaps between the Shadowlands and the Skinlands in a more
macabre way. Through this ritual, the Necromancer can empower his own Vitae with mystical
power, which allows a Wraith to drink the vampire's blood and gain strength from it. Some claim
that this ritual was only created to blood bind Wraiths, but it has been used to aid allies as well.
The Necromancer must chant for 30 minutes while in the Shadowlands while holding a chain in
both of his hands. System: Every temporary willpower spent (3 in total) makes one point of
Blood worthless to the caster, but empowered for a Wraith. The Wraith can drink this Blood and
gain one point of Pathos per point of Vitae drunk. Wraiths can be blood bound by this Blood, but
any Blood which wasn't consumed after three hours or bled out will expend its energy and cause
one level of damage to the vampire per unused and changed point of Blood in his system.

Bone of Soulfeasting
This ritual enchants a bone with mystical properties. The Necromancer must personally rob a
grave of a human femur bone, which has to be at least 300 years old. After this, he must chant for
seven consecutive nights while channeling his own power into the bone. At the end of these
seven nights, the bone must be dipped in the Necromancer's Vitae until it absorbs it. Once this is
done, the bone must be buried with the ashes of a heretic for a week. When it is dug up it will be
as black as night and hold the power to feast on the souls of others. System: If the ritual is
successful, the caster must spend ten points of Blood, which the bone will absorb. The bone
absorbs this Blood at a rate of two points of Blood absorbed per night. Once the ritual is
complete, the caster may use the bone to drain someone of Willpower. He must touch the target
with the bone and spend at least one of its Bloodpoints. Each point spent in this way drains one
point of Willpower from the target. Note that the bone cannot be used against the caster since it
was his Blood that once empowered the item from the beginning.

Calm the Storm


Once considered a study of only minor importance events in the last few years have illustrated
the importance of study of the storms of the land of the dead was of the gravest importance. This
ritual has been one of the few sources of altering the now unceasing storm of the shadow lands.
Into a bowl of mercury the necromancer pours traits of his blood equal to the severity of
Maelstrom rating, at which point he covers the vessel. For the rest of the evening in the
shadowlands, within the sound of the necromancer’s voice, while the necromancer is chanting,
the maelstrom is calmed. While chanting, the maelstrom rating if effectively lowered by one,
however this ritual CANNOT affect a maelstrom with a rating of five. The chanting must be
done by the necromancer performing this ritual, and no alternate voice or form of recording may
be used. Thus the necromancer using this power is unable to use any other necromancy requiring
a verbal component. If the bowl of mercury is disturbed, this ritual loses its effect, immediately
allowing the maelstrom to return to its full strength. Multiple necromancers MAY use this ritual
at the same time to drastically lower a maelstrom strength within a given area.

Consume the Dead


This terrible ritual demands that the Necromancer eat the flesh of a dead person, while ritually
chanting for three hours and tearing the flesh from the corpse. This allows the Necromancer to
consume the Corpora of the Restless Dead completely, and thereby destroy a Wraith.
System: The most important thing in this ritual is actually eating the flesh, but unless the
Necromancer actually has Humanity or the 'Eat Food' merit, this will cost him 10 Bloodpoints -1
for every two points in his Path he has. Once the ritual is completed the caster can consume
Wraiths until the night is over. He may make a physical challenge (difficulty 7) to devour them
and each success 'eats' one level of Corpus from the Wraith. If he wants to continue eating
beyond the first 'bite' he must spend a Willpower point for each additional challenge he wants to
make on a Wraith. At the ST's discretion, the Necromancer who devours the Restless Dead can
attain some of the knowledge or abilities the Wraith possessed.

