
- Necromancy
-
- perhaps the most feared and
maligned school of magick is that of necromancy, an ancient form
of death worship that pre-dates recorded history by thousands of
years. to early man, the spectre of death was an ever-looming
shadow on the horizon. be it from war, starvation, disease or from
the elements, death was man's greatest mystery, and thus his
greatest fear. even today, in our time of intelligent computers,
light-speed communications and medical miracles, there are still
those who know and adhere to a simple truth: power over death is
power over life.
-
- most modern sorcerers see
necromancy as a useful tool to commune with demons and ghosts. in
reality, the true necromancer rarely concerns herself with the
spirit-world, preferring instead to focus on more corporeal
matters. the awareness of death's power and its after-effects are
power sources to these mages, who hoard everything from musty
tomes of ancient burial rituals to boxes of human remains.
possessing (even consuming) such objects grants the necromancer
magickal charges, as does intimating themselves in the rites of
the mourning.
-
- because of their obsession
with death and dying, necromancers are called ghouls (amongst other even less flattering names). the
death mages often employ a certain type of revenant (also known as
a ghoul) to assist in their pursuits. when a necromancer
eventually meets her demise, it is almost certain they she will
join the ranks of these obsessed souls.
-
- there is also a special type
of death-mage, one that has gone beyond and attained immortality.
they are known as "liches," and are dealt with here.
-
- necromancy blast style:
using principles of
sympathetic magick, necromancers utilize small representations of
their intended victim to which they inflict damage. this effigy
can be anything from a photograph to a rag-doll. the important
ingredient of this ritual is that the effigy must be marked with
part of the target's body -- anything from a hair to a drop of
blood. once the effigy has been properly constructed and marked,
any damage done to the effigy will also be inflicted upon the
victim.
-
- generate a minor
charge: spend an hour
or more participating in a funerary rite. this can be anything
from acting as a pallbearer to reading a euology at a wake.
tombstone cutting, embalming and grave-digging are also acceptable
means of drawing a minor charge. the key is the physical and
emotional investment in the act of bereavement, of reflecting on
the deceased and those he or she left behind. because of this,
many necromancers find employment in the bereavement industry
(funeral directors, priests, morticians)...
-
- generate a significant
charge: to generate
minor charges, the ghoul may maintain a modicum of detachment from
the deceased. for significant spells however, the necromancer must
become intimately
familar with the
aspects of death and dying. there are three ways to do this,
though none are easy and all carry with them legal, physical and
emotional risks:
-
- the first method is
necrophagy -- the act of consuming dead human flesh. after
committing this act, the mage will be left with the knowledge that
he is a cannibal, with all appropriate stress checks (not to
mention the health risks involved in such an act).
-
- the second method is
necrophilia -- sexual congress with a dead body (although the
gender of the corpse is irrelevant). again, mental and physical
repurcussions are a constant threat to the mage.
-
- the third and most difficult
(although certainly the least traumatic) is to acquire a piece
(literally) of a famous dead person. this relic may either be a
physical remnant of the deceased (the fingerbone of napoleon) or
an artifact intimately connected with the deceased's death (the
headdress of tutankhamen, a piece of the one true cross).
necromancers who opt to gain charges though this method are
commonly known as graverobbers or bodysnatchers.
-
- generate a major
charge: to generate a
major charge, the necromancer must be prepared to end his own life
in the pursuit of his obsession. the method must be lethal and the
necromancer must be emotionally commited to the act (ie: no drugs
or alcohol, magick or outside assistance). the threat of death
must be brutally apparent to the mage or else he will gain no
charge. common methods include hanging (especially auto-erotic
asphyxiation), russian roulette, drowning and wrist-slitting. in
order to gain the charge, the necromancer must be prepared to die
and have at least a 50% chance of doing so. life and death resting
on the flip of a coin...
-
- because of the sacred aspects
of this ritual, the mage cannot have any hardened marks in self in
order to successfully gain a major charge this way.
