Necromancy

Body of the Corpse (•• or ••••)
Tradition: Necromancy
Prerequisites: None
Dice Pool: Stamina + Occult
Cost: 1 Bashing Damage (+1 Willpower for ••••)
Duration: One scene
Casting Time: One round
Concentration: Yes
Range: Self
Effect: You infuse your body with the energy of the
Shadowlands. With the •• version, you detect as dead
to any supernatural powers that detect life unless they
beat your initial successes (including the senses of
ghosts), and may suppress your life signs and appear as
a corpse in truth if you desire. With the •••• version,
the death energy suffusing your body grants you Armor
equal to half your Stamina (rounded down) that stacks
with worn Armor.

Cloak of Fear (••••)
Tradition: Necromancy, Psychic
Prerequisites: None (Necromancy), Heart Shaping
(Psychic)
Dice Pool: Manipulation + Intimidate – Resolve
Cost: 1 Willpower
Duration: One scene
Casting Time: One round
Concentration: Yes
Range: Self
Effect: You surround yourself in a palpable aura of fear.
While so shrouded, anyone who wishes to attack you
must beat your initial successes with a Resolve +
Composure roll. If they fail, they suffer the Shaken
Condition and cannot approach within your Willpower
Dots in yards. The fear also causes a -3 penalty to
Expression, Persuasion or Socialize rolls, but grants a +3
bonus to Intimidate.

Countermagic (• – •••••)
Tradition: All
Prerequisites: Second Sight, Occult •••
Dice Pool: Wits + Occult
Cost: 1 Bashing Damage
Duration: Concentration
Casting Time: Instant
Concentration: Total
Range: Line of Sight
Effect: You can dispel arcana as they are being used, but
only reactively: i.e., you choose a target or targets to
shield and can then roll Wits + Occult to resist any
arcana cast on those targets, and your successes are
added to the successes of any resistance roll by the
target to determine the final result. Countermagic does
not function against the powers of the Nobility, Uratha,
or spirits. You receive a -2 penalty if you’re trying to
counter the magic of a tradition other than your own.

Death Sight (••)
Tradition: Necromancy
Prerequisites: None
Dice Pool: Wits + Composure
Cost: None
Duration: Concentration
Casting Time: Instant
Concentration: Yes
Range: Self
Effect: You draw the energies of death into your eyes,
allowing you to perceive the world as the dead do. You
can easily discern fracture points, weaknesses, and
failure points of machines or objects. You can look at
living things and determine how close they are to death
and how much contact they have had with death
recently. You receive a +2 bonus on appropriate rolls
(medical diagnosis, breaking things, etc.) while this
arcana is active. You can also flawlessly determine the
cause of death of a body, regardless of how decayed it is.

Decay (••••)
Tradition: Necromancy
Prerequisites: Death Sight
Dice Pool: Manipulation + Occult – Stamina
Cost: 1 Bashing Damage (+1 Willpower on living targets)
Duration: Instant
Casting Time: Instant
Concentration: Yes
Range: Line of Sight
Effect: Decay is exactly the same as Crushing Grasp,
except it can also be used to damage inanimate objects
and is harder to use on living things.

Elemental Weapon (•••)
Tradition: Animism (wood only), Necromancy (shadow
only), Shaping
Prerequisites: Shaping arcana for the element
Dice Pool: Wits + Occult
Cost: 1 Bashing Damage Duration: One Scene
Casting Time: One turn
Concentration: Yes
Range: Line of Sight
Effect: You may enshroud a weapon in elemental force.
This has a different effect depending on the weapon.
 Earth – Your weapon is powerful and capable
of blocking heavy blows. You gain a +2 bonus to
Defense.
 Fire – On a successful hit, your weapon sets the
target on fire with a torch flame of candle size.
 Light – On a successful hit, the target is
illuminated in a thin glow for your Willpower in
rounds, removing all penalties for attacking due
to darkness.
 Metal – Your weapon cleaves through
protections, ignoring one point of Armor.
 Shadow – Your weapon blinds the target for
one turn after a successful hit.
 Water – Your weapon flows around obstacles.
The enemy receives a -2 Penalty to Defense.
 Wind – Your weapon knocks the enemy back
one yard per Level of damage done.
 Wood – Your weapon gleams with poison. The
turn after a successful hit, roll two more dice.
Each success does one level of Bashing Damage.

