NECROMANTIC CONJURATIONS
The College of Necromantic Conjurations is concerned with the processes of life, death, decay and putrefaction.

Adepts of the College of Necromantic Conjurations may practice their arts without restriction.

The Base Chance of performing any talent, spell or ritual of the College of Necromantic Conjurations is modified by the addition of the
following numbers:
It is a High Holiday of the Powers of Light        -10
It is a High Holiday of the Powers of Darkness        +20
It is one hour before or after midnight on a High Holiday (Ignore above modifier of +20)        
       +30
This modifier may include any holidays of the GM’s invention that are dedicated to the “Powers of Light” or the “Powers of Darkness”.
However, all such holidays are presumed to be known to all characters and must, therefore, be announced by the GM well in advance of
the application of the above modifiers

Talents

1. Ask the Dead (T-1)
The adept may, whenever he occupies the place in which an entity has died, communicate with the spirit of an entity if the Adept could
have communicated with the entity while it was alive (knew its language, etc.) and is aware that the place he occupies was the site of the
entity’s death.  Only questions that can be answered with a simple yes or no will be answered, and the dead can only provide knowledge
of events which transpired while they were alive.  There is a Base Chance of 20% (+4 per rank) that the dead will respond to questions of
the Necromancer. The adept cannot backfire with this talent. Once the dead initially respond, they will continue to answer all questions
automatically until dismissed.  This talent does not allow the adept to communicate with the, only to summon the dead from the spirit
world and speak with them.  The Experience Multiple for this talent is 150.
                                                   General Knowledge Spell

1. Spell of Conjuring darkness (G-1)
RANGE: 15 feet + 15 per rank
DURATION: 15 minutes + 15 per rank
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The necromancer creates a volume of darkness of variable intensity of 500 cubic feet (+500 additional cubic feet per rank).  At
ranks 1-5, the darkness is equal to that found on a cloudy night: at ranks 6-10, to the darkness found on an overcast moonless night; at
ranks 11 & above, to that of a sealed room with no light source.

2. Spell of Putrescence (G-2)

RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 50%
RESIST: May not be resisted.
EFFECTS: The Adept may, by casting this spell, spoil enough food to generously feed I person (+ 1 additional person per Rank). The food
will thereafter be inedible.

3. Spell of Obscurement (G-3)

RANGE: 15 feet + 15 additional/Rank
DURATION: 10 minutes + 10 minutes per rank
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May be resisted.
EFFECTS: The Adept creates a 5-foot cube of oild black smoke (+1 foot to each dimension per rank).  The vision of all entities except the
adept is reduced to 5 feet unless they possess true seeing as a talent or spell.  The necromancer’s sight is unaffected as it any character
who successfully resists the spell

4. Fire and Brimstone Spell (G-4)

RANGE: 15 feet+ 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 20%
RESIST: May be resisted.
EFFECTS: The Adept may cast a bolt of sulphurous flame at a single target. If the target fails to resist, it takes [D-4] (+ 1 per Rank)
damage. The Base Chance of infection is increased by 20 as a result of damage inflicted by this spell.

5. Spell of Heating Metal (G-5)
RANGE: 15 feet+ 15 additional/Rank
DURATION: 20 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept can cause up to 1 cubic foot of metal (+ 1 additional cubic foot per Rank) to become hot, increasing its temperature
by 5° + 5° per Rank.

6. Spell of Harming Entity (G-6)

RANGE: 15 feet + 15 additional/Rank
DURATION: 10 seconds + 10 additional/Rank
EXPERIENCE MULTIPLE: 300
BASE CHANCE: 20%
RESIST: May be resisted.
EFFECTS:  The necromancer may cast this spell at any one target within range.  If the target fails to resist, it will be in intense agony for
the duration of the spell and must check to see if concentration is broken.  Its strike chance is reduced by 10 (+1 per rank) for the duration
of the spell.  He suffers no damage points as a result of the spell.

