Rules originally thought up by Fetch. Last updated on Sept. 19th, 1997.

Necromancy is a relatively new tradition, one that has appeared largely due to the neo-gothic craze that has been prevalent in society since the late 1980's. As a tradition, it functions similar to shamanism and voudoun, while bearing little or no resemblence to any hermetic practice known. Necromancers treat Death much the same way that a shaman treats his or her totem. In Egypt, magic-users similar to necromancers are sometimes known as Priests of Osiris, an Egyptian death god. Necromancers abhor anything that promotes life: light, heat, and even procreation.

Necromancers are very unique and distinctive in their conjuring. A necromancer conjures spirits in the same way that a shaman conjures nature spirits, except that a necromancer will only summon two types of spirits: specters and wraiths.

Necromancers are predictable in their spellcasting, at least. Similar to the darker aspects of voodoo, necromancers will only learn spells that involve the absence of life: death, darkness, and cold. A necromancer considers Death to be the great Undiscovered Country, and looks forward to the day when he will walk the path that leads to it. For this reason, necromancers do not fear death.

Necromancers can also create a Corps Cadavre (p. 30, Paranormal Animals of Europe) using a special voodoo-type spell (see below). Once made, these mindless zombies often function as a necromancer's thugs.

Game Notes:

Necromancers automatically receive a -1 modifier when fighting the effects of torture, death threats or similar tests made against fear incurred by a life-threatening situation. They do not fear death, rather, they would welcome the gift. However, necromancers have such an intense psychological abhorrence to life that they are vulnerable to elements that propogate it, such as light and heat. All light or heat based attacks (fire, lasers, even flash grenades) against a necromancer recieve +2 to the Power of the attack.

Additionally, a necromancer will be hard pressed to ever intentionally save a life, unless someone gets to die in the process. Otherwise, he or she must roll Willpower(6) and get at least two successes in order to save the life in question. For example:

Conjuring: GM Discretion

There are only two types of spirits that will ever appear as a result of a necromancer's summons: specters and wraiths. (And Watchers, of course) The summoning of a specter involves rituals that are similar to elemental conjuring. Materials for this ritual are 1,000 nuyen times the desired Force Rating of the specter, and can only be obtained from a Houngan or a Talismonger with access to voodoo materials. No conjuring library or hermetic circle is required, but the necromancer does need a corpse (a cremated corpse will do, but add a +2 modifier to the Conjuring Test). The summoning ritual takes a number of hours equal to the specter's Force. At the end of this uninterrupted time the necromancer makes a Conjuring Test against a target number equal to the Force of the specter. Use of a Spirit Focus can add extra dice to this test. The number of successes from this determines the number of services the specter will perform for the necromancer. If no successes are rolled, then the necromancer has failed and no specter appears.  All ritual materials are used up, however, including the corpse, which often disintergrates or bursts into flame at the conclusion of the ritual. Regardless, the necromancer must now make a Drain Resistance Test of Charisma vs. a target number equal to the Force of the specter. See the Conjuring Drain Table (pg 140, SRII basic rules) to discover the Drain Level. Note that most specters feel as though the necromancer has disturbed its rest, and will almost always attack the necromancer if given a chance (ex: another mage takes control of the specter or similarly frees it). A necromancer can bind, at any one time, a number of specters equal to his or her Charisma. See below for Specter stats and powers.

Note: the following expansion uses the Astral Quest Rules as found in the Grimoire II.

Summoning wraiths is a different story. Only an Initiated necromancer can even attempt this task, and it is a very rigorous summoning. The ritual requires no materials, but must be made in a area that was once the site of human suffering. In fact, the maximum Force of the summoned wraith is equal to twice the background count. The necromancer must make an Astral Quest (Rating equal to Force desired) to summon the wraith. This is a truely grueling Quest, and many necromancers have either been driven insane or given a permenant phobia from whatever they experience on this quest. (As always, GM discretion) Unlike normal Astral Quests, this one only travels through 3 Places: The Place of Battle, The Place of Fear, and the Place of Spirits. If the necromancer fails in the Place of Battle, the quest ends and he recieves a permanent scar or similar deformation. If he fails in the Place of Fear, he recieves a permanent phobia of some sort. The Place of Spirits is where the necromancer faces a wraith. He must defeat the wraith or bargain with it in some way to summon it on the physical plane. If he defeats it in battle, a Conjuring test vs. the Force of the Wraith will determine the number of services the wraith owes the necromancer. If the necromancer fails in the Place of Spirits, then that means he has brought himself to the attention of a particular wraith, a situation that could be harmful to the necromancer in the future. Remember, wraiths thrive on death, violence and destruction...which makes them very dangerous enemies. It is not unknown for a necromancer to have a wraith as a familiar or an ally spirit, but such a situation is very tenuous, because wraiths are very deadly and very independent...treat such an alliance as a bargain, with the necromancer supplying death, destruction, and karma to the wraith and the wraith supplying similar services to the necromancer.
Specter
unknown classification
Body F-3
Quickness (F+3)*4
Strength F-3
Charisma F
Intelligence F
Willpower F+2
Reaction F+2(+10 in Astral)
Initiative 1D6 + Reaction

Specters are malicious spirits that often enjoy inflicting pain and suffering on (meta)humanity. It is not known whether they are the souls of our dead or simply evil spirits. Specters possess a wide range of preternatural powers and an uncanny individuality for your average spirit.

