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Mummy: the Resurrection - Hekau Goto Page: [] [<] 1 2 3 [>] [»|]

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Carnamagos
Vice Captain

PostPosted: Tue May 13, 2008 12:54 pm


Level Five Celestial

Divine Greatness
Type: Spell
Dice Pool: Meditation + Celestial
Difficulty: 8
Sekhem: 2
This spell functions as the Hekau Divine Forms, although the successes gift the magic-user with a greater benefit. This spell grants three additional points for a single Attribute on three or fewer successes or two additional points for two separate Attributes on four or more successes. As with Divine Forms, the effect lasts for the scene.

Plague of Ma’at
Type: Ritual
Dice Pool: Occult + Celestial
Difficulty: 9
Sekhem: 10
The great biblical plagues were inflicted upon Egypt, not in defense of it. Ma’at has accepted the justice of those ancient events and opened the way for her faithful to draw upon similar symbols of retribution. Aside from serving as a devastating weapon against those who oppose the balance, these rituals act as a reminder for Egypt’s guardians never to grow too proud of their powers and stature, lest they be put in their place.
Mummies must learn each plague must separately, and they must engage in five hours of ritual before casting one. A plague generally affects a single building, although it can be released over an entire small town with four or more successes. It lasts for the scene unless otherwise specified.
Water to Blood: All water within the designated area turns to cold, dead blood. Beverages are ruined, and people even weep and sweat blood. All water brought into the area suffers the same effects until the next sunrise. The blood has no nutritive value, so victims probably suffer from some dehydration as well. (Even vampires gain no sustenance from it.)
Beetles: Flesh-eating beetles boil out of the ground and swarm over the area. The insects overwhelm any flesh they encounter (aside from one another), swarming over it and devouring it. Even corpses and the undead are not safe. An unfortunate covered in beetles automatically suffers one lethal health level of damage each turn as they consume her flesh. Luckily, the beetles can be outrun, they are not very good climbers, and they fear fire, so it is possible to evade them. Those who are unaware of the ravenous insects’ approach may be buried in the bugs before they’re aware of the danger, though.
Locusts: Swarms of locusts overtake the area. These insects devour grain, vegetables, fruits, bread and anything else that gets in their way. The locusts clog engines or fans almost as badly as a sandstorm, crawl on people and generally cause tremendous havoc. The ravenous insects target any and all foodstuffs, even ones that are enclosed in cupboards. Such is the nature of the plague that the locusts find entry into seemingly the most secure rooms and devour or befoul any nourishment. Although living beings are not subject to the locusts’ appetite, many will understandably panic under such an attack and flee the area.
Frogs: Streams of frogs rain down from the sky. Many hit the ground with such force that they spatter to bits. Those that survive hop about with a tendency to get into machinery or people’s clothing, much like the locusts. Again, most people will panic when exposed to this plague. The frogs excrete a mild toxin on their skin that causes rashes in any who touch them, reducing the victims to Appearance 1 for a full week.
Scorpions: Scorpions emerge from cracks and dark corners to spread across the area. Typically they can be avoided but foolish or unlucky individual may be stung. The scorpion’s poison causes one lethal level of damage per turn for three turns. Multiple stings can incapacitate or kill.
Sores: Once the ritual goes into effect, people in the area suffer itches and slowly spreading red spots on their skin, or the buildup of pustules. After a few hours, these blemishes open or burst into wet, oozing sores. This outbreak inflicts one level of lethal damage to all victims and drops their Appearances to one dot. The sores remain until the damage is healed.
Death: One mortal in 10 dies. (The Storyteller may roll a die for each group of 10 mortals, with a 1 indicating the fatality, or he may just pick out a reasonable percentage.) Death comes from sudden hemorrhaging or heart attacks, so beings not susceptible to such injury are unaffected. This plague doesn’t cause nearly as much material destruction as some of the others do, but the loss of life and corresponding horror is tremendous.

Potent Weather Magic
Type: Ritual
Dice Pool: Occult + Celestial
Difficulty: Special
Sekhem: Special
This Hekau is the pinnacle of the celestine’s power. She may call the destructive of storms, including tornadoes, hurricanes, monsoons, floods, killing frosts, ocean tempests, raging thunder, dust storms and droughts. These weather patterns can disrupt the local climate for weeks or months afterward unless the mummy performs a subsequent ritual to return them to normal more rapidly.
As with all previous Weather Magic, the chart lists the various difficulty and Sekhem costs for desired effects. A couple of options are described her for quick reference. The difficulty and Sekhem costs for each assumes that the caster begins her work on an average summer day in a temperate clime over a fair-sized area (mid-80° Fahrenheit, mild humidity, with partial cloud cover over a major urban area). Having existing conditions closer to the desired variables lowers the difficulty.
Tornado (difficulty 7, Sekhem 2): Ramming pressure systems together creates a vortex for an hour that devastates almost anything in its path. (Assume that the tornado inflicts 10 dice of lethal damage in a five-yard radius whenever it touches down.) The character has no hope of controlling the tornado once it’s been created.
Typhoon (difficulty 10, Sekhem 3): Unleashing a massive week-long hurricane creates effects equal to the thunderstorm described previously, including vastly reduced visibility and flooding. The damage is inflicted over large areas, and it is equivalent to that of a tornado. Generating a storm of this scale is properly difficulty 11. However, since difficulties can go no higher than 10, the extra point means that the mummy’s player must roll at least two successes at difficulty 10.