Corporo
This ritual can be used as a great tool for dealing with the dead. It allows a Necromancer to make
a wraith material in the skinlands for a long period of time again (relative to how long a wraith
can become material on its own). The ghost can touch (and feel!) things, and is considered a
physical being for the duration of the ritual. It is not biological, though, so it can't eat, drink,
copulate, use the restroom, etc. The wraith may speak with loved ones, tie up loose ends, take a
hot shower, etc. Staying material for longer periods of time may be dangerous for a wraith;
however, it takes a sort of "Flowers for Algernon" realization that it will eventually be a ghost
again. Necromancers have to be careful of what wraiths they cast the ritual on; while it may be
an excellent reward for wraithly servants, the wraiths may thereafter pester the Necromancer to
make them corporeal again. Or, worse, they might tell their dead friends. Necromancers
generally only use this ritual on their most favored wraiths, and they usually consider it a rather
large boon.
The Necromancer must be in the immediate vicinity of the wraith and the subject must be
willing (hardly a problem). The caster then pricks his hand repeatedly with a sharpened human
jawbone (losing two blood points in the process). Then, he places the hand on a stone surface (it
may be a wall, a large enough rock, a statue, whatever) and murmurs some arcane chants. The
handprint of blood remains behind, and if the Mental challenge is successful, begins glowing a
bright orange-red (which may be seen in the Underworld). If the ghost then places his hand on
the bloody print, he becomes corporeal. This lasts for one hour unless the Necromancer chooses
to make it longer. A temporary point of willpower makes it last the rest of the night, while a
permanent point extends it by one week. Neither expenditure may be used more than once during
a single casting. When the time is up, the handprint fades, and so does the wraith. The
Necromancer must make a different handprint every time the ritual is used, and each handprint
can accommodate only one wraith. A wraith in such a material form may not use any of its
arcanoi powers.

El Fin El Grillete
A sad truth for the family is that not everyone you wish to becomes a wraith. Sure the odds for
the careful necromancer are better than the uninitiated, but there are times when the knowledge
or skill of an individual cannot be risked to chance. It is for this reason the Pisanob have learned
to take fate by the throat.
The necromancer takes the chosen mortal ripping his beating heart from his chest and
consuming it before the still living eyes of the victim (this takes speed). As the victim lays dying
on the slab the necromancer place the inscribed skull in the open chest of the victim, he finishes
the chant, expends a permanent willpower trait and the soul is bound into the skull.
ST note: The wraith is made with the skull as a single five point fetter, the rest of
construction should occur normally. Any wraith created with this ritual will most likely dislike
the caster, and at the very least the shadow will HATE the caster.

Empowering the Shadow's Mantle


Through this ritual the Necromancer punishes those Wraiths that have not followed his will by
empowering their Shadows. The Necromancer must hold the physical hand of the Wraith he
wishes to condemn (even if it's only a bunch of bones) and rotate for three hours while chanting.
He then spills his blood, which pools into a throbbing red pentagram which then slowly fades
and is absorbed by the Wraith's Shadow. This empowers the Shadow which can then gain control
over the Wraith or turn her into a Spectre. System: The caster must first succeed on the ritual test
and then spend any amount of Blood he wants to (although he must spend at least one point).
Each point spent on this ritual gives the Wraith's Shadow one point of Angst.

Exorcism
With research into mortal necromancy and church doctrine the Giovanni created this ritual based
on those ideas. The ideas of removing a wraith from a host body by using symbols of protection,
fortune or even luck. This ritual allows the caster to force a foreign wraith from a possessed
body. It allows a challenge versus the individuals Traits to force them out. It is a contested
challenge using the Traits they would use for possession. Example: Dominate Possession would
require a challenge versus their Mental Traits and Animalism Subsume the Spirit would require a
challenge versus their Social Traits. The ritual takes two hours to cast on an object (symbol) or
15 minutes on the bound possessed body. If placed on an object, the object can be used later to
try and force a wraith from a body but must be used by the caster. Further such is the nature of
the talisman that only one may be in existence at any given time.

Exorcism Ex Nihilo
This ritual allows the Necromancer to exorcise all Wraiths in a single area. He chants and places
a symbol of his own might on every entrance to the area. This symbol may be anything from
signet rings to crowns or scepters. He then meditates in the centre of the area for one hour,
contemplating the freedom of the liberation the ritual brings. He then stands up, takes the candles
and places them under every entrance and begins to burn them. After this, he takes bells and
rings them once in front of the same entrances. Once this is done, all Wraiths will be forcefully
exorcised from the area. System: The caster must first succeed on his ritual challenge. Every
mental trait spent during the ritual is one month during which the Wraiths cannot return to the
area. Any Wraiths inside may spend a point of Willpower to resist this power, but Wraiths that
are bound to something inside the area will take an amount of damage equal to the mental traits
the Necromancer spent before they are exorcised.

