This Path was created by a Cappadocian detective to aid him in investigations of death that had occurred days, weeks, even years into the past. Many sorcerers learn this Path as their secondary, using it more often then some of the other, rarer, paths of Sorcery.
1 - Sense Death - The sorcerer can sense when a soul passes to the afterlife in her immediate vicinity.
System: No roll is required. The sorcerer can sense when anything dies anywhere in a fifty-yard radius. This does not allow the character to sense the cause or nature of death, merely the fact that it has occurred.
2 - Echo of Death - This power allows a sorcerer to sense if a death has taken place in the recent past. Echo of Death also gleans some information as to the cause and nature of the death.
System: The character rolls Perception + Occult (difficulty 7) to determine if a soul has passed from their current location recently. Like Sense Death it has a radius of fifty yards. The number of successes determines how far back the vampire can sense and what information is learned.
1 success: One hour
2 successes: One day
3 successes: One week
4 successes: One month
5 successes: One year
3 - Soul Traces - The sorcerer may glean information about the circumstances of a person’s death by standing in the general area. The residual traces of the soul are read and the last few moments of life can be replayed for the sorcerer’s benefit.
System: In order to use this power, the character must know the name of the person in question. The character must then roll Perception + Occult (difficulty 8, though the difficulty may be lowered or raised due to the length of time the target has been dead) to determine what happened to cause the subject’s death. Having the body or something important to the person lowers the difficulty of the roll by 2.
1 success: A vague sense of the subject's state at the time of death.
2 successes: A sense of the general nature in which the subject died.
3 successes: A clear sense of the specific cause of death.
4 successes: A clear picture of the murder weapon and a vague sense of the victim's thoughts.
5 successes: If the subject was murdered, the necromancer has a vague sense of the murderer's appearance. Specific thoughts that occurred at or near the time of death are revealed.
4 - Echo of Forever – A sorcerer that has learned this power may peer into the past and see the ripples of energy left by a soul as it departs from this plane. The ripples given off last for centuries, but become increasingly small and hard to detect as time passes and more ripples obscure them from view. This power can be used two ways. The first is easier and more general. It can sense all the passings that happened in one area, as far back in time as the sorcerer is able to feel. The second locks onto a single soul’s echo and brings it into prominence, Revealing when it happened.
System: For this power to work, the character must be of an equal or greater proficiency than the sorcerer in question. The character spends two willpower points, then rolls Perception +Occult (difficulty 7).
1 success: 1 year back and 60 yards
2 successes: 5 years back and 70 yards
3 successes: 20 years back and 80 yards
4 successes: 50 years back and 90 yards
5 successes: 100 years back and 100 yards
5 - Echo of Future Passing – With this the sorcerer may sense the death that has not yet happened. By sensing where and when souls will pass on the sorcerer may predict sites of battle, assassination, or death of other kinds. This can also be used on one person to see how long they have left in life.
System: The character expends 2 willpower points and 1 blood point to seek the time of passing. The player makes a Perception + Thanatology roll (difficulty 8). If used to see how long a person will live each success means one year of life. This is not precise to the day, only general. The forecasting only covers natural death, freak accidents can happen before the given time expires.
1 success: 1 year forward and 60 yards
2 successes: 5 years forward and 70 yards
3 successes: 20 years forward and 80 yards
4 successes: 50 years forward and 90 yards
5 successes: 100 years forward and 100 yards