Necromancy (RoR-Fresh Awakening)

## Overview

The list below contains the powers of the modified Lores of Necromancy in *Realms of Rebirth: Fresh Awakening*. These effects are intented to be applied creativly and narrativly and should be approached with a certain degree of freedom.

### Conditional Casts

Any power in *Realms of Rebirth: Fresh Awakening* can be cast with a bound condition; which requires an additional Evocation Roll. When successful the Evocation will only come into effect when certain conditions/triggers are met, which the Necromancer may freely choose (*For instance the Necromancer may cast Curse of Pathos on a woman conditionally, instilling her with anger- which she will only feel when she is near her husband*).

## Common Lores

### Resurrection

* **Danse Macabre-** The Necromancer may infuse a corpse with their Essence to create a Gravespawn bound to them as long as they don´t have too many. A Gravespawn follows vocal command of its creator. The Necromancer can take controll over the Gravespawn after a successful Evocation Roll, which requires *Absolute Focus*. Gravespawn will slowly rot away.
* **Rigor Mortis-** Allows the Necromancer to spread the taint of rot and decay with a mere touch making objects crumble and flesh blacken and shrivel. To do so they must touch their target and make a successful Evocation Roll. Objects targeted will slowly cease to function while flesh will become necrotic; causing a wound and making the attached limb unusable until healed.
* **Gift of Unlife-** Allows the Necromancer to choose any visible dead or undead target (inclubing themselves) make an Evocation Roll. Should it be successful the target heals a wound.

### Distortion

* **The Beckoning-** The Necromancer needs to draw a ritual circle and place a personal object belonging to a deceased person in its center. After a successful Evocation Roll and some preperation the Necromancer may summon the Spirit of the chosen person into the ritual circle. The Spirit can not cause harm until released but affect the enviroment with its powers.
* **Voice in the Veil-** The Necromancer must invest some time to perform a short ritual. After its done the Veil may be in- or decreased for the rest of the scene by up to 3. The effect can be reverted but not increased any further by the same caster.
* **Ashen Voice-** The Necromancer may target Spirits with their powers aswell as physically touch and harm them.

### Prospection

Certain applications of Prospection may require a Perception Roll.

* **Attuned Senses-** After a successful Evocation Roll the Necromancer may choose something or someone they have physcial contact to. For the rest of the scene they may locate their target or something identical with a sixth sense.
* **The Second Face-** After a successful Evocation Roll the Necromancer may touch a chosen object or area. They will recieve smells, images, feelings and impression from Spirits that had contact with their target.
* **Minds Eye-** When targeted with a mental power or manipulation the Necromancer may make an Evocation Roll. Should it be successful they will ignore the effects of the power cast on them.

### Creation

When creating and upkeeping too many artefacts some of them may start loosing their powers. When touching an Artefact of their creation the Necromancer may remove its powers again.

* **Necromantic Enchantment-** Once every second week the Necromancer may create an artefact. For this they need to choose an object and infuse it with one of the powers known to them, or to an Afflicted whos Essence they applied on the object. Anyone touching the artefact will have the chosen power cast directly on them, no matter the Veil.
* **Sanctify Haven-** After preperation, the Necromancer may shield a chosen area against intruders. This takes a full week to come into effect. Anyone that was not invited into the sanctified area will be faced with an invisible wall that is by all means impenetrable.
* **Creators Mark-** Once per week the Necromancer may choose an object. For the rest of the week they will be aware of the objects exact location and may cast powers on it and from it.

### Illusion

Sustaining an Illusion requires *Intense Focus*.

* **Spook-** After a successful Evocation Roll the Necromancer may choose a target and cast an illusion them that may affect any number of senses.
* **Shadow in the Mind-** After a successful Evocation Roll the Necromancer may choose a target and remove an element of their sensual reality; allowing them to make sounds, objects or people disappear.
* **Swing the Mood-** After a successful Evocation Roll the Necromancer may choose a target and instill them with an emotion of choice.

### Execration

Curses can be lifted upon any time by the Necromancer, but target can not be cursed while another curse is still active. To cast a curse the Necromancer must be in possession of an object, a drop of blood or a hair belonging to their target; or any other form of sympathetic link.

* **Curse of Corpus-** After gathering a sufficient *link* the Necromancer may curse a target. For up to a week their target may be physically impaired in a chosen way. This can weaken their muscles, slow their reactions, disfigure their face or harm their body in any other way. The effects of the curse may reduce certain dicepools by up to 4.
* **Curse of Pathos-** After gathering a sufficient *link* the Necromancer may curse a target. For up to a week their target may be instilled with a chosen emotion that will be constantly present and may affect their targets behaviour.
* **Curse of Fate-** After gathering a sufficient *link* the Necromancer may curse a target. It will suffer a fate chosen by the Necromancer, although they can not decide when or in what precise way. Fates to great or destructive may fail completly.