Flesh of the Walking Dead


By crushing a beetle and burning it in the flame of a candle made from human fat the
Necromancer begins the ritual. Thereafter he then burns a picture (portrait, sketch or carving will
do) in the flame, which has now turned black. Once this is done, the victims flesh will first turn
pale and then slowly turn greenish over the course of 24 hours. Then his hair will begin to fall off
and his nails will turn black over 12 hours. The following 6 hours, his lips turn violet, fingernails
begin to fall off and the eyes turn yellow. Then the skin begins to peel off, the tongue turns black
and the person starts to lose vision and hearing during the 3 hours that this takes. The final three
hours are accompanied by the flesh itself falling off in small pieces when the victim moves too
quickly. Once this is finished, the wound begin to heal and the effects are slowly reversed
(except for any damage sustained during this time) as if going backwards on the above. System:
The caster must of course get a picture of some sort done of his intended victim as well as a
candle made out of human fat. The ritual challenge is per standard, but if the Necromancer
wishes to use this on a vampire, two temporary willpower must be spent while doing the ritual.

Fortress of the Undead


This ritual is a variant on the Ward, but it's used to keep Spectres and any Wraiths with ill intent
towards the Necromancer out of a specified area. This is an extensive ritual and demands that the
caster draw an unbroken line of human ashes around the inner walls of the house to be
safeguarded with this ritual while chanting for nine hours. Then he has to write runes of power
upon every separate wall in his own Vitae to distinguish between Spectres as well as Wraith with
bad intentions and the 'normal' Wraiths and empower the ash to keep them out. This ritual also
has to be performed before the Sanctum of the Dead can be performed.
System: First of all, human ashes have to be collected in enough quantity. Then a blood point has
to be spent per every wall that is to be enchanted. At Storyteller discretion, larger walls might
demand more Vitae to cover effectively. At the end, the Necromancer also has to spend a
Willpower point to seal the ritual. Once this is done, any Wraith with ill intent towards the caster
or a Spectre has to spend a Willpower point and make a physical challenge against a difficulty of
the Necromancers Willpower to enter the building. Note that the blood-runes on the walls don't
fade away, but stays there permanently or until the Necromancer moves from the haven for more
months than the number of their permanent willpower.

Gift of the Neverborn


The caster surrounds and cloaks his person within an aura of all the atrocities he has committed.
Mortals instinctually fear such a being and kindred are leery. While this ritual is active the Caster
effectively has the flaw Obvious Predator.
When a wraith attempts to use fatalism that would require reading the Necromancer’s
association with fate the Wraith gains a number of Angst equal to 6 – the caster’s path if on a
conscience path or the path rating if on a conviction path.

The Grip of Hades


This ritual, created to be either gift or curse, creates a potion that once ingested will bind the
person to this world long enough for him to become a wraith upon his death. Many
Necromancers use this as a curse, to repay someone for their deeds, but some sell these potions
as second chances. In the Shadowlands those that are bound by the Grip of Hades find
themselves in a pitch-black Caul that pulsates with black ichor. This terrible ritual takes 30
minutes to complete. System: To create this potion, the Necromancer must pour up two points of
his own blood in a container that can be sealed. He must then spice it with belladonna and crush
three black spiders in it to be complete. He must then seal the container and chant for three hours
before the potion is completed. It will have a sickly sweet smell and taste. Those that have come
upon corpses well into decay will immediately recognize the smell as just that.

Innocuous Presence of the Damned


The Caster blankets the target in the innocuous and unassuming aura of the dead, like those
damned to stand beyond this world such targets have difficulty interacting with the world and not
being overlooked as apparitions of the Lost.
This ritual can be used on the caster, a willing target or an unwilling one. Cast on the
caster or a willing target it requires a static mental challenge against the targets social traits. Cast
on an unwilling target this challenge is a normal mental challenge against the targets socials. The
caster must have an object symbolizing the targets strength of personality as well as a part of the
target or the target’s true name. If the ritual is successfully cast the target is down 2 traits on any
social challenges for the rest of the night. Further the target is effected as if by obfuscate 2 for the
rest of the night…anytime someone looks away from the target or the target goes out of
someone’s presence they become re-obfuscated. Anything that would break normal obfuscate 2
breaks this effect until the target once again leaves an individual’s presence or the individual
looks away from the target.

Inscribing the Kaimyo


Seven days after his embrace or on any auspicious day after a willing subject can have their
name erased and a new one carved on a head stone. The ritual involves the subject and
Necromancer to steep the stone in the individual’s blood and to chant the sutra for 3 nights after
which the necromancer carves the new name in the head stone and the subject’s true name is
changed. Any magic’s that would involve the true name now don’t work until the old name is
replaced with the new.

