Necromancy is at once a Discipline and a school of magical learning, all dedicated toward the command of the souls of the dead. It has some similarities to Thaumaturgy in that, rather than being a strict linear progression of powers, Necromancy consists of several "paths" and accompanying "rituals." Well-trained and puissant vampiric necromancers can summon the dead, banish or imprison souls, and even reinsert ghosts into living - or unliving - bodies. Needless to say, the study of Necromancy is not widespread among the Kindred, and its practitioners - primarily Giovanni Kindred - are shunned or ignored whenever possible.

Over the centuries, the various schools of vampiric Necromancy have diversified, leaving three distinct paths of necromantic magic available to Cainites. All necromancers first learn the so-called Sepulchre Path, then extend their studies to the Bone Path or the Ash Path as time and opportunity permit. The Sepulchre Path is always considered the character's "primary" path; it increases automatically as the character increases her overall Necromancy rating. The Bone and Ash Paths must be bought separately, using the experience costs for secondary paths.

Like Thaumaturgy, Necromancy has also spawned a series of rituals. While not nearly so immediate in effect as the basic powers of Necromancy, Necromantic rituals can have impressive long-term effects. Unsurprisingly, the elements of Necromantic ritual are things like long-buried corpses, hands from the cadavers of hanged men, and so on, and so obtaining suitable materials can be quite difficult. Scarcity of supply limits the frequency of Necromantic rituals, giving cause for many other Kindred to breathe a metaphorical sigh of relief.

Necromantic Paths

System: A Cainite necromancer must learn at least three levels in the Sepulchre Path before learning his first level in either the Bone Path or the Ash Path. He must then achieve mastery in the Sepulchre Path (five levels) before acquiring any knowledge of the third path.

As with Thaumaturgy, advancement in the primary path (in this case, the Sepulchre Path) costs the normal experience amount, while study of secondary Necromantic paths incurs an additional experience-point cost. Because Necromancy is not quite so rigid a study as Thaumaturgy is, the rolls required to use Necromantic powers can vary from path to path and even within individual paths.

Necromantic Rituals

The rituals connected with Necromancy are a hodgepodge lot. Some have direct relations to the paths; others seem to have been taught by wraiths themselves, for whatever twisted reason. All beginning necromancers gain one Level One ritual, but any others learned must be gained through in-game play. Necromantic rituals are otherwise identical to Thaumaturgy rituals (V:tM 182-185) and are learned in similar fashion, though the two are by no means compatible.

System: Casting times for necromantic rituals vary widely; see the description for particulars. The player rolls Intelligence + Occult (difficulty 3 + the level of the ritual, maximum 9); success indicates the ritual proceeds smoothly, failure produces no effect, and a botch often indicates that certain "powers" notice the caster, usually to her detriment.

Western Necromancy

Not long after prehistoric man first made the distinction between life and death, he taught himself magic to contact ghosts of the departed. The ancient vampires who preyed on these early tribesmen took notice of this development, immediately devising ways to exploit it for their own ends. Few vampires feared or respected the petty deities of the kine — some even had the temerity to count themselves among the ranks of the divine. They stood before the gods' blood-spattered altars, stealing the gifts meant for their worshippers. Early Kindred magicians reversed the boons of earth gods, stripping land, cattle and women of fertility. They stole luck from the gods of fortune, fire from the tricksters, strength from the deities of war. And from the gods of death, they seized maps to the Underworld and the power to compel the obedience of ghosts. The death gods, like the others, are now forgotten, but death magic retains its pale allure. Over the intervening millennia, magicians refined their death magic to exploit evolving cultural notions about gods, ghosts and the afterlife.

Practical Necromancy

As his first lesson, any new student of Necromancy learns the importance of separating magical sendings based on Taboo from sendings based on Authority. Taboo-breaking sendings require the magician to wallow in the filth of the grave. Authority sendings demand physical purity and cleanliness. (Spiritual purity is, conveniently, not required.) To realize both principles in the course of one working is to risk failure at best and destruction at worst. Any rite that allows the necromancer to interact with otherworldly beings takes great pains to protect her from possible harm or influence.


