| 144 |
Necromancy:
Variable Power Pool, 100 base + 44 control cost, Powers Can Be Changed As A Zero-Phase Action (+1); all slots Draws END from Endurance Reserve (+0) (200 Active Points); Limited Class Of Powers Available Necromantic Magic (Death, the Undead, and Undying) (-1/2), Limited Class Of Powers Available Can Only Use Spells from this List; Adding Spells Requires Time and Research (-1/4); all slots Requires A Power: Necromancy Roll (-1/2)
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| 0 |
1)
Barrier to Death:
Healing 3d6, Draws END from Endurance Reserve (+0), Continuous (+1) (60 Active Points); Self Only (-1/2), Requires A Power: Necromancy Roll (-1/2) Real Cost: 30
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6 |
| 0 |
2)
Bind Undead:
Major Transform 6d6 (Undead to Undead with Psychological Limitation: Compelled to Obey Conde de la Muerte, Conde de la Muerte is Defeated), Draws END from Endurance Reserve (+0) (90 Active Points); Extra Time (Extra Phase, Character May Take No Other Actions, -1), Requires A Power: Necromancy Roll (-1/2) Real Cost: 36
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9 |
| 0 |
3)
Command Undead:
Mind Control 16d6 ( Alien class of minds), Draws END from Endurance Reserve (+0) (80 Active Points); Limited Class Of Minds Undead (-1/2), Requires A Power: Necromancy Roll (-1/2), Does Not Provide Mental Awareness (-1/4) Real Cost: 35
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8 |
| 0 |
4)
Call Ghost:
Summon 300-point Ghost, Draws END from Endurance Reserve (+0), Friendly (+1/4) (75 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 50
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7 |
| 0 |
5)
Deathly Pallor:
Drain 25% BODY 75% CON 6d6, Draws END from Endurance Reserve (+0), Ranged (+1/2) (90 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 60
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9 |
| 0 |
6)
Entomb:
Tunneling 3" through 8 DEF material, Fill In, Draws END from Endurance Reserve (+0), Area Of Effect (One Hex; +1/2), Usable As Attack (+1) (100 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 67
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10 |
| 0 |
7)
Flay Undead:
Killing Attack - Ranged 2d6-1, Draws END from Endurance Reserve (+0), No Normal Defense (No Undead SFX) (+1/2), Continuous (+1), Does BODY (+1) (87 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 58
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9 |
| 0 |
8)
Fright:
Entangle 2d6, 4 DEF, Takes No Damage From Attacks Physical (+1/4), Versus EGO Not STR (+1/4), Based On EGO Combat Value (Mental Defense applies; +1) (75 Active Points); Entangle Has 1 BODY (-1/2), Requires A Power: Necromancy Roll (-1/2) Real Cost: 37
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7 |
| 0 |
9)
Ghost Town:
Sight , Smell/Taste , Touch and Hearing Groups Images Increased Size (16" radius; +1), +/-8 to PER Rolls, Draws END from Endurance Reserve (+0) (49 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 65
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10 |
| 0 |
10)
Graveyard Door:
Extra-Dimensional Movement (Single Dimension), Draws END from Endurance Reserve (+0), Usable Simultaneously (up to 64 people at once; +1 3/4) (55 Active Points); Requires A Power: Necromancy Roll (-1/2), Incantations (-1/4) Real Cost: 31
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5 |
| 0 |
11)
Into the Spirit World:
Desolidification (affected by Magic), Draws END from Endurance Reserve (+0) (40 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 27
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4 |
| 0 |
12)
Shielded Retribution:
(Total: 100 Active Cost, 66 Real Cost) Missile Deflection (Any Ranged Attack), Missile Reflection, Based On EGO Combat Value (Mental Defense applies; +1) (80 Active Points); Requires A Power: Necromancy Roll (-1/2) (Real Cost: 53) plus +4 with Ego CV (20 Active Points); Requires A Power: Necromancy Roll (-1/2) (Real Cost: 13) Real Cost: 66
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| 0 |
13)
Pull of the Grave:
