Along with the "normal" corrosive effects on living aura's the overexposure to Plasm creates, more extensive aura damage can expose a tainted aura to additional perils not normally a danger:
Whenever ANY Necromancers Necrosis Rating exceeds their Spirit Strength, their connection to the energies of death is strong enough to seep into both their magic and their daily life. Such a Necromancer (regardless of Tradition) is under the effect of what amounts to a totemic advantage/weakness: +2 dice for necromantic-category spells, +2 dice for Conjuring Spirits of the Dead; +1 die for DAMAGING Health spells, -2 dice for beneficial Health spells. The Necromancer also gains a mild allergy to sunlight (or increases an existent allergy by 2 lvls), suffers from the Reduced Senses Weakness in Daylight, loses any benefits from the Edges "Quick Healer", "Toughness", and "Will To Live", and DOUBLES the penalties for the Flaws "Infirm", "Weak Immune System", and "Sensitive System". In no case do the actual Flaws or Edges change their build-point values. A necromancer whose Essence or Effective Attribute drops to zero dies on the spot, their weakened Aura disintegrating from the added stres ses. These effects apply to shamanic or hermetic variants alike, and IN ADDITION to normal Totem or Maite Tete bonuses (where they exist, of course :-).This effect is also CLEARLY evidenced in the Necromancers aura -- to mask it, it must be covered as if it were a spell with a force equal to double the Necromancers necrosis rating. Such a Necromancer is also extremely vulnerable to influence and control by Free Spirits of the Dead -- the Necromancers Necrosis Rating can be used by the Free Ghost as dice to influence the Necromancer, either directly (in a Resisted Willpower Test) or as added Dice for any Spell or Power the Ghost chooses to use Targeting the Necromancer.
Necromancers whose Aura Integrity becomes fully Corrupted AUTOMATICALLY become Deathbound (cf "The Chains Of Death") AND Hellbound, controlled by whatever Ectoplasmic Source Corrupted them (If Corrupted by a raw plasmic mass, the Hellbound Necromancer is affected by his controlling plasmic mass as if he were a Plant Shaman, with the plasmic Mass as his Ground, though Hermetic (etc.) Necromancers still follow all other rules of their Base Tradition. Such pitiful individuals are utterly insane, to the point where they barely retain even a semblance of sentience, utterly dominated by the non-sentient random fluctuations of their dominating plasmic mass).
Non-necromancers with Aura Necrosis ratings due to Aura damage do not become Death Bound (cf "The Chains Of Death") until their Aura Integrity becomes completely Corrupted. At that point, they become Necromancers, Hellbound, and NPCs in one fell swoop.
Hellbound Necromancers are ALWAYS NPCs, for the simple reason that they are UTTERLY dominated by the will of their controlling Ghost. For game mechanics and behavior, Hellbound Necromancers are the equivalent of Insect Shamans. Their Dark Master fills the role of Queen Spirit in ALL particulars except that they don't need SUMMONED in most cases, because except under very odd circumstances, they will have been already present, to corrupt the Necromancer in the first place. An Insect Queen's ability to add to her Shamans Potency directly correlates with a "Demon Master"'s ability to transfer Spirit Energy to its slaves EEP, and a "Demon Master" aids its slaves Conjuring ability just as an Insect Queen does. Be Afraid :-) Also like Insect Shamans, the end fate of a Hellbound Necromancer is grim -- once the Necromancer's corrupt aura approaches dissolution (That is, he racks up LARGE amounts of Aura Cohesion damage), his Demon Master generally eats his soul to fully incarnate through the grisly process of Viviphagy.
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