Evocation (•••• or •••••)
Tradition: Necromancy (ghosts only), Shaping (spirits
only), Sorcery, Visionary
Prerequisites: Occult ••
Dice Pool: Presence + Persuasion – Resistance
Cost: 1 Willpower and 1 Bashing Damage
Duration: Special
Casting Time: One hour
Concentration: Yes
Range: Special
Effect: You can summon an ephemera and force it to
perform tasks for you. The exact type of ephemera
varies. Elementalists can summon representations of
the elements called elementals, whereas sorcerers are
quite eclectic. The ephemera will obey all your
commands for a time (typically until dawn or dusk),
though it may seek to twist the words and try to find
loopholes—ephemera do not appreciate being enslaved
any more than living beings do. If you have the •••••
version, you may instead compel a single task which
may be of indefinite duration. Note that binding an
ephemera to a task that may last forever will make it
incredibly angry, and should it be released it will almost
certainly seek revenge.

Heart Shaping (••••)
Tradition: Necromancy (Fear only), Psychic, Sorcery
Prerequisites: Heart Reading
Dice Pool: Manipulation + Expression – Composure
Cost: 1 Bashing Damage
Duration: One Scene
Casting Time: One turn
Concentration: Yes
Range: Line of Sight
Effect: You can impose your emotions on others. If
successful, you may induce any of the following
emotional states:
 Despair – The target suffers the Broken
Condition until they are attacked or they spend
a Willpower to overcome it.
 Fear – The target suffers the Frightened
Condition toward you or a target you select.
This also dispels a use of the Rage effect.  Friendship – The target suffers the Charmed
Condition toward you or a target you select.
This can dispel the effects of Hatred.
 Hatred – The target becomes less-well disposed
towards you or a target you select and suffers
the Competitive Condition. This can be used to
dispel the effects of Friendship.
 Hope – The target the Inspired Condition. Hope
dispels Despair.
 Rage – The target suffers the anger effects of
the Bestial Condition, and if their Willpower
points are 3 or less they will attack immediately.
Rage dispels the effects of Fear.

Imbue Unife (•••••)
Tradition: Healing, Necromancy
Prerequisites: Medicine •, Occult •••
Dice Pool: Intelligence + Persuasion
Cost: 2 Willpower and 2 Bashing Damage
Duration: Permanent
Casting Time: 1 hour
Concentration: Total
Range: Touch
Effect: You may raise a corpse up in a hideous mockery
of life. The corpse must have died within a number of
days equal to your Willpower Dots. If successful, you
create an undead servant with Power 1, Finesse 1,
Resistance 2, Speed 2, Initiative 1, and Defense 1. You
may allocate additional successes to raise these
statistics on a one-for-one basis. The creatures so
created are mindless and obey your orders without
question or initiative. You may have an number of
servants activate at once equal to twice your Resolve.

Invocation (••••)
Tradition: Animism (spirits only), Necromancy (ghosts
only), Visionary
Prerequisites: Occult ••
Dice Pool: Presence + Persuasion
Cost: 1 Willpower and 1 Bashing Damage
Duration: Special Casting Time: One hour
Concentration: Yes
Range: Special
Effect: You can call to an ephemera and ask it to
perform tasks for you. The exact type of ephemera
varies. Druids summon spirits of the trees and waters,
whereas necromancers seek aid from their ancestors.
Note that Invocation does not force the ephemera to do
anything, and the caster must rely on their own powers
of persuasion or bargaining.