-
- taboo: the necromancer may observe human life
but is barred from ever taking part of society. necromancers may
not closely associate or identify with the living -- doing so
would violate the detachment they must attain in order to channel
magickal energies. they cannot have any close friends, roommates,
lovers, pets...not even a potted plant. Helping someone (whether
it's medically or helping them with a heavy bag of groceries) is
also forbidden.
-
- random magick domain:
necromancers utilize
sympathetic magick to affect both the living and the dead. their
power lies within the realms of grief, decay and transition. to a
lesser extent, they can also use magick to communicate and control
incorporeal entities.
-
- starting charges:
necromancers start
with three minor charges.
-
- Necromancy minor formula
spells
-
- torment
- cost: 1 minor charge
- effect: this spell is the minor blast spell of
necromancers. torment typically manifests as a sharp, stabbing
pain -- usually in the chest (though the source of the pain will
coincide with the area that is damaged on the ffigy...usually with
a sharp pin).
-
- bone music
- cost: 1 minor charge
- effect: the physical component of this spell
is a small flute carved from a human bone. when the spell is cast
and the flute is played, any spirit with a soul rating less than
the mage's magick skill will be driven from the area.
-
- the cleansing
- cost: 2 minor charges
- effect: the cleansing originated in ancient
tibet, when the dead were brought to tall peaks where they were
hacked up for the birds to eat. they believed that the birds would
carry the deceased's soul to heaven. when cast upon a dead body,
aevery bird within a mile of the caster will descend upon the body
and tear away its flesh. the birds will disperse once the body has
been stripped clean (about a minute). if cast on a living being,
this spell will cause the victim to be attacked by a horde of
birds, causing three points of damage per round and a shift of
-20% to all rolls due to the pain and confusion caused by the
frenzy. the attack will continue until the victim is dead or has
escaped to an area that is inaccessible to the birds. some ghouls
nowadays refer this spell as "hitchcocking."
-
- veil of tears
- cost: 2 minor charges
- effect: this spell will cause the target to
feel loss, sorrow and helplessnes. these feelings are intense
emotions that are dredged from the victim's subconscious (the
death of a loved one, a bad break-up or any other upsetting
memories). depending on the target's personality, these feelings
may manifest as anything from grim silence (aries, leo) to sobbing
hysteria (cancer, pisces). either way, for the duration of combat
the target will be at a -10% shift to all die rolls (including
initiative) for each failed stress mark.
-
- skin memory
- cost: 3 minor charges
- effect: after casting this spell on a fresh
corpse, the necromancer can re-live (via sight, taste, smell,
hearing or touch ) the last moments of that person's life. skin
memory cannot be used on a skeletonized or headless corpse. the
mage needs to physically touch the specific corpse's skin, ears,
nose, tongue or eyes (depending on the type of perception being
experienced) in order to re-live it's final moments. the mage may
perceive anything from the last few seconds up to the entire day
of the deceased's life but must remain in contact with the corpse
for the same amount of time.
-
- Necrormancy significant
formula spells
-
- charon's whisper
- cost: 1 significant charge
- effect: this spell is used to summon revenants
(most commonly ghouls and snowfallen). the necromancer simply
whispers the name by which he knows the revenant and the being
will appear. this spell may only be used to summon specific
revenants.
-
- mortification
- cost: 1 significant charge
- effect: mortification is the necromantic
signficant blast spell. it works the same as torment except that
any damage done to the effigy is also done (graphically) to the
victim. fire burns, blades cut, needles puncture...all with
obvious physical trauma to the damaged area.
-
- love of the damned
- cost: 1 significant charge
- effect: through necrophilia, the mage is able
to temporarily ressurect a dead body (the body cannot be raised
once it begins to show physical signs such as rigor mortis...about
3 hours after death). the corpse will remain "alive" for up to an
hour after the act takes place. during this time, it will be able
to move, speak, see and hear as though it were alive (unless
trauma to the body has damaged it too badly). practical
applications of this spell range from keeping alive a slain lover
to learning a secret that would have otherwise died with the
victim. some necromancers make pacts with other ghouls to raise
them in the event that they are murdered (if only to exact
vengeance on their killer). unlike the zombi, the undead corpse
does feel the pain of its wounds (though the pain is slightly
muted by its passing) and retains intelligence, free will and
sometimes a murderous desire for self-destruction.
