Necromancy (Skills must be unlocked sequentially)

Necromancy allows you to perform rituals that connect the world of the living with the world of the dead. Necromancy rituals take place outside of combat and require catalysts to be used.

Requirements: Spellcasting, Divination, Necropsy, Dimensions. Research Method: Skillbook.

Necromancy Catalysts Necromancy uses sophisticated organ harvesting to generate Catalysts that will allow the use of its rituals. 1 hour of Necropsy will generate 1D10 Necromancy Charges. Certain powerful rites will cause permanent Grit loss.

Language of the Dead Spirit Call Last Time Degeneration Soul Trap Possession Raise Dead Restoration Resurrection Phylactery

Language of the Dead Catalyst: 1 Charge Effective Hours: - Effect: Allows communication with the spirit of a dead target for 1D10 minutes.

Spirit Call Catalyst: 2 Charges Effective Hours: - Effect: Allows communication with a Spirit. The rite is usually made in order to ask a favor from a Spirit. The Spirit can perform a minor task such as opening a door that characters have no access to or spying on someone. Both the services and the rewards requested by the spirit for the deed fall under the Game Master’s discretion.

Last Time Catalyst: 3 Charges Effective Hours: - Effect: This ritual allows you to witness the last minutes of a dead target in the first person. The experience will look and feel real and will cover the last 30 minutes of the target’s life, stopping at the moment of death.

Degeneration Catalyst: 4 Charges Effective Hours: 3 Effect: This ritual is a long and dangerous process that will inflict a powerful Curse upon another target. The Caster needs to possess an organic item from the target (hair, piece of their nails, skin) and use it as a component. Upon performing the rite, the target must make a Roll against the target’s Vigor. Upon success, the target begins to suffer severe side effects that will worsen over time. The process is gradual and is divided into stages. At first, the target’s body will gradually become frail and ill. Over the first hours they will show signs of severe illness. In the next few days, the body of the target will start to malfunction, triggering a decaying effect that will result in the destruction of the skin, hair and nails and afterward of vital organs. The target will die within a period of 1d20 days. For every day that passes, the target has a chance to overcome the curse by repeating the same Vigor Roll.

Soul Trap Catalyst: 5 Charges Effective Hours: 1 Effect: This spell allows the caster to trap the soul of a defeated person and use it to enhance their power. The target must still be alive for the spell to work, incapacitated and weakened. The ritual will grant the caster one of the bonuses below. The effects will remain for as long as the caster wishes. Only one soul may remain captivated within the caster. The caster is free to release the soul and capture new ones for different results.

List of effects (1D10): 1: Threat increases by 1 category. 2: Mobility increases by 1 category. 3: Vigor increases by 1 category. 4: Perception increases by 1 category. 5: Risks drop by 1 Point. 6: Grit increases by 10 Points. 7: Grit increases by 20 Points. 8: Experience gains receive +1D10 bonus. 9: Karma gains are doubled. 10: Karma gains are tripled.

Possession Catalyst: 6 Charges Effective Hours: 1 Effect: This spell requires a living intelligent target, unable to react during the process. The caster creates an invisible bond between them and the target. Upon completion, the caster rolls against the target’s Vigor to begin the possession. The spell will be imprinted upon their brain and grant dominion to the caster. Only one Roll is allowed per target. The target will retain their consciousness and mental integrity, but is forced to submit to the will of the caster for a duration of 1D10 days, until the spell expires or is reversed by other means. The target becomes controllable by the Player as a second character.

Raise Dead Catalyst: 7 Charges Effective Hours: 1 Effect: This spell allows the caster to create an undead minion out of a corpse. The corpse becomes animated by the caster’s power and serves their will until destroyed, released or the caster is dead. Risen corpses become Dwellers with the default properties of a Dweller, completely controlled by the caster.

Restoration Catalyst: 8 Charges Effective Hours: 1 Effect: This ritual will heal all severe injuries from a target. This includes broken bones, amputated limbs and any other form of injury or physical condition.

Resurrection Catalyst: 9 Charges, 1D20 Grit permanently Effective Hours: 3 Effect: This spell restores a dead target to life. The target returns in the same state as they were before death in terms of injuries, amputations, deformations etc. The longer the state of death, the bigger the memory loss restored targets will suffer.

Phylactery Catalyst: 10 Charges Effective Hours: 3 Effect: This spell creates a unique enchantment that can be placed into an item. The enchanted item stores the soul of the caster. The caster trusts their essence to the survival of the item. If the caster suffers a type of death (any kind), the soul retreats to the item instead of traveling to the plane of the dead, and remains kept inside its phylactery. As long as the item remains safe and unharmed, the essence of the caster stays alive and can regain physical form within 1D10 days after their death. If the phylactery is destroyed during that period however, the caster suffers a true death. If the phylactery is destroyed while the caster is alive, they suffer a -50% Experience Penalty to their Mastery.