(Old Wraithcraft Rules)

## Known Powers

### Aspirant Powers

**Subdue the Spirit [5 points]-** *Allows the Aspirant to forcefully gain controll over a weakned or willing spirit.*

Active: After destroying a spirit the Aspirant may make a contested Composure Roll. Should the contest be won or the Spirit be willing the Aspirant may take controll over it. They may spend a point of Essence to have their host regain 2 points of Vigor as often as they want. In their new host they must still use their own Intellect, Charisma, Composure and Binding Rating. This requires Absolute Focus.

**Umbral Vigor [5 points]-** *The Aspirant will find it much easier to gain Binding as their soul becomes more alienated to the material world.*

Active: Once per scene the Aspirant may restore a single point of Binding.

**Spectral Avatar [8 points]-** *Allows the Aspirant to imprison a spirit within their flesh instead of consuming it. This will permanently reduce their Essence as the Spirit uses some of the supernatural mist that flows through veins to gain a physical form.*

Active: The Aspirant may bind a Spirit to the mists in their body instead of consuming it. As long as they wish to keep them in their body they reduce their maximum Essence by 2. Spirits can be released out of their body and forced back in. Alternativly bound Spirits may consume them to increase their Essence rating and current amount by 2. Additionally the Aspirant may directly cast **Subdue the Spirit** on any bound to them.

**Sagiris Shroud [10 points]-** *Allows the Aspirant to controll any form of mist including their own Essence.*

Active: The Aspirant must make an Intellect Roll to controll the surrounding fog. This can be used to form figures from it aswell as covering or uncovering small areas. When spending Essence they may create additional fog. After spending up to three points of Essence they may apply the *Heavy Fog* penalty to ranged attacks reduce the dicepools for any Dexterity and out-of-combat-Perception Rolls.

**Necrotic Mists [Requires Sagiris Shroud | 10 points]-** *Allows the Aspirant to project their accursed influence through anyone caught in their mists.*

Passive: The Aspirant may cast any of their powers through mists under their controll at the cost of spending an additional point of Essence. Rerolls provided by their Wraithcraft rating can be applied to the chosen power.

**Shadow Ward [Requires Umbral Vigor | 15 points]-** *Allows the Aspirant to create a small layer of protective energies that block physical impact on a small scale. This might be used to protect the Aspirant against a single action. The more force they wish to stop the more Essence they need to use. Note that wood pierces through this protection with ease.*

Active: When recieving physical damage the Aspirant may spend any amount of Essence. For each point spend they reduce the amount of damage they would recieve by 2 (before applying their Toughness and *Undead* special rule).

**Mist Form [20 points]-** *After a few minutes of preperation the Aspirant to transform themselves into mist for a limited amount of time. Any clothing or objects carried by the Aspirant will be turned into mist aswell. In this form the Aspirant is immune against physical damage but may never move faster then a regular human.*

Active: When activated the Aspirant may spend a full round of preparation which requires Absolute Focus. Afterwards they may turn themselves into a cloud of mist. They are immune against most damage but are incapable of casting powers (without **Necrotic Mists**) or causing damage. In this form they are capable of flight but can not move faster than a human would walk without favourable winds. Turning back into a material form will also require a full round of Absolute Focus.

### Master Powers

**Commander of the Spectral Hordes [Upgrades Spiritual Bonding | 10 points]-** *Allows the Ethereal to controll several spirits at once.*

Passive: The Ethereal may simultaneously controll as many Spirits at once as they desire. If they wish to coordinate individual actions instead of moving all targets as a swarm, they require Absolute Focus. After spending 2 points of Essence they may gain access to the powers of all Spirits under their controll for a full round.

**Amenos Veil [Requires Sagiris Shroud | 40 points]-** *Allows the Ethereal to solidify their Essence to create solid walls, blades or servants from mist.*

Active: This requires two successful Evocation Rolls. The Ethereal may set themselves in a state of Absolute Focus and manipulate and solidify their surrounding mists. Specific actions Require an Intellect + Composure Roll. Every success allows them to lift an additional 20kg. They may also use their mists to hold or damage their enemies, in which case they need to make a Strength + Dexterity Roll against the Ethereal.