The Sepulchre Path - Fokuserar på att frammana och styra spöken och vålnader.
The Bone Path - Används till att väcka döda och kontrollera själar.
The Ash Path - Möjliggör inblick i och interaktion med "The Shadowlands".


● Call of the Hungry Dead

Call of the Hungry Dead takes only 10 minutes to cast and requires a hair from the target's head. The ritual climaxes with the burning of that hair in the flame of a black candle, after which the victim becomes able to hear snatches of conversation from across the Shroud. If the target is not prepared, the voices come as a confusing welter of howls and unearthly demands; he is unable to make out anything intelligible, and might well go briefly mad.

● Circle of Cerberus

The necromancer bathes, fasts and abstains from all physical comforts and pleasures, most especially sensual ones, for a night. Then she dons well-maintained, high-quality robes or other clothing. She draws a circle on the floor in a place of safety. She may then proceed to use other necromantic powers, confident that her protection against ghosts and spirits has been enhanced.

Each success subtracts two from the difficulty of all rolls the player must make to resist any attempted harm or influence on the part of a ghost, Spectre or spirit, so long as the necromancer remains inside the circle. Treat any botches scored while attempting to use necromantic paths as failures instead.

Ministera di Morte


● Rape of Persephone

A team of surgeons trained in the unpleasant ways of Necromancy performs an elaborate operation on a freshly dead or well-preserved corpse. From the cadaver's dead tissues, they create up to seven new penises, vaginas or other sexual apparatuses.

The necromancer engages in intercourse with the corpse's new genitalia. He may then subtract two from the difficulty of all necromantic magic - except those targeting ghosts, Spectres or spirits-for the remainder of the night.

If a number of necromancers perform the ritual together, they may freely trade Willpower points between one another for the rest of the night. During this time, one participant may experience the tactile sensations of another by concentrating for a few seconds and spending a point of Willpower, regardless of the distance separating them. No more than seven necromancers can perform the ritual together.

●● Eyes of the Grave

This ritual, which takes two hours to cast, causes the target to experience intermittent visions of her death over the period of a week. The visions come without warning and can last up to a minute. The caster of the ritual has no idea what the visions contain - only the victim sees them, after all. Each time a vision manifests, the target must roll Courage (difficulty 7) or be reduced to quivering panic. The visions, which come randomly, can also interfere with activities such as driving, shooting and so on.

Eyes of the Grave requires a pinch of soil from a fresh grave.

●● The Hand of Glory


●● Judgment of Rhadamanthus

The necromancer chooses a wraith she will later summon, using the Summon Soul power of the Sepulchre Path. In a cleansed bronze brazier, she burns several pages of a law book and a religious text matching the faith the wraith held in life. She mixes the ashes of the books with silver powder and uses the mixture to make her Circle of Cerberus (see above). When the wraith appears, the necromancer tells him that she has the power to send him to the real afterlife, the one he believed in when he was alive. If the ritual works, the wraith believes her. If the wraith fears judgment and hellfire, she can induce him to do what she wants by threatening to use her power. If he yearns for Heaven and escape from the bizarre existence of the underworld, she can secure his cooperation by promising to use it. Since she can't make good on this promise, Judgment of Rhadamanthus won't work twice on the same Heaven-seeking wraith.

Wraiths who were atheists while alive, or didn't believe in life after death, automatically resist this ritual.

●● Occhio d’Uomo Morto


●●● Drink of Styx’s Waters

The necromancer robs a grave and steals the corpse's skull. He saws off the top of the skull; the sawn-off piece, flipped over, forms a cup-shaped piece of bone. He covers this piece with clay, making a bowl, which he proceeds to fire in a kiln. If any blood descendant of the corpse eats from the bowl during a meal with the necromancer, any promises the subject makes to the necromancer gains otherworldly enforcement. If the subject fails to live up to them, he is visited by a Spectre, which torments him relentlessly until he makes good on them or offers the necromancer acceptable compensation.