Telekinesis (60 STR), Draws END from Endurance Reserve (+0) (90 Active Points); Limited Power Only to Pull a Target down, into the Ground, and Bury Him/Her (-1 1/2), Requires A Power: Necromancy Roll (-1/2) Real Cost: 30
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9 |
| 0 |
14)
Raise Dead:
Summon 32 150-point Skeletons, Draws END from Endurance Reserve (+0), Devoted (+3/4) (96 Active Points); Conditional Power Only in a Graveyard (-1), Requires A Power: Necromancy Roll (-1/2) Real Cost: 38
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10 |
| 0 |
15)
Reach of the Afterlife:
Killing Attack - Ranged 3d6+1, Draws END from Endurance Reserve (+0), Area Of Effect Nonselective (10" Radius; +1) (100 Active Points); Side Effects, Side Effect occurs automatically whenever Power is used (Side Effect only affects the environment near the character; -1 1/2), Extra Time (Extra Segment, -1/2), Requires A Power: Necromancy Roll (-1/2), Limited Power Not Against Targets with Undead or Necromantic SFX (-1/4) Real Cost: 27
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10 |
| 0 |
16)
Speak to the Dead:
Retrocognitive Clairsentience (Hearing Group And Normal Sight), Draws END from Endurance Reserve (+0) (45 Active Points); Requires A Power: Necromancy Roll (-1/2) Real Cost: 30
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4 |
| 0 |
17)
Spirit Shield:
Force Wall (7 PD/7 ED/2 Power Defense), Draws END from Endurance Reserve (+0), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (90 Active Points); No Range (-1/2), Requires A Power: Necromancy Roll (-1/2), Incantations (-1/4) Real Cost: 40
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| 0 |
18)
That Graveyard Feeling:
(Total: 44 Active Cost, 27 Real Cost) Change Environment 8" radius, -1 Temperature Level Adjustment, Personal Immunity (+1/4) (25 Active Points); Requires A Power: Necromancy Roll (-1/2), Limited Power Does Not Affect Characters with Undead/Necromantic SFX (-1/4) (Real Cost: 14) plus Energy Blast 0 1/2d6, Reduced Endurance (0 END; +1/2), No Normal Defense (+1), Does BODY (+1), Continuous (5 Min) (+1), Area Of Effect (8" Radius; +1 3/4) (19 Active Points); Requires A Power: Necromancy Roll (-1/2) (Real Cost: 13) Real Cost: 27
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2 |
| 0 |
19)
Withering Death:
Killing Attack - Ranged 1 point, Draws END from Endurance Reserve (+0), Based On EGO Combat Value (Mental Defense applies; +1), No Normal Defense (Undead/Necromantic SFX or Magical Mental Defense) (+1), Does BODY (+1), Continuous (+1) (25 Active Points); Limited Power Does No Stun (-1/2), Requires A Power: Necromancy Roll (-1/2), Does Not Provide Mental Awareness (-1/4) Real Cost: 11
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2 |
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| 12 |
Vampire Skin Cloak:
Elemental Control, 48-point powers, (24 Active Points); all slots OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
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| 21 |
1)
Aura of Death:
Mind Control 6d6 ( Human class of minds), Personal Immunity (+1/4), Reduced Endurance (0 END; +1/2), Explosion (+1/2), Continuous (+1) (97 Active Points); Set Effect (Fear of Conde de la Muerte) (-1), No Range (-1/2), OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
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| 12 |
2)
Bat's Wings:
Flight 17", x4 Noncombat, Reduced Endurance (1/2 END; +1/4) (49 Active Points); OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
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2 |
| 12 |
3)
Skin of the Undead:
Force Field (15 PD/15 ED/8 Mental Defense/10 Power Defense), 1 Continuing Fuel Charge lasting 1 Hour (+0) (48 Active Points); OIF (-1/2), Conditional Power Loses 50% Active Points in Sunlight (-1/2)
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| 10 |
See Undead:
Detect A Class Of Things 13- (Sight Group), Discriminatory
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| 25 |
Spell Power:
Endurance Reserve (200 END, 5 REC) (25 Active Points)
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