Incendiary Bones
This power was developed in the Mausoleum to help protect Giovanni holdings. It has since been
spread around to other Giovanni households and is now widely known. It lets a Necromancer
infuse a skull with one of the banes of the Kindred, fire. The skull may then be used as a sort of
grenade, exploding at the point of impact and saturating a small radius with intense heat.
Needless to say, this is a rather dangerous ritual for Kindred to use, especially if the
"SkullBomb" gets batted back at her...
One skull is required for every SkullBomb the Necromancer wishes to create. She then
lights a candle and places the skull over, then mutters some words in Italian and Greek. The skull
begins to shrink, and after five hours it is ready to be used. It will have shrunken to about the size
of a softball, and an orange glow can be seen inside it. If the skull is tossed at something hard
enough, it will explode (Potence required to throw for it to break on impact). The SkullBomb
does 2 levels of aggravated damage at the point of impact, with the explosion being reduced by
one level within two feet of distance from the impact
A SkullBomb stays viable for a year after it is created, after which it fizzles out and
becomes useless. The skull may not be reused.

Jade Surrogate
This ritual creates a jade figurine representing the caster, which he may use to travel to the
shadowlands. A bronze bowl must be acquired along with savory herbs, a bronze knife and white
or red jade. Clean water is placed in the bronze bowl. This is then infused with the savory herbs
and left in moonlight for an 8 hours. During this time the caster uses the bronze knife to carve the
jade into an approximation of a human figure. The jade is then placed in the bowl. Any color of
Jade can be used for this ritual. Once placed in the bowl and the caster spends 2 blood traits and
the figurine takes on a much nicer worked appearance. The Ritualist may only have as many Jade
Surrogates at one time as half of his permanent willpower. A Jade Surrogate can be dropped and
one blood trait spent in order to do a mental challenge against the shroud. Upon success the
caster immediately jumps into the shadowlands. The caster can leave again if he can get back to
the spot he dropped the Jade Surrogate. If the Jade Surrogate has been moved or destroyed the
caster must find another way back. Another Jade Surrogate can be dropped at the site of the first
with the appropriate expenditure in order to go back. Jade Surrogates can only be used by the
caster and can only be used once each.

Lay the Cornerstone


In the vast stretches of their native Africa, safe havens for the family wraiths’ are often few and
far between. Rather than start conflicts in the land of the dead for the few safe havens that exist,
the Spiritualist within the clan found that by entombing their own dead within the walls of their
homes, they could shelter their allies within the land of the dead.
The cornerstone is crafted in the hollow of a building block of the house with a small
door that may be sealed. How big the hollow is depends on the size of the stone and the eventual
size of the house. Inside the hollow after the house is almost completed will be placed the bones
of anyone who has died while building the house and family servants who volunteer/or are
chosen for the duty. The bones of the dead are placed outside to be bleached by the sun; usually
on the roof. Then they are placed inside the hollow space with an alter the Ritualist has prepared.
The Ritualist then evokes words of protection, expends a willpower trait, and seals the opening
to the stone. This ritual makes the house a haunt, and if those whose bones are laid inside have
crossed as wraiths the spirits are bound to the location, and the home behaves as a fetter to the
wraith.

Leap into the Shadowlands (prerequisite: Ash Path 4)


This ritual allows a Necromancer a quick leap into the Shadowlands.
Mechanics: The Necromancer chants over a finger bone that they have removed from themselves
for 6 hours, bathing the finger bone in 3 traits of their blood, burning a Willpower, and investing
as many mental traits as she wants into the bone. The finger bone in preserved by the ritual for
the duration of the casting but must be reattached to the spot it came from for the ritual to be
complete. Once the ritual is complete, the bone becomes a one-shot leap for the Necromancer
into the Shadowlands. When the finger bone is broken you make a static challenge of the mental
traits invested into the finger bone vs. the level of the shroud. If you succeed, you leap into the
Shadowlands at the end of the round. To return you just need to expend a willpower trait. You
can take with you only the inanimate objects that you carry. You cannot pull living or undead
creatures in with you. The caster my only use this ritual on himself for obvious reasons and if
more than one finger bone from the caster’s hands are prepared in this way the caster is down
one trait on all dexterity and blood magic related challenges including combat. Additionally, if
the finger is broken in combat, the effects still occur regardless of if the Necromancer is willing
or not.

