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 Necromantic Rituals Level 3

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Posts : 16
Join date : 2010-06-17
Age : 33
Location : Texas

PostSubject: Necromantic Rituals Level 3   Fri Jul 09, 2010 6:30 am

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.

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.

Level 3 Rituals

Ritual of the Unearthed Fetter (Level Three Ritual)

This ritual requires that a necromancer have a finger bone from the skeleton of the particular wraith he's interested in. When the ritual is cast, the finger bone 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 finger bone 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 finger bone 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 finger bone.

Din of the Damned (Level Three Ritual)

This ritual is similar to the Level One Ritual Call of the Hungry Dead in that it makes the sounds of the underworld audible in the physical realm. However, Din of the Damned is an area-effect ritual used to ward a room against eavesdropping. Over the course of half an hour, the necromancer draws an unbroken line of ash from a crematorium along the room's walls (this line may pass over door-frames to allow entrance and egress). For the rest of the night, any attempt to listen in on events inside the room, be it simple (a glass to the wall), electronic (a laser microphone), or mystic (Heightened Senses), requires the eavesdropper to score more successes in a Perception + Occult roll (difficulty 7) than the caster of the ritual scored. Failure to beat this mark gives the listener an earful of ghostly wailing and moaning and the sound of howling winds; a botch deafens him for the rest of the night.

Divine Sign (Level Three Ritual)

This ritual allows the Pisanob Necromancer to use the principles of Aztec astrology to divine a person's day sign. Used upon the living, this information allows the Necromancer to divine the target's future actions. On the dead, this knowledge forges a more intimate connection with the target, making it easier to cast other necromantic effects on it.

In order to use it on a living person, the birth date of the target is required. Upon succession, the Pisanob can then activate this ritual by cross-referencing it with the Tonalamatl, the Book of Destinies, and thereby learning of the person's day sign. This book is a rarity and needs to be found either in rare books section, personal libraries or other secretive places. There are some copies where it has been translated or not. Acquiring the book also needs some influence from the Occult or maybe a chance to get the book from the Giovanni's library. Anyway, once the day sign is predicted, the Necromancer can then predict the target's next course of action, allowing him to deal with that person accordingly.

However using it on wraiths yields a different story. Since they have already died, the Tonalamatl can offer no insight into the spirits' destinies since they have run their course. Instead, this ritual increases the effect of the effect of the Necromantic powers on the spirit, making it easier to invoke the Disciplines. This can be compared to the ritual Ritual of the Unearthed Fetter.

You can't use this ritual multiple times on the same person or wraith and is allowed to be used again if failed initially.

Spirit Beacon (Level Three Ritual)

Casting this ritual over a severed human head, A necromancer can turn it into a supernatural beacon for ghosts. Although in the living world, it is just a severed head, in the Underworld, the head acts like a supernatural beacon for spirits to be lured. The head appears to glow with an unearthly radiance, emitting light from its mouth, ears and eyes. Any wraith in the Underworld that spots this light, will have to resist from becoming drawn to it. If failed, the wraith will locate the source of the light and be drawn to it for a full hour. The head loses its light with the next sunrise BUT it can be recharged again in the next night.

Tempesta Scudo (Storm Sheild) (Level Three Ritual)

This ritual is different from most of the ritual simply because of short length of time to perform it. This is a good thing too since this ritual is used against Risen. The Necromancer performs a short and awkward dance that ends with him biting his own lip and spitting the blood in a circle around himself. Spirits in this circle finds it more difficult to perform their actions against the Necromancer and the Risen too is affected by this as well. Failure will result in a foolish mockery of himself and the waste of a blood point.
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