Necromancy

Overcome actions are the caster’s Charisma vs. target’s Constitution, unless otherwise specified. Attacks are caster’s Charisma vs. target’s Intelligence and cause physical stress.

Animate Dead (Necromancy, Summoning, Cost, Persistent, Corrupting, Requires 2 other necromancy spells): You animate a nearby corpse (even if buried) into an animated skeleton or a zombie, to act as your ally. See rules for the Summoning keyword above. This spell is a major infraction.

Cause Exhaustion(Necromancy, Cost, Persistent, Requires Cause Fatigue): Once per scene, choose a target in your current zone and make an Overcome roll, caster’s Charisma +2 vs. target’s Constitution. The target’s lowest-rated empty consequence slot is rendered unusable for this scene.

Cause Fatigue(Necromancy, Persistent): Choose a target in your current zone. Make an Overcome action, caster’s Charisma vs. target’s Constitution. On a successful casting, the target must mark off their highest-rated empty physical stress box; if you succeed with style, you gain a boost. If they have no unchecked physical stress boxes, this spell has no effect.

Death’s Chill(Necromancy, Cost, Corrupting, Requires Ghoul’s Touch): An icy chill settles on the hearts of everyone in your zone. Make an attack, caster’s Charisma vs. target’s Constitution, against all creatures in your zone-friend or foe. This spell is a minor infraction.

Evil Eye(Necromancy, Curse, Cost): You can affix a person with such a baleful glare that it prevents them from doing anything but cowering. You can use Charisma +2 to create an Terrified advantage on a person (opposed by their Intelligence), provided you can see each other and you make eye contact with them. You can compel this aspect (using fate points or free invocations) to do one of the following, depending on what kind of character you’re affecting:

  • Nameless NPC: You may take the NPC out; they flee in abject terror.
  • Other NPC: They must do nothing but cower (they can still defend themselves) unless they choose to take a 2-stress mental hit.
  • PC: They can act as they wish, provided they obey the spirit of the compel. They can avoid this by taking a 2-stress mental hit.

Ghoul’s Touch(Necromancy, Corrupting): Attack a target in your zone, caster’s Charisma +2 vs. target’s Intelligence, physical damage. This spell is a minor infraction.

Grave’s Reach (Necromancy, Cost, Corrupting, Requires Ghoul’s Touch): Attack any target you can see, caster’s Charisma +2 vs. target’s Intelligence, physical damage. This spell is a minor infraction.

Necromancy

Adventures in Freeport and Beyond josh61980