Lore of the Dead


This ritual allows the Necromancer to extract vital information from a Wraith or a relic of sorts.
A Wraith will open up his mind and Shadow for the information to come through. A relic touched
while the Necromancer performs this ritual on it will reveal everything important that has
occurred to it as well as the reason to why it has become a relic (if there are emotions behind its
transition that is). For this ritual the Necromancer needs the severed hand of a scholar of some
sort (librarian, oracle or a 'bookworm'). Once the hand is successfully enchanted, which takes
eleven hours, the Necromancer must use it to 'touch' the Wraith or object with. System: A
successful ritual challenge enchants the hand for information-withdrawal from one Wraith or one
relic. The number of uses is determined by how many temp willpower were spent into the item.
The willpower will equal the days it will work before its power withers.

Posses the Fallen


There are few opportunities for necromancers to help the more humane members of the family,
and indeed it is rumored this ritual was first developed by a family member who thought the
effect of repeated possession upon ghouls to be damaging to the psyche. While his intention to
replace the use of ghouls has never come to pass this ritual is used from time to time by those
who feared to posses valued ghouls in dangerous situations. The effects of possessing a corpse
are not without drawbacks however, while in this state, the necromancer feels neither physical
pain nor pleasure. The effort to maintain this position is taxing not only on the will but the spirit
and often after prolonged use will find himself half rotted away. His flesh's immortality strained
by animating this second corpse.
The necromancer anoints a freshly dead corpse (no more than a week and a day dead),
with a point of his blood and enchants it as the vessels for his possession. The necromancer then
possesses the body spending an additional willpower when evoking his advanced Dominate and
suffering 1 Level of unsoakable agg. The caster then releases all of the breath in his lungs into
the corpse. The necromancer’s essence animates the corpse and he may use it as he would a
possessed mortal. The body had those physical traits it had in life, possesses 10 health levels and
if injured the possessor suffers no wound penalties. No Abilities, memories or supernatural traits
are retained. It should be noted that at the possession, any injuries or infirmities that affected the
corpse affect the possessor, so if the vessel died of a slit throat the necromancer cannot speak.
The effort used to animate the corpse and use it as a vessel is very taxing on the spirit, and in the
process a vampire's hold on immortality is weakened. For each hour past the first the
necromancer holds the possession their true body begins to rot away suffering a lethal wound
that cannot be healed until the necromancer is once more in their true flesh. The ST should also
feel free to assign negative physical social to the suit relative its condition.

Preparing the Ancestor’s House


Asian houses traditionally have small family shrines to the ancestors. The Necromancer can
prepare one for one of his servants and maintain any number of shrines up to his occult score.
The necromancer builds, and decorates the shrine over the course of the month avoiding work on
inauspicious days. When he has completed the task he carves the wraiths name and if possible
places a photo in the shrine with offerings. From then on the Necromancer is two traits up to
control the Wraith but the wraith gains one pathos or loses one Angst every day as long as the
shrine is maintained.

Preparing the Spirit's Vessel


The Necromancers have ways of binding a Wraith for eternity, and this is the way to do it. First,
a vessel has to be prepared. The Necromancer must be in possession of at least two Fetters and
have a splinter from the lid of its coffin (or other internment device, such as stone from a
sarcophagus or a chip from the put they are keeping the ashes in). The vessel must then have the
splinter crushed over it and one of the Fetters must be physically chained to the vessel for an
entire night. The ritual takes the entire night and exhausts the Necromancer to the point of
Torpor. System: Upon success, an eight hour long ritual and the expenditure of a permanent
Willpower point, the vessel is prepared. Any time after that the necromancer can perform the
level four power of the Sepulcher Path: Haunting. Another permanent Willpower point is
expended and the challenge is made. If the Haunting is successful the wraith is bound to the
object or place for all eternity.