In addition to the time it takes to rob the grave, the modeling and firing of the bowl takes at least four hours, depending on how fancy the necromancer wants it to look. It may be reused until destroyed.

●●● Ritual of the Unearthed Fetter

This ritual requires that a necromancer have a fingerbone from the skeleton of the particular wraith he's interested in. When the ritual is cast, the fingerbone becomes attuned to something vitally important to the wraith, the possession of which by the necromancer makes the casting of Sepulchre Path powers much easier. Most necromancers take the attuned fingerbone and suspend it from a thread, allowing it to act as a sort of supernatural compass and following it to the special item in question.

Ritual of the Unearthed Fetter takes three hours to cast properly. It requires both the name of the wraith targeted and the fingerbone already mentioned, as well as a chip knocked off a gravestone or other marker (not necessarily the marker of the bone's former owner). During the course of the ritual the stone crumbles to dust, which is then sprinkled over the fingerbone.

●●● Tempesta Scudo


●●●● Bastone Diabolico


●●●● Cadaver’s Touch

By chanting for three hours and melting a wax doll in the shape of the target, the necromancer turns a mortal target into a corpselike mockery of himself. As the doll loses the last of its form, the target becomes cold and clammy. His pulse becomes weak and thready, his flesh pale and chalky. For all intents and purposes, he becomes a reasonable facsimile of the walking dead. Needless to say, this can have some adverse effects in social situations (+2 difficulty on all Social rolls). The effects of the ritual wear off only when the wax of the doll is permitted to resolidify. If the wax is allowed to boil off, the spell is broken.

●●●● Drink of Lethe’s Waters

The necromancer acquires an object once owned by, or symbolic of, a particular wraith. The object must be able to be damaged by water; the necromancer destroys it by leaving it to soak in water. During the soaking, he periodically spits into the water. After the object has been destroyed, the necromancer conjures the wraith or otherwise arranges to be in her presence. The wraith loses all memory of her identity, becoming highly susceptible to suggestion on the part of the necromancer. Obviously, this ritual is of no use if the necromancer wants the summoned ghost to answer questions.

The wraith's memory loss continues for one night per success scored. It may not use Pathos points to counter any action on the necromancer's part. Its Willpower drops by the number of successes scored; it may not replenish its Willpower pool while the effect lingers.

●●●●● Chair of Hades

The necromancer acquires a corpse's femur and tibia bones - decreasing the difficulty of the casting by one if he does so by personally robbing a grave. He wraps the bones in coarse cloth and then encases them in wood or metal so that their lengths match and they become capable of bearing weight. He then builds a chair; each encased bone forms one of its legs. If a blood descendant of the corpse sits in the chair, she loses all desire to do anything but sit in the chair. She leaves the chair only to quickly fulfill basic bodily needs.

Whenever a qualified victim sits in the chair, the necromancer's player rolls Intelligence + Occult against her Willpower. If successful, the effect lasts until the chair is destroyed. Otherwise, even if the victim is forcibly moved from the chair, she does everything she can to sit in it once more. In addition to the time it takes to obtain the bones, the construction of the chair takes at least eight hours. The necromancer may spend additional time on the chair to make it look fancy or to mimic an existing piece of furniture.

●●●●● Esilio


●●●●● Grasp the Ghostly

Requiring a full six hours of chanting, this ritual allows a necromancer to bring an object from the Underworld into the real world. It's not as simple as all that, however - a wraith might well obj ect to having his possessions stolen and fight back. Furthermore, the object taken must be replaced by a material item of roughly equal mass, otherwise the target of the ritual snaps back to its previous, ghostly existence.

Objects taken from the Underworld tend to fade away after about a year. Only items recently destroyed in the real world (called "relics" by wraiths) may be recaptured in this manner. Artifacts created by wraiths themselves were never meant to exist outside the Underworld, and vanish on contact with the living world.

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