Psychic Shield (• – •••••)
Tradition: All
Prerequisites: Willpower •••+
Dice Pool: None or Intelligence + Occult
Cost: None or 1 Bashing Damage
Duration: Indefinite or Concentration
Casting Time: Always on or Instant
Concentration: N/A or Yes
Range: Self or Limited by familiarity
Effect: Psychic Shield protects you from mental
influences or powers. Its level applies as a dice penalty
to any attempt to influence you mentally, for good or ill.
It is always on unless you deliberately choose or lower it
or are unconscious. In addition, thaumaturges can
extend their Psychic Shield to others with a successful
roll, though doing so leaves their own shields weaker
(effectively, you can grant others your merit dots
temporarily). They may also use their shields to filter
their powers through, making them harder to detect
(see Second Sight). Psychic Shield may be bought by
non-thaumaturges. It functions at half effectiveness
(rounded down) against the powers of the Nobility,
Uratha, or spirits.

Sacrifice (•)
Tradition: Animism (spirits only), Necromancy (ghosts
only), Sorcery, Visionary
Prerequisites: None
Dice Pool: Presence + Occult
Cost: None
Duration: Instant
Casting Time: 10 minutes
Concentration: Total
Range: Self
Effect: You know the proper rites to transfer spiritual
energy to the Umbra or Shadowlands (choose spirits or
ghosts when buying this Merit) after the destruction of
an object or the death of a creature. After a sacrifice,
the recipient receives either a point of Essence or a
point of Willpower. On an Exceptional Success, it
receives one of each.

Second Sight (• – •••••)
Tradition: All
Prerequisites: None
Dice Pool: None or Wits + Composure
Cost: None
Duration: Indefinite
Casting Time: N/A
Concentration: No
Range: Self
Effect: You can sense the active or lingering use of
arcana. You can roll reflexively every time a power is
used in your vicinity—if you know the power, you can
identify it, otherwise you simply know that the target is using magic. Anyone using Psychic Shield to conceal
their arcana use applies a penalty to this roll equal to
their level of Psychic Shield. Secondly, if an arcana was
used within the last scene, you can detect traces of its
use and, if you are familiar with the caster, identify the
user. Second Sight does not work on the powers of the
Nobility, Uratha, or spirits.

Sense Ephemera (••)
Tradition: Animism (spirits only), Necromancy (ghosts
only), Sorcery, Visionary
Prerequisites: None
Dice Pool: None
Cost: None
Duration: Concentration
Casting Time: One turn
Concentration: Yes
Range: Self
Effect: You can see any nearby ephemera in Twilight.
When you take this power, you must specify whether it
applies to spirits or ghosts. You may buy both versions
of this arcanum if your tradition allows it. Ephemera are
automatically aware that you can see them unless you
use Psychic Shield

Shadow Shaping (••• or •••••)
Tradition: Necromancy, Shaping
Prerequisites: Occult •
Dice Pool: Manipulation + Brawl (+ Occult for
Necromancers)
Cost: 1 Bashing Damage
Duration: One scene
Casting Time: One turn
Concentration: Yes
Range: Line of Sight
Effect: Shadow Shaping creates thick, inky blackness
that seems to have a substance of its own.
 Blind – You may throw a cloak of shadow over a
target’s eyes. Unless they resist with Willpower,
they suffer the Blinded Tilt in both eyes.
 Image – You can create an illusion formed of
roiling shadows. As with other illusions, it
cannot cause any harm at all. See Illusion for
details.

Twilight Eyes (••)
Tradition: Necromancy (ghost only) Sorcery, Visionary
Prerequisites: None
Dice Pool: Resolve + Occult
Cost: None
Duration: Concentration
Casting Time: One turn
Concentration: Yes
Range: Self
Effect: You can see into the Umbra, the realm of spirits,
or the Shadowlands, the realm of the dead. The reverse
is true as well; while this power is active, ghosts or
spirits can see you. It takes one turn to switch your
perspective back and forth, and you are blind to
wherever you are not looking.

Necromancy

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