Prison of Meticulous Harmony


This Ritual allows the necromancer to trap other kindred or Kuei-jin in their own haven. By
using mirrors, screens and other appropriate items the caster makes a prison of the local Chi lines
preventing anyone inside from leaving. The devices used in the construction are generally
carefully hidden so the targets servants can’t easily remove them. The number of such objects
needed and the time required to place them is up to the Narrator, and these factors should depend
on how large an area is to be covered and how well the items (represented by prop cards) are
concealed. Once the arrangements are in place, the Necromancer makes a Static Physical
Challenge (difficulty of the target’s Willpower + 4). Success creates a prison that lasts for one
day, although the Necromancer can spend a Willpower trait to increase its effects for an entire
week. During the time the prison is active, no one inside the area of effect may leave. Those
wishing to do so must spend two Mental Traits and win a Static Willpower Challenge against
three Traits. Success on this challenge means that a character can leave the prison for up to one
hour, Time that is typically spent searching out the objects generating the prison and removing
them. Doing so requires at least one Static Mental Challenge (retest investigation) against a diff
of the caster’s Physical when hiding the items. If the victim cannot find all the imprisoning
objects in that one hour, she must return to the prison for another 24 hours or until it runs out.
This ritual can only be used on an individual’s haven.
Ritual of the Bitter Blood
This long and arduous ritual was created to torture enemies and to siphon their energy away from
them. First a vampire has to be procured, who has to be of other Blood than the caster. There are
those that tried this ritual on their own Childer, but it back-fired and siphoned the Necromancer's
energy to his Childe instead of the other way around. Once a vampire has been procured, he has
to render the Kindred immobile while the ritual is performed. The Necromancer must flay open
the vampire's ribcage and drive a bone-spike through his chest and pinning him to a wall. Then,
bone-spikes have to be driven through the hands and feet of the vampire, also pinning him to the
same wall. Once this is done, the ritual begins in earnest. The Necromancer paints Necromantic
runes over the vampire's body, then carves them into his flesh through the use of yet another
sharpened bone. Then the eyes of the vampire have to be replaced with rubies dipped ten times in
the Necromancer's own Blood. Once this is done, the skin has to be sewn open, always keeping
the poor Kindred's chest exposed. Then, as the finale, the Necromancer will plant maggots and
carrion-insects within the body of the vampire this ritual is performed upon. These maggots and
carrion-insects will breed and nest inside the vampire, which is very painful and one of the most
gruesome tortures for any sentient being. From that night and forward, the Necromancer can
draw on some of the strength of the individual thus trapped. System: Once all preparations have
been finished and one point of Blood spent for the Necromantic runes, the ritual challenge is
made. If successful, the Necromancer can replenish his Willpower pool by one point by drawing
upon the individual's power. Only one point can be drained each night, draining more would
cause the ritual to draw out all energy available the trapped vampire can expend, thus destroying
him in the process.

Ritual of the Haunted Home


This ritual, demanding that one spills human blood in the house to be enchanted and chants for
nine hours, will create a permanent Haunt. This ritual is mostly used as a gift to the
Necromancers Wraithly allies, but sometimes it has been used as curse unto mortal (or immortal)
enemies. It is also used to create ‘Hauntings’ that a skilled Necromancer then can stop, for a
small payment. System: Each success on the ritual challenge, up to 5, determines the strength
and size of the Haunt. (See Wraith: the Oblivion for Haunt rules). A Necromancer can also cancel
a Haunt created through this ritual by making a mental challenge (difficulty 10) and gaining
more wins than he did when creating it.

Sanctum of the Dead


(Must use 'Fortress of the Undead' first before attempting this ritual.)
This ritual further safeguards the haven of the Necromancer, but this time against the
depredations of Oblivion and the Maelstroms. Individual Maelstroms can damage Wraiths,
Fetters and the caster if he happens to be in the Shadowlands when this occurs. This ritual makes
sure that any Maelstroms are kept outside the haven, or at least weakens them. First of all it
requires that the Fortress of the Dead ritual has been cast, and then the ritual begins in earnest.
By adding more runes to the walls, the Necromancer empowers his haven even more and
strengthens it in the Shadowlands. This takes almost six hours to perform, but leaves his Haven
well protected. System: By spending as many blood points as he did on Fortress of the Undead
once more and succeeding on the ritual test, this ritual stops most lesser Maelstroms and lessens
the impact of a Great Maelstrom to a degree. The precise effects are up to the Storyteller, as it is
he who decides how powerful individual Maelstroms happen to be.
Severing the Ties of Death
This ritual allows the Necromancer to remove a Wraith wholly from the Shadowlands against the
spirit's will. In essence, the Necromancer pierces the Shroud, pulls the Wraith from the other side
and places her in a holding vessel. A Wraith thus removed is no longer affected by events
occurring in the Underworld; she no longer exists there. This ritual takes seven hours of
continuous chanting and the destruction of an urn holding the ashes of a slain vampire. Once the
chanting is over he must slit his arms and let his blood drip onto the ashes, which burn away with
a black fire. Through this ritual, the Necromancer prevents the Wraith from being rescued by
other Wraiths, carried away by the Tempest or other inconvenient eventualities.
System: The vampire must spend a point of Blood by dripping it over the ashes as well as
making a Rotschreck test at difficulty 3 against the black flames. If the ritual is successful, the
Necromancer extracts the Wraith utterly from the Underworld, and may place her in a vessel for
as long as he wishes. While contained within the vessel, the Wraith is unaffected by any
environmental factors; she is essentially trapped, part of neither the physical world nor the
Underworld. Once per night, she may attempt escape by spending a point of Willpower and
making a mental challenge (difficulty equal to the Necromancer's Willpower plus his occult
rating). Success indicates that the Wraith flees from the vessel and returns to the Underworld.