## Known Rituals

### Aspirant Rituals

**Create Familiar [Requires The Beckoning (Distortion) | 15 points]-** *Allows the Aspirant to summon a Phantom and recreate it as a Familiar. To do so the bowl of blood must be replaced with a prepared animal of choice. The Animal skinned before rubbing a mixture of ash, wormwood seeds and graveearth on its muscles. The corpse must be placed in the center of the circle, lying upon a personal object of the chosen spirit. Afterwards the Aspirant may recite a passage from the Book of Aberration and chant the Phantoms name three times. Once it is summoned a mental fight with the spirit will ensue, in which the Aspirant will being to dismantle elements of their personality and forge a personal bound between them and the struggling spirit. Should the Aspirant emerge victorious the spirit will be bound to the them and emerge als their personal familiar. Skilled Necromancers can heavily modify their Familiars to better suit their needs.*

Duration: Up to 18 hours, 3 AP

Ritual Resources: Sacrifical (3), Personal Object

Effects: The Aspirant will need to make a contested Composure Roll against the chosen spirit. Should they be successful they can create a familiar and spend a number of points that equal their Intellect + Composure + margin successes on the following effects:

* Modify Stats (Attributes, Characteristics and Physique) [2XP per point]
* Sense each others location [1 point]
* Bind to animal [1 point]
* Permanent Mind-Web between Familiar and Master [2 points]
* Bind Will (Familiar will heed most commands) [2 points]
* Enthrall (Makes the Familiar a willingless servant) [3 points]
* Alter personality [cost at the Storytellers discretion]
* Other effects [cost at the Storytellers discretion]

An Aspirant may only have a single Familiar at a time, an *Ethereal* may have three.

### Master Rituals

**Chimeric Creation [Upgrades Create Familiar; 10 points]-** *Allows the Ethereal to bestow a Familiar with the powers of an Afflicted. To do so they must prepare a brass caldron and fill it with the ashes of a willow, the grinded shells of cicadas, bone splinters from an owl and the blood of a fresh human corpse. The fire under the caldron may only be fed with sulfur and animal bones. The boiling mixture must be fed with the Ethereals Essence or that of another Afflicted. After the Familiar has absorbed the arising fumes for a full night, they will gain a single power from the added Essence.*

Duration: 2 AP

Ritual Resources: Common (3), Sacrifical (4), Chemical (2)

Effect: The chosen Familiar may learn a power of choice known to the Ethereal or an Afflicted whose Essence was added. Instead of Essence the Spirit will expend Vigor for the chosen power.

## House-specific Powers

### Aspirant Powers

**Mask of the Souleater [Requires Krasue Allegiance, Spectral Avatar and atleast two Illusion Powers | 5 points]-** *Allows the Aspirant to weave a mantle of illusions around them, taking the name and shape of a Spirit they imprisoned in their flesh.*

Active: The Aspirant must make a successful Evocation Roll to assume the former apperance, voice and Impression of a spirit bound to them through **Spectral Avatar.** Should anyone examine them closely they might need to make a Charisma + Disguise Roll to determine how well they can hide their true nature.

**Ahp Form [Requires Krasue Allegiance | 10 points]-** *Allows the Aspirant to perform a deadly attack while leaving their mist form in an instant.*

Active: Should the Aspirant be in their Mistform they can turn back in an instant after making two successful Evocation Rolls. They may perform a Stealth Attack against a target within range. The target must make an Perception + Alertness Roll against a difficulty that equals the Aspirants Stealth rating in order to spot the attack should the mists have remained unsuspicious. This attack can only be performed with bare hands or a short-ranged weapon.

**Forger of Souls [Requires Yunsong or Senshi Allegiance | 5 points]**- *Due to their supernatural connection with the world of spirits, the Aspirant can manipulate its inhabitants far easier. With this power spirit and steel can become one with a mere touch.*

Passive: Increases the number of points the Aspirant may spend on **Imprison Soul** by 2.

**Spectral Arsenal [Requires Senshi Allegiance; Requires Spectral Avatar and Imprison Soul (Distortion) | 5 points]-** *Allows the Aspirant to freely move bound spirits between their body and an artefact in their possession.*

Active: The Aspirant must make a successful Evocation Roll. A spirit bound to a weapon through **Imprison Soul** can be pulled out and bound to their body through **Spectral Avatar** and vice versa. This can also be used to switch out spirits in a weapon, in which case they will either all apply the same effects or may instantly apply or revoke one specialised to each. (*E.g. the Aspirant may use two spirits, one increases the weapons damage, the other increases the weapons parry bonus*).