### Contagion

* **Virulent Uprising-** After a successful Evocation Roll the Necromancer my choose a visible target to cast this power on. Any major disease or infection inside them will skip its incubation time and come into full effect. When targeting Afflicted they will become suceptable to diseases and toxins an undead would normally be immune against.
* **Cure the Taint-** After a short ritual with a chosen target and a successful Evocation Roll the Necromancer may rid it from any disease, infection or lasting necromantic effect.
* **Plague of Flesh-** The Necromancer create a custom plague through a contagious brew which must be left to fester for a full week. During this time the Necromancer may add the blood of the infected and disease; allowing their plague to take on the symptoms and characteristics of anything they add.

## Unique Lores

### Blood Sorcery

This Necromantic Lore is traditionally associated with the Strigoi.

* **Grace-** After a successful Evocation Roll the Strigoi may activate Grace for a full combat encounter, allowing them to slow down the flow of time around them. Anyone targeting them or being targeted by them substracts 3 dice from their attack/defense Roll.
* **Aerial Form**- After a successful Evocation Roll the Strigoi may transform themselves and their clothing into a swarm of flying creatures *like bats or crows*. In this form they can fly at significant speeds but are required to move as a coherent swarm. At any point they may revert to their natural form.
* **Bloodbending-** After a successful Evocation Roll the Strigoi may enter a state of *Intense Focus*. They may freely bend the blood of a chosen target, either a mortal/animal or themselves, no matter if its in- or outside their body.
* **Create Stryga-** The Strigoi may infuse a corpse with their own Essence, which must be left to rest for a full week before turning into a *Stryga*- a sentient undead bound to them. It can act and think indepandantly and pass as human; but can not disobey its creators vocal commands. The Strigoi may only have one such servant at a time.
* **Accursed Vitae-** The Strigoi my infuse a *Stryga* or Strigoi with their Essence. After a successful Evocation Roll they will develop a random mutation, which can be either good, bad or both; and which can only slowly be healed away. Mutations caused to oneself can be healed within a scene. Infusing mortals with it will kill them in a spectacularly bloody process.

### Wraithcraft

This Necromantic Lore is traditionally associated with Revenants.

* **Shadow Ward-** After a successful Evocation Roll the Revenant may activate Shadow Ward for a full combat encounter. Any damage they recieve is halved.
* **Shroud-Form-** After a successful Evocation Roll and short preperation the Revenant may turn parts of or their whole body into mist. In this form they slowly move in a chosen direction if not for a gust of wind; aswell as move under doors and tiny cracks in walls.
* **Mistmakers Call-** After a drawn out ritual and a successful Evocation Roll the Revenant may change the local weather for up to a scene. Destructive weather effects like lighting, hail or floods may require longer preperation and additional Evocation Rolls.
* **Spectral Avatar-** After a successful Evocation Roll the Revenant may choose a Soul they where about to consume and instead bind it to them. They can take controll over the Spirit, which requires *Absolute Focus*. Otherwise it will rest hidden within their body.
* **Imprison Soul-** After a successful Evocation Roll the Revenant may bind a Spirit, they have caught, into an object, a machine or a corpse. The Spirit may animate their prison and take full controll over it, which allows them to remain active despite higher Veil Ratings.

### Metamorphosis

This Necromantic Lore is tradtionally associated with Ghouls.

* **Overwhelming Might-** After a successful Evocation Roll the Ghoul may activate Overwhelming Might for a full combat encounter or non-combat scene. Any Strength Roll they make doubles its successes.
* **Malleable Form-** After a successful Evocation Roll and some preperation the Ghoul may reshape their own flesh or that of another Afflicted to take a different appeareance. This can be used to gain a new face, change their bodystructure, voice or percieved sex. It can also be used to unlock narrative effects like claws that ease climbing or skin that changes colors.
* **Fleshsinger-** During a drawn-out ritual the Ghoul may reshape the flesh of a corpse. This can change its apperance in any desired way, grant it a narrative effect or improve its physical capabilities. On fitting physical rolls this can grant the corpse up to three additinal dice when animated again. The Ghoul may revert the effects of the ritual but they can not cast it twice.
* **Charnel Patronage-** The Ghoul can feed their flesh to animals or mortals. For up to a scene they may make an Evocation Roll to take controll over them, which requires *Absolute Focus* if successful.
* **Vicious Transformation-** After a successful Evocation Roll the Ghoul may alter the chemical properties of parts of their Essence, no matter where they are located. For instance this can be used to make it acidic, highly flammable, foul smelling, anesthetic or anything else the Storyteller considers permissable.