Shadows Calling, The


The use of this invasive ritual allows the Necromancer to peer into the aura of death that
surrounds all living beings. Those who know Wraiths speak of the Shadow, a person's dark side
made manifest. Though not quite so powerful as the Shadow of a wraith, the proto-Shadow of
someone still on the physical plane can nonetheless reveal damning aspects of the person's
actions, and may often drive the person into acts of desperation. This ritual takes 20 minutes to
perform and will last until the end of the night. System: By enacting this ritual, the Necromancer
brings the self-destructive aspects of her subject's psyche to the fore. If used successfully, this
ritual causes its subject to reveal her darkest secrets to the Necromancer. The subject will reveal
any plots in which she is involved, treacheries she has committed and lies she has told. The
subject may resist with a mental challenge against the Necromancers mental traits (willpower to
retest).

Soul Contract
A soul contract takes one night to prepare and requires a mental test dif 10 to complete. Once
done the terms must be written clearly and unambiguously in a mixture of both parties blood.
Each individual must willingly sign the contract in their own blood (the name signed doesn’t
matter). As each individual signs the contract they must invest a point of temporary willpower.
Due to this factor individuals can’t be forced or dominated to sign the contract. If either party is
in danger of breaking the contract they can sense it as impending doom. If the contract is broken
the offending party is soul stolen their body torpors if kindred or enters a coma if not, they are
summoned to the other party which has become a fetter to them. The individual stays a wraith
under ST direction until such a time as the body is brought out of torpor. If the body dies the
wraith has one scene or hour before it drops into oblivion.

Spirit Bringer
(Two Necromancy Paths at Advanced. Total Occult and Wraith Lore abilities of at least 10
between the participants)
This ritual allows 2 or more Necromancers to imbue an item with the ability to create a fetter
with any Wraith that is created in its presence. This means that if someone dies in the presence of
the item and they become a wraith there is a chance that the wraith becomes fettered to the item
To create the ritual the Necromancers prepare an appropriate item and then bathes the
item in their blood along with three destroyed fetters for 16 hours (minus 1 hour for every level
of occult ability and wraith lore). Each Necromancer involved in the ritual must expend one
willpower trait. Once the ritual is complete, the Necromancers involved are attuned to the item
and the item has the following properties. When a mortal dies in the presence of the item, if the
mortal becomes a Wraith, the wraith does up to five mental challenges vs. the traits of the
Necromancer who created the item until he wins. Each failure means the item becomes a one-
point fetter. If someone not attuned to the item grabs it, they are highlighted in the Shadowlands
with a pale red aura and all wraiths fettered to the item will attack the person by any means
available to them until the item is out of their possession. All Wraithly powers affect this
individual with greater ease. Any of the wraiths fettered to the object are up two traits on all
challenges against the unattuned bearer.
An Item with this enchantment has no additional strength or powers but any wraith
fettered to it will be sure to protect it any way they can.