**Transcending Possession [Requires Yunsong Allegiance and Subdue the Spirit | 8 points]-** *Allows the Aspirant to take controll over spirits bound to objects, Gravespawn or even the land itself.*

Active: The Aspirant may choose a bound spirit and make three contested Composure Rolls against it. Should they win atleast two they may cast **Subdue the Spirit** on the imprisoned soul. To cast this on Spectres the Aspirant will first require an object vital to it or its possessed area.

### Master Powers

**Necromantic Locus [Requires Orcus Allegiance and Spectral Avatar | 10 points]-** *Allows the Ethereal to drain spirits bound to their flesh from their power. This enables them to cast spectral powers that are unattainable to mere Necromancers.*

Active: The Ethereal must make a successful Evocation Roll, which allows them to cast a single ability available to a Spirit bound to them.

**Nezhas Spiritual Binding [Requires Yunsong Allegiance and Spectral Avatar | 15 points]-** *Allows the Ethereal to free a spirit bound to their flesh, only to shackle it again into a new host. This can be used to quickly bind spirits to cold stone, reviving statues without tideous preperations.*

Active: The Ethereal must make two successful Evocation Rolls and spend a full round of *Absolute Focus.* Afterwards they may choose a statue of befitting size they have physical contact to and transfer a spirit bound to them into the statue to revive it. It uses the Unliving Statue profile and crumbles at the end of the scene.

## House-specific Rituals

### Aspirant Rituals

**Reversal of Fates [Requires Aloka Allegiance | 10 points]-** *Allows the Aspirant to twist the magical bindings of their spells, turning curses into blessings and vice versa.*

Active: The Aspirant may cast an Execration Curse with reversed effects (eg. increasing Attributes instead of reducing them with *Curse of Lethargy,* however none can be increased above 3 this way) onto a target that can not be themselves. Only a single of these Curses can be active at the same time.

**Spiritual Bound [Requires Aloka Allegiance | 15 points]-** *Allows the Aspirant to weave an invisible bond between two souls, bending reality so it may percieve one as the other. This can be used for all sorts of purposes such as switching damage, dicepools or current effects. Ritual BTFO*

Duration: 3 AP/ 1 hour

Ritual Resources: Exotic (4), iiiid

Effect: The Aspirant may choose two targets which are either *Animals, Humans, Gravespawn* or *Afflicted*. For an additional AP they may apply conditions to the de-/activation of this rituals effects. The Aspirant may spend a number of points equal to their Intellect+Execration Rating on the table below:

Spiritual Bound
 Duration

Should they be a Ethereal the amount of points they may spend is doubled. They may also chose multiple Effects if they have enough points. Should any of the chosen targets die the effect of the ritual ends.

**Elder Signs [Requires Orcus Allegiance | 5 points]-** *The Aspirant may cut protective symbols into unliving skin, temporarly protecting its wearer from the powers of the Underworld. The blade making these cuts must be made from umbral matter and covered in a mixture of graveyard mold, wet soil and ash gathered from burning a coffin. The symbols must be cut with extreme precision while reciting passages from the Book of Aberration. After the procedure is done, bloody symbols must stretch across the targets entire body excluding their face. The cuts will heal after a full day and night have passed.*

Duration: 1 AP / 3 hours

Ritual Resources: Common (3), Umbral Dagger (Can be found in Umbra or bought as a Ritual Resources (Necrotic 5))

Effect: The chosen target will be covered in bloody marks that will protect them against spirits. Whenver resisting/defending against a power/attack made by a spirit the marked target will increase their dicepool by 3. The marks can not be healed until the end of the session after which the effect will be lost.

**Skulduggery Dealings [Requires Orcus Allegiance | 10 points]-** *This ritual allows the Aspirant to gain temporary access to necromantic knowledge extracted from the memories of long-dead necromancers. However this may attract the attention of other beings dwelling in the realms they extract their knowledge from. (...)*

Duration: 2 AP

Ritual Resources: (...), Optional Narrative Resource

Effect: The Aspirant may gain any amount of Aberration. For every point they gained the Aspirant is granted 2 temporary XP which may be spend on a power or ritual of choice. After the end of the session the chosen power/ritual will be forgotten however. When using a Narrative Resource the chosen power/ritual may even be from an unaccessable lore (like Blood Sorcery, Metamorphosis) or Specific to another House.