7. Spell of Noxious Vapors (G-7)
RANGE: 15 feet+ 15 additional/Rank
DURATION: 10 seconds x ID -5] x Rank (x 1, if unranked)
EXPERIENCE MULTIPLE: 250
BASE CHANCE: 10%
RESIST: May be resisted.
EFFECTS: The Adept creates a cloud of foul yellow vapor which will affect all characters (including the Adept) that are caught within it. The
cloud covers the entire area within range of the Adept. At Ranks 0-5, it reduces each character's range of vision by 10 feet. At Ranks 6-10,
it causes a light sleep lasting until the spell ends or the sleeper is awakened. At Ranks 11-20, there is a 20% chance that any character
who fails to resist will contract consumption.

8. Spell of Warping Wood (G-8)
RANGE: 15 feet + 15 additional/Rank
DURATION: Immediate (during Pulse)
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may twist a 2" x 2" x 1’ area of a piece of wood into any shape of his choosing. He may add 1” to any dimension per
Rank.

9. Ram of Force Spell (G-9)
RANGE: 5 feet + 5 additional/Rank
DURATION: Until task is completed
EXPERIENCE MULTIPLE: 200
BASE CHANCE: 25%
RESIST: May be actively & passively resisted.
EFFECTS: Creates a 15' x 15' x 15' "column of force" that will follow the Adept's command to execute one specific task ("smash through
that locked door", for example) and then will dissipate.  Will do [D -5] damage per 10 second exposure to flesh which cannot be pushed
out of the way due to a wall or other unyielding surface. It will slowly push metal aside, but will be halted by stone.

10. Spell of Vapor Breathing (G-10)

RANGE: May only be cast over self
DURATION: 30 seconds + 15 additional/Rank
EXPERIENCE MULTIPLE: 150
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The spell permits the Adept to breathe any atmosphere that contains sufficient oxygen to keep him alive, filtering out other
substances. This spell does not permit the Adept to breathe underwater.

General Knowledge Rituals

1. Ritual of Summoning & Binding Lesser Undead (Q-1)

The Adept may use this ritual to summon and bind the Lesser Undead if he remains stationary within a Pentacle (See The College of
Greater Summonings) drawn in or near an area where Lesser Undead may habitually be found (near tombs, graveyards, barrows, etc.).
The Adept and his companions must remain within the Circle of Protection during the entire course of the ritual. They may take no other
action while the ritual is taking place. This ritual lasts two hours. At the end of that time, the Adept's player rolls D100. If the resulting
number is equal to or less than the Adept's Magical Aptitude, the ritual succeeds. The Adept's Magical Aptitude is modified in the same
manner as any Base Chance of performing a ritual. In addition, 3 per Rank is added to the Adept's Magical Aptitude. If the Adept's player
rolls a number 40 or more greater than the Modified Chance for this ritual to be effective, the ritual backfires and the appropriate number
of undead appear unbound within the Circle of Protection and can attack the Adept and companions. The spell summons 1 (+ 1 per
Rank) Lesser Undead and (unless it backfires) subjects them to the will of the summoner one day per rank.  (Permanently at rank 20)   
The necromancer may have a total number of undead under his control that does not exceed 2 X WP, unless that number is enhance by a
skill (Military Scientist, or s spell) Undead in excess of that number may not be bound.  If the ritual backfires the Lesser Undead will
attempt to attack the summoner if possible. The Experience Multiple for this ritual is 250. Undead summoned successfully (i.e., not as a
result of a backfire) will appear within 20 feet.

2. Ritual of Converse with The Dead (Q-2)
The Adept may converse with a dead entity if he occupies the place the entity died or was buried and calls forth the dead spirit using this
ritual. The ritual takes an hour to perform and must be cast in a Pentacle. The Adept must have known of the death (by witness, hearsay,
or reading) in order to summon the dead spirit. He need not have known or encountered the entity before. He must understand a
language spoken by the entity. The Adept's player rolls D100 at the end of the ritual and if the result is equal to the Base Chance of
performing the ritual, the spirit of the deceased appears and will answer three questions. Questions may  be answered with a riddle or
puzzle. The Base Chance of this ritual being effective is equal to the Adept's Magical Aptitude (+ 4 per Rank). The dead disappear
whenever any character who is not within the Pentacle occupies the same general area. The Experience Multiple for this ritual is 300.
Undead may not be summoned or conversed with using this ritual.


Special Knowledge