These rituals have been provided by our dear family member Leonardo Giovanni. He can be reached at this address. Also he maintains his own website here.
For me, necromancy is not a means to an end it is an end it itself. No great necromancer sits on his laurels waiting for others to discover new rituals, one must invent them oneself. The following are rituals that you probably haven't heard of, some of them I invented. Please use discretion when using them and remember to go out and invent some yourself one day. The family is depending on you.
I must confess, if I were to pick a favorite path it would be The Bone Path. Nothing makes me feel more secure than a large horde of zombies watching my back. They can be wonderful servants but their limitations are also frustrating, I invented this ritual myself and I know you will enjoy it. It allows one to "program" a single zombie to perform a more complex task. They can now fetch someone or something for you. They can even be told to repeat certain actions when something triggers them. Of course, they still are not applying for MENSA anytime soon. Even a programmed zombie will complete his tasks in the most direct fashion.
I'm afraid the casting of this one is a bit messy. One must write out the implicit instructions and place them in the creature's chest cavity. You may want to sew him back up after you're through. A good set of mortician's tools is helpful.
System: Allows a necromancer to program a zombie that he has already created with The Bone Path level three. The programmed zombie can carry out a series of orders that do not require free thinking or free will. For example; a zombie can be told to go to someone and kill them but the zombie would not be able to find them by itself or determine when it was a good time to do this. It requires the necromancer to place a written set of instructions within the zombie's chest cavity.
In Memoriam
Good necromancers understand that sometimes you get further with honey than with vinegar. It is sometimes best to "befriend" the wraith that you are trying to control rather than force him to your will. That is where this handy ritual comes in. It is known that wraiths need to draw upon a reserve of power in order to use their mystical abilities, a power they refer to as Pathos. Normally, a wraith's Pathos is restored by the energies created when those in the living world invoke the wraith's memory. This ritual invokes the memory and enhances the power given, giving your bodily challenged friend the extra reserves he needs to carry out your commands in mean, requests.
System: By building a small shrine to the memory of the target wraith, the necromancer can confer upon him a certain amount of Pathos. Roll Intelligence + Occult: difficulty five. Each success gives the wraith one point of Pathos It can only be cast once per week and the necromancer must spend an hour at the shrine built for the wraith, comptenplating on the wraith in question. Having an intimate or important item that once belong to the wraith as part of the shrine lowers the difficulty by two.
Preparing The Spirit Vessel
Now, one problem you may have with your new found friend is that you want to keep him in one place. Binding them is good but it's not permanent. You are going to live forever, so you might as well bring them along for the ride. You have all heard stories on how the great necromancers in Venice have had some wraiths bound for centuries. Want to know how they did it? Of course you do and I'll tell you. You see, a proper vessel must be prepared. You must be in possession of one of the wraith's fetters and have a splinter from the lid of its coffin (or other internment device, such as stone from a sarcophagus or a chip from the put they are keeping the ashes in). Then you prepare a vessel. It could be anything, a bottle, a chair or even a room. (I fondly remember placing the wraith of the Ventrue Primogen of Chicago; one Mr. Ballard, into a piggy bank. I gave it as a present to his arch rival Al Capone, Al still thanks me every time I see him.) The ritual takes an entire night to complete and is quite exhausting. When it is done you have a friend forever.
System: This ritual allows a necromancer to permanently bind a wraith. The necromancer must have a splinter of the wraith's coffin (or other suitable alternative) and one of the wraith's fetters. After an eight hour ritual and the expenditure of a permanent Willpower point, the vessel is prepared. Any time after that the necromancer can perform the level four power of The Sepulchre Path: Haunting. Another permanent Willpower point is expended and the roll made. If the Haunting is successful the wraith is bound to the object or place for all eternity.
True Calling
So you've got your new friend's undivided attention and you've tried being nice to them but they still aren't very cooperative. Well maybe you're not speaking to whose really in charge. I'll let you in on another secret, all wraiths have a problem with multiple personalities. It seems that our transparent comrades have two personalities, one that is more or less the way they were in life and one that feels a need to be bad, really bad. The bad side they refer to as their Shadow. Now the wraith's Shadow may be self destructive and have poor manners but sometimes they are the ones you need to talk to when a particularly brutish job needs to be done. The best part of this ritual is the casting of it. These Shadows are attracted to pain and suffering, so all you have to do is go down to the rack and bring home a vagrant or two. After you get your friend the wraith to sit still, proceed to perform ritual torture on some living victims. This will attract the wraith's Shadow in no time.
System: Once again the wraith must be bound with Haunting and you must know the wraith's true name. The necromancer must also have a human or vampire victim (actually any type of corporeal victim that can feel pain). During the casting of the ritual the necromancer rolls Manipulation + Intimidation: difficulty the torture victim's Willpower. Every round that this goes on the wraith rolls his own willpower and must have more success than the necromancer or the wraith's Shadow immediately takes control. The necromancer does not control the Shadow, he just gets to talk to it. Also, the wraith may disagree with any bargain made with its Shadow and refuse to have any part of the deal after it regains control of its Shadow.
Unto The Void
You've tried and tried but you still can't get your new friend to cooperate. Well, you can't always be Mr. Nice Guy. This is a very nasty ritual, don't cast it unless you're truly sure that you want to make the wraith in question pay dearly. Don't bluff, this sort of thing is very serious. The wraith must already be bound and you must know its true name and be in possession of one of its fetters. After a strenuous ritual, taking a full three hours to complete, the wraith is cast into madness, an abyss from which they may never return. No, they don't like this not one bit.
System: After binding the wraith using the level for power from the Sepulchre Path: Haunting and coming into the possession of one of the wraith's fetters, a necromancer may cast this three hour ritual. When it is complete, roll Intelligence + Occult: difficulty is the target's Willpower. If any successes are gained the wraith is immediately cast into the Tempest and experiences The Harrowing. Of course, the wraith may do anything in its power to disrupt the ritual.
Exorcism Ex Nihlo
Some days, you just get sick and tired of spooks altogether. When this happens it's time to clean up and start all over again. This ritual will clean out any area that wraiths are haunting. It will even expel wraiths that have been bound by other necromancers. Of course you would never cast this on an area owned by a fellow family member without their permission.
System: This ritual will make any area up to and including the size of a large building, totally free of wraiths. It requires a full compliment of ritual components, including; bells, incense and candles. It takes three hours to cast, after which the necromancer rolls Intelligence + Occult: difficulty six. Wraiths are unable to return to the area for as many months as the necromancer rolls successes. Wraiths can resist this by spending a willpower point for each hour they wish to remain in the area.