Basic Specter Powers: Fear, Manifestation, Psychokinesis
Other Known Specter Powers: Compulsion (to repeat acts of deceased), Dreamsend*, Immunity (Age, Pathogens, Poisons, Toxins, Normal Weapons), Noxious Breath, Paralyzing Touch, Raise Fog**, Teleport***, Temperture Alteration****

Game Notes:
Specters have a higher Willpower than most other spirits, and are often very "willful" because of this.  Gamemasters may want to use a Specter's Willpower instead of Force when determining the outcome of Control and Banishing Contests.

*Dreamsend: The spirit possesses the ability to "implant" a very specific dream into the mind of a sleeper.  The spirit must be in manifest form to use this power.

**Raise Fog: Can cause a ground level cloud to form; radius of fog is equal to 10*F meters.

***Teleport: This Power allows an apparition to physically teleport on the real plane. It is assumed that the apparition can somehow pull its physical 'body' into its home plane, travel in that plane, then reform the 'body' in the real plane instantaneously.

*****Temperture Alteration: Can alter the temperature of an area (radius = F) by up to plus or minus 3*F degrees centigrade.


Wraith
Umbra metuculosus
(as seen in Paranormal Animals of Europe, pg. 110)

Body F+6
Quickness (F+8) * 3
Strength F+2
Charisma F
Intelligence F+1/F+1
Willpower F+6
Essence 12(A)
Reaction F+3
Initiative 1d6

Wraiths appear as an amorphous black or dark gray spirit, commonly taking one of two forms. In astral space, it appears as a cloud of black or deep gray mist/smoke roughly one meter in diameter and illuminated from within by a deep violet or ultraviolet light. In astral space the wraith moves by stretching a tendril of its "mass" in the direction it wishes to move, then flowing through the tendril.

Wraiths manifest as either a "cloud," as in the astral form, or in an anthropomorphic form bearing a distinct resemblance to a tall, dark figure wearing tattered robes. A faint light (again in the deep violet to ultraviolet range) shows within the "hood," but does not distinguish features. Observers wraith from sometimes gestures, temporarily forming a hand out of the gray smoke/mist for that purpose.

Powers: Confusion (Zone * 2), Fear (Zone * 2), Immunity to Pathogens, Immunity to Poisons, Influence (Zone * 2), Magical Resistance, Magic Sense, Manifestation

Weaknesses: None known

Notes: Wraiths are generally free spirits (see pg. 76, Grimoire 2), and as such use a Spirit Energy Rating.  The wraith's Spirit Energy begins at 0, then increases by 1 point for every box of Stun or Physical damage a victim under its influence does to another living being or inanimate structure.  The wraith can have a maximum Spirit Energy Rating equal to twice its Essence.


Spellcasting:

Necromancers can only learn spells that focus on death, darkness, decay, and cold. Cheerful chummers, aren't they? A necromancer can also magically create zombies from the dead bodies of humans and metahmans. Through a combination of Sorcery and Enchanting, the necromancer can create a corps cadavre. This process requires the necromancer to use the Enchanting Skill, with a Base Time of 10 days and a Target Number of 4, to properly prepare the corpse. If no successes are generated, then the necromancer wasted 10 days and didn't prepare the corpse properly, so he or she must begin again. He or she then casts the Create Zombie spell, a manipulation spell that animates the creature. Once the cadavre has been animated, it will obey the commands of its creator until it rots away (loses 1 pt. from all physical attributes every week).
Create Zombie (Awakenings, pg. 130)
When cast on a specially prepared corpse, this Manipulation spell animates it as a corps cadavre. The caster of the spell can issue simple (less than 20 words) commands to the creature to carry out basic tasks. Corps Cadavres attack as humanoids.


Type: Physical Manipulation Range: Touch
Duration: Permanent (20 turns) Drain: [(F/2)+2]S
Target: 6


Corps Cadavre
no accepted taxonomy
(as seen in Paranormal Animals of Europe, pg. 30)

Body #
Quickness 1*2
Strength #
Charisma 0
Intelligence 1
Willpower 6
Essence 0
Reaction 1
Initiative 1+1d6

Attacks-Humanoid

Powers: Immunity to Pathogens, Immunity to Poisons, Immunity to all mana spells and similar powers empathy, hypnotic song, illusion, and so on.

Weakness: Allergy(Sunlight, Severe)

Notes: Attributes marked with a "#" remain those of the original owner of the body (elf, dwarf, human and so on), minus 1 rating point to a minimum of 1. Target modifiers for wounds suffered by the Corps do not accumulate, however, a deadly wound will render the corps cadaver unable to function. It should also be noted that all bioware/cyberware present on the corps that requires a nervous system to operate ceases to function. This includes all forms of wired reflexes, cyberspurs, organ-related bioware, and so forth. Modifications like bone lacing and dermal armor still function, though.


GO BACK!!!

Click Here to Go Back to the Magick Section