-
- with enough expenditure of
charges at regular intervals, the risen corpse may remain in an
undead state indefinitely*. for obvious reasons, this is rarely
done (in fact, this spell is rarely cast at all). the risen will
eventually seek destruction, if only to get away from the pain and
horror of its unliving existence, often taking the life of its
"benefactor" so that it may finally rest in peace. one necromancer
back in the forties became so obsessed with the ressurection of
his dead bride that he kept her alive for nearly two weeks,
keeping a taped record of the ordeal. his partially eaten body was
found in
flagrante with his
dead wife, discovered by his apprentice (who is rumored to still
possess the recording in his private collection).
-
- * although the requirements
of this spell generate the charge needed to cast the spell
(effectively a perpetual charge generator), the emotional and
physical stress of its casting is costly beyond belief.
spellcasters who frequently use this formula are doomed to
insanity...for some things should remain buried.
-
- wendigo
- cost: 2 significant charges
- effect: to cast this grisly spell, the ghoul
must first consume a human brain or heart. each organ grants a
different ability and each must be paid for as a separate casting
(eating both organs requires a total of 4 charges to gain both
benefits). a self-2 stress check must be made after the organ is
eaten. this spell's effects, whether it was successful or failed,
last for twenty-four hours.
-
- if the brain is eaten, the
mage absorbs the victim's memories and skills. failing the stress
check causes the victim's personality to take over, resulting in
the victim's skills replacing the mage's (this includes magick but
does not cause the mage to go insane).
-
- if the heart is eaten, the
mage absorbs the victim's courage. this allows him to gain the
victim's passions and obsession in addition to his own. failiure
causes the obsession and passions to replace the mage's own (if
the "organ-donor" wasn't an adept, the mage loses his charges and
his ability to gain more). any passions or obsession that
duplicates the mage's own is ignored.
-
- create zombi
- cost: 3 significant charges
- effect: this spell enables the mage to
re-animate a corpse. the newly-created zombi is obediant and able
to follow simple instructions but is slow and will be unable to
speak or perform activities that require fine motor skills.
-
- zombi (minor)
- the soulless
dead
- body as original body -10 per
week of decay
- speed 20
- mind 20
- soul 0
-
- the zombi cannot feel pain
and doesn't require food, water, air or sleep. the only thing that
can destroy a zombi (besides decay) is immolation or destruction
of the creature's brain. if the zombi tastes salt it will realize
that is is dead and return to its grave (or wherever it was
killed).
-
- the corpse will slowly
decompose over time with the following very noticable
results:
-
- 2-3 days: green staining
begins on the right side of the abdomen. body begins smelling of
decay.
- 3-4 days: staining spreads.
skin acquires veiny, blotched appearance.
- 5-6 days: the abdomen swells
with case from decomposition. skin blisters. body drops by
10.
- 2 weeks: abdomen bloats,
becoming tight and distended. body drops by 10.
- 3 weeks: internal organs
burst. finger and toenails fall off. body drops by 10.
- 4 weeks: soft tissues begin
to liquefy, making visual identification of the body progressively
difficult. at this stage the zombi will return to its pre-animated
state (ie: dead as a doornail).
-
- note: corpses decay about
eight time faster in air than underground and decay may be
retarded by chemicals (including poisons that could have caused
the death), cold and dry heat (a hot, dry environment causes
mummification). overweight people and those that have died from
bacterial causes tend to decay rapidly.
-
- by spending additional
charges per week, the necromancer can grant the zombi certain
temporary abilities:
- - restore intelligence and
speech
- - halt decomposition
- - restore speed rating
-
- restoring a zombi's soul (and
subsequently, its magick skill) is impossible without a major
charge.
-
- Necromancy major
effects
-
- necromantic major spells can
be used to permanently ressurect the dead, banish or imprison
incorporeal entities or to duplicate any minor or significant
necromantic spell (with permanent effects).
-
Return