**Baleful Blade [Requires atleast one Execration Power | 15 points]-** *This ritual allows the Aspirant to create a blade annoited on the blood of a target, capable of causing wounds that can never heal again. To do so the Aspirant needs to prepare a bowl filled with Essence, swamp water and cobra-bonemarrow. Afterwards the Aspirant may either place a hair, a drop of blood or an image depicting the chosen target into the bowl before immersing the blade in the resulting brew. It must be washed for a full hour while reciting passages from the Book of Aberration until it develops a matt gloss.*

Duration: 2 AP / 2 Hours

Ritual Resources: Exotic (3), Personal Object or Image (Accurate depiction of their true face; or The Evil Eye/Accursed Grasp)

Effect: Allows the Aspirant to create a weapon whose cuts can not be healed when wounding the target it was made for. Should the target die after being wounded by the Baleful Blade, it will return as a Phantom to haunt its killer.

**Invocation of Prowess [Requires Senshi Allegiance | 10 points]-** *This ritual allows the Aspirant to tap into the wisdom and experience of their ancestors to increase their figthing prowess. They may choose a traditional weapon to gain insight about for a limited amount of time. To do so they must surround themelves with a ring of ash, salt, grinded down burdock root and dried soil; atop they must place and light incense sticks. After everything is readied the Aspirant must enter ritual medidation, allowing them to communicate with their ancestors.*

Duration: 1 AP/ 1 hour

Ritual Resources: Exotic (3), Necrotic (2)

Effect: The Aspirant may choose one of the following weapontypes: *Sword, Knife, Polearm* or *Bow*. For the next scene the Aspirant can reroll up to three dice for any skillcheck related to the chosen weapon.

**Create Tomb Guardian [Requires Yunsong Allegiance and Imprison Soul (Distortion) | 15 points]-** *Allows the Aspirant to bind a spirit into a statue to turn it into an unliving Tomb Guardian. To do so they must create a regular ritual circle in which the statue is placed. The circle must be surrounded with four iron braziers filled with a powder made from Cooper Sulfate, Bonepowder and dried leaves. The powder must be lit before a brazen bowl filled with water is placed upon the brazier. The emerging smoke will begin to form a spiral around the statue as the ritual chant begins, trapping the spirit in it and forcing it into the statue.*

Duration: 2 AP

Ritual Resources: Chemical (1), Statue

Effect: Creates an Unliving Statue. The Aspirant may spend a number of points equal to their Intellect + Distortion Rating to spiritually modify it:

* Increase Attributes [2 points per Attribute level]
* Increase Health [1 point per level]
* Enthrall (Makes the Familiar a willingless servant) [2 points]
* Allow Casting [3 points]
* Other Effects [Cost at the Storytellers discretion]

Since these Statues require regular attendance the Aspirant may only have a number equal to their Intellect Rating at the same time. The amount is doubled should the be an Ethereal.

### Master Rituals

**Mastery of the Land [Requires Yunsong Allegiance and Imprison Soul]-** *Allows the Ethereal to bind a spirit into a larger area, possessing it like a spectre. To do so they must seek a field of muddy earth in the center of the chosen area. There they must draw a ritual circle into the mud and place a small effigy made from local materials in the center. The* *Ethereal* *must walk around the circle three times while chanting the ritual, summoning the spirit and turning it into a spectre.*

Duration: 3 AP

Effect: Binds a Spectre to the land. The Ethereal must make an Intellect + Distortion Roll. The successes may be spend as points on the following options:

* Increase Reign [1 point per hectare]
* Controll Corpses [1 point]
* Controll Weather [2 points]
* Controll Fire [2 points]
* Controll Water [2 points]
* Controll Earth [2 points]
* Controll Plantlife [2 points]
* Controll Stone (including buildings) [3 points]
* Cast Powers [3 points]

Should the Spectre be left to fester undisturbed, it has a chance of gaining one of these abilities once every passing time unit.