Summon Forth the Warped Host


This powerful ritual allows the Necromancer to summon forth the darker side of a Wraith. The
Necromancer must enter the Shadowlands himself, cut open him palms and read a litany that
recites that within each of there exists darker beings and touch the victim. The Wraith, if the
ritual is successful, undergoes a Catharsis. This Catharsis takes a long time to force through, so
the Necromancer must continue to touch the victim and chant for half an hour before the Shadow
retains complete control. The Shadow will only be in supreme control for a short while, and then
it will return to its dark home in the recesses of the Wraith's mind. Some Necromancers have also
found that the undeveloped Shadows of mortals can also be forced to the fore through this ritual,
although they continue to affect their mortal counterparts for a long time. System: If the ritual
test is successful, the Necromancer must spend a total of three points of Blood (one every ten
minutes). Every success is one turn during which the Shadow has complete control. If performed
on a mortal, the ritual test is made with a difficulty two higher.

Unattach Fetter
A rather harsh power, this ritual erodes any passion a wraith has for a Fetter. This ritual is mostly
used when a Fetter cannot easily be destroyed (it's a mage, Lupine, Kindred or whatever). The
wraith notices it's happening, but generally can't react until it's too late. The loss of the Fetter
may cause a Harrowing for a ghost, but it will be mad at the Necromancer indefinitely.
The Necromancer locates a wraith's fetter through coercion or the Ritual of the Unearthed
Fetter or whatnot. He then starts the ritual, which requires a shoe box-sized portion of dirt from a
cemetery and a bone from a corpse (any corpse). The caster chants for about fifteen minutes and
then bleeds three blood points into the dirt. After another hour of chanting, the caster beats down
the dirt with the bone. If the mental challenge is successful, the wraith has lost all emotional ties
to the Fetter in question. An unfortunate side effect of this ritual is that the ghost always seems to
know who did it.
Note: The wraith may re-establish the fetter by touching it and spending a permanent
willpower. This ritual does not prevent a wraith from using the Lifeweb power of splice strand to
reestablish the fetter.

Unholy Creation
This ritual must be used in conjunction with the Bone Path. By simply chanting for nine hours
and dipping his hands in the powder of silver, the Necromancer can use different parts of humans
(and animals if Animal Kingdom has been used before this ritual) and sew them together to a
Frankenstein-monster of sorts. It will still be a zombie without conscious thought or intelligence,
but if done well it can become fearsome indeed. Tales of monsters with wolf-heads can become
common with extensive use of this ritual. System: After sewing the body-parts together, the
Necromancer must put his hands on the chest of the 'corpse' and leave hand-prints in silver there
as well as spending a point of Willpower to seal the ritual.

Ward versus Wraiths


The Necromancers familiarity with the Restless Dead has allowed them to understand the
principles that keep them out of buildings and people. By crushing a chip taken from a
tombstone and sprinkling it over the area which is to be warded against wraiths and chanting an
incantation for 10 hours the area becomes effectively warded against any intrusions by the
Restless Dead. This includes those that have materialized in the Skinlands as well as any Risen
foolish enough to try to enter. System: If someone tries to enter they have to make a physical
challenge (difficulty 12). Should they manage to enter they will take 3Aggrivated damage every
turn until they leave the area.

Wraithly Prison
Wraithly Prison is just that: a container that wraiths may not escape once they've been put into it.
It is meticulously crafted and may range in size from a briefcase to a large walk-in refrigerator.
Naturally, most wraiths object to being imprisoned, and woe is a Necromancer who lets a wraith
out of its cage. Getting the wraiths into the prison can be challenging, depending on how skilled
the Necromancer is and how cunning the wraith is. Some cruel Necromancers have been known
to force mischievous wraiths into a prison, and then unleash a Specter inside and shake it up.
The caster chooses an item to be the prison. A suitcase will hold one wraith (painfully),
while a closet may hold quite a bit more. The caster spends one week preparing the prison, both
in the real world and the Underworld. The preparation requires ten points of corpse blood, some
bone powder, filings off of a tombstone, and a quarter-sized faceted ruby, which is the power
source for the prison. The ruby must be affixed to the prison somehow. After the prison is ready,
the Necromancer makes his test, difficulty against 10 mental traits. Success starts up the ruby and
allows the Necromancer to start stuffing ghosts into his prison. These wraiths cannot escape until
the Necromancer allows them to or until the ruby is destroyed.
This document is an entirely unofficial use of the “Vampire: The Masquerade” and “A
World of Darkness” gaming materials published by White-Wolf Game Studios and not
intended as an official or profit making venture in any way, shape or form. Although the
use of concepts, rules, etc., is unauthorized, no infringement is intended. The creator of this
document is not affiliated with White Wolf Games Studios in any way.

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