Niggrimancy is the human/ghoul version of The Kindred Necromancy. This is set up a bit differently, separated into different paths of learning. One MUST complete the Sepulchre Path of Niggrimancy before learning any other paths. Sepulchre Path Level 1:Insight This power allows a necromancer to stare into the eye of a corpse and see reflected there the last thing the dead man witnessed. The vision appears only in the eyes of the cadaver and is only visible to the necromancer using InsightLevel 2: Summon Soul The power of Summon Soul allows a necromancer to call a ghost back from the Underworld, though for coversational purposes only. In order to preform this Feat, the Giovanni must meet certian conditions:1. The necromancer must know the name of the wraith in question. 2. An object with which the wraith had some contact with in life must be in the Vicinity. Level 3: Compel Soul With this power a vampire can command a ghost to do his bidding for a while. Compel is a perilous undertaking and, when used improperly, can endanger both vampire and wraith alike.Level 4: Haunting Haunting binds a summoned ghost to a particular location or, in extreme cases, an object.Level 5: Torment It is through the use of this power that elder Giovanni convince bound ghosts to behave -- or else. Torment allows the vampire to strike a wraith as if he himself was in the land of the dead, inflicting damage on the wraith's ectoplasmic form.Bone Path Level 1: Tremens Tremens allows the necromancer to make the flesh of a corpse shift once.Level 2: Apprentice's Broom With Apprentice's Broom, the necromancer can make a dead body rise and preform a simple function.Level 3: Shambling Hordes Shambling Hordes creates exactly what you think it might: reanimated corpses with the ability to attack, albeit neither very well or very quickly.Level 4: Soul Stealing This power affects the living, not the dead. It does, however, temporarily turn a living soul into a sort of wraith, as it allows a necromancer to strip a soul from a living -- or vampiric -- body. A mortal exiled from his body by this power, becomes a wraith with a single tie to the real world: his now-empty body.Level 5: Demonic Possession Daemonic Possession lets a vampire insert a soul into a freshly dead body and inhabit it for the duration. (Seen through by Auspex)Ash Path The Ash Path allows necromancers to peek into the lands of the dead and even affect things there. Of the three Paths of Necromancy, the Ash Path is the most perilous to learn, because many of the Path's uses increase the necromancer's vulnerability to wraiths. Level 1: Shroudsight Shroudsight allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld.Level 2: Lifeless Tongues When Shroudsight allows a necromancer to see ghosts, Lifeless Tongues allows her to convers with them effortlessly.Level 3: Dead Hand Similar to the Sepulchre Path power Torment, Dead Hand allows a necromancer to reach across the Shroud and affect a ghostly object as if it were in the real world.Level 4: Ex Nihilo(not ritual) Ex Nihilo allows a necromancer to enter the Underworld physically.Level 5: Shroud Mastery A bit of an exaggeration, Shroud Mastery is the abiltiy to manipulate the veil between the worlds of the living and the dead.Virteous Path - All level descriptions have not been found in the books. Level 1: Eyes of the Dead This allows the necromancer to see the last moments of the dead eyes life.Level 2: Hour of Death This allows the necromancer to fell the closeness of death of her target.Level 3: Soul Judgement This allows the necromancer to determine if the soul of the target is good, neutral, evil, chaotic, to better determine if the soul is usable as a wraith.Level 4: Breath of Thanatos Level 5: Soul Feasting Spirit Manipulation - This is a thaumaturgy. Spirit Manipulation is a recent innovation of the Tremere. It is the art of forcing spirits into actions and situations that would normally be anathema to them. Any botch not only inflicts normal loss of Willpower but also turns the full force of the spirit's wrath against the offending vampire. 1 • Hermetic Sight The vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world. This power does not allow the thaumaturge to see into the realm of the deal or fae. One success is necessary to perceive spirits, while two allows him to view the spirit realm. This lasts for the duration of the scene or until deactivated. With less than four success, the thaumaturge operates at difficulty to all actions performed due to the distraction of divided perceptions.2 • Astral Cant The languages of the Spirit World are infinetely varied and mainly incomprehensible to mortal (or immortal) minds, Astral Cant does not teach the thaumaturge the tongues of the spirits, but it does allow him to understand them as they speak to him and to reply in their own languages--in effect, a universal tranlator for the spirit world. Imprecise use of this power can be disasterous, particularly with a powerful spirit. The use of this power is not always necessary; many spirits speak human tongues but choose to feign ignorance when dealing with vampires. Sucesses determine accuracy of translation. Pidgin spirit language simple words and phrases, Simple sentences are possible, fluent conversation, complex issues, even the most obscure idiomatic expressions and forms of humor come through.3 • Voice of Command This is perhaps the most dangerous power in this path, for the consequences if a Thaumaturge fails can be most unpleasant. This allows a vampire to issue orders to a spirit, compelling it to heed her bidding whether the spirit wants to or not. Botch-spirit is immune to character's commands for rest of night. Failure-The spirit is unaffected, further attempts to command it are more difficult. It may ignore, taunt, or even attack the character. 1 success Spirit obeys a very simple command that is no great inconvenience to it, the Spirit heeds a relatively straight forward command that it is not innately opposed to doing, The spirit agrees to perform a moderately complex task that does not violate its ethics. The spirit consents to an extended or intricate task that does not place it in immediate danger. The Spirits accepts a lengthy or nigh-impossible task, or one that may mean its destruction. Spirits are aware they are being compelled by this power and may well seek revenge at a later date. Thaumaturges who issue commands above and beyond what their spirit is compelled to do may find themselves mocked or ignored, or even worse, the Spirit will "agree" to follow orders without following through.4 • Entrap Emphemera This allows a thaumaturge to bind a spirit to an object. This can be done to imprison the target, but is more often used to create a fetish, an artifact that allows a user to channel a portion of the spirit's power through it to affect the physical world. Fetishes created by this power are often recalcitrant and fail at inopportune times, as the spirits within are most displeased with their situation and will take any opportunity to escape or thwart their captor. More on fetishes can be found in Werewolf:The Apocalypse pg 273-275.5 • Duality The Thaumaturge can now fully interact with the spirit world. While using this power, he exists on both planes of existence at once. He is able to pick up objects in the physical world and place them in the spirit and vice versa. Beings and landscape features in both worlds are real to him, and he can engage in any manner of interaction. He can even use Thaumaturgy or other Disciplines in either world. This is not without its dangers, however: One misstep and the vampire can find himself trapped in the spirit realm with no way home. Several incautious thaumaturges have been starved into torpor while trapped on the other side. Number of successes determine length of time. One turn, three turns, 10 turns, 10 minutes, remainder of scene. Character is susceptible to attacks from both the physical world and spirit realm. He is considered to be in the physical world for purposes of physics and common sense. Example, his feet rest on the ground in the physical world, not the ground of the spirit, and he could thus walk across a spiritual chasm if a physical parking lot overlaid it. |