Rousing Apophis
Type: Ritual
Dice Pool: Occult + Celestial
Difficulty: 9
Sekhem: 15
All of the resurrected know of Apophis, the great corrupt serpent who seeks to devour Ra and plunge the world into darkness. Although this fearful beast is ostensibly only legend, its visage alone is enough to make the tremble.
The astrologer draws upon great forces to rouse Apophis momentarily – and the earth shakes as a result. The Great Serpent’s fury results in an earthquake of (at least) 8.0 on the Richter scale. Buildings crumble, fault lines crack and cities collapse. No specific damage is listed for this ritual, since the devastation is so widespread and comprehensive.
The epicenter of the temblor finds is where the mummy stands performing the ceremony. Since this spell cannot be hung, however, the celestine herself is likely to die in the ensuing earthquake. The mummy must be mindful of the consequences of her actions. The massive death and destruction involved likely unbalance the Scales of Ma’at. A mummy who performs this ritual rashly may soon find herself before several furious judges. Due to such dangers the ritual is granted only to those mummies who live most fully in accordance with Ma’at.
While most of the Resurrected believe that this ritual is named metaphorically, rumors abound of mummies who have witnessed a great scaly form stretching for miles, visible in the depths of the underworld. Few mummies wish to chance awakening and antagonizing their greatest foe, even if it is supposedly only a myth.
PostPosted: Tue May 13, 2008 12:57 pm


Level One Effigy

Command Simple Implement
Type: Spell
Dice Pool: Wits + Effigy
Difficulty: 6
Sekhem: None
One of the early lessons of Effigy is that the spiritual double of anything is as vital as its physical manifestation. With a quick inscription using whatever is at hand, even spittle if necessary, the artisan takes control of an item’s immaterial essence and gains special power over it. This spell allows the artisan to take over only simple items with no moving parts, such as a knife, chisel or brush. The artisan receives an extra die toward any activities that use the item in question directly for the remainder of the scene. Combat applications are rather obvious, but Storytellers and players should consider more subtle functions of the spell. An empowered chisel would add to rolls for sculpting a statue, while an imbued scroll might be easier to translate.

Simple Creature
Type: Spell
Dice Pool: Crafts + Effigy
Difficulty: 6
Sekhem: 3 to create, 1 per week to maintain
This ritual allows the artisan to create a figurine of a tiny creature, such as a scorpion, rat, frog or bird. When activated, the effigy comes to a semblance of life, and it can perform simple tasks for the artisan, including delivering written message, searching small areas and so forth. The simple effigy is no more intelligent than its natural equivalent, and it may become confused by commands that are very different from its normal behavior. An effigy also has the simple natural weaponry and sensory ability of its living equivalent, such as claws and sense of smell. More complex capabilities – a scorpion’s venom, a spider’s web spinning, a bat’s sonar – remain beyond the effigy at this level.

Simple Inertion
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 6
Sekhem: None
This spell is a basic protective measure that defends against other artisans’ handiwork. With a touch and an expenditure of Sekhem, the artisan may attempt to deactivate any level-one Effigy Hekau creation. After the mummy touches the active effigy (which may require an attack roll in a conflict situation), her player rolls Manipulation + Effigy to deactivate it. The opposing artisan’s player makes a resisted roll. If the casting mummy’s player gains successes greater than the opposing artisan’s player does, the effigy returns immediately to its inert state for the rest of the scene. The opposing artisan may activate the item again in the future, but not until a new scene starts.
This spell may also be used against other magic that resembles Effigy Hekau, as long as that magic is of only level-one power. Casters of such magic include wizards, sorcerers or thaumaturges who enact magic that animates statues, creates spiritual duplicates of objects or models that can transform into real things or affect others through sympathetic links.

Simple Servitor
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 6
Sekhem: 1 to create, 1 per month to maintain
In ancient Egypt, servitors were small figurines of clay, wood or stone that were created as servants and placed in better-equipped tombs. At this level, a Servitor is easy to make, and it requires little energy to maintain. However, its behavior is robotic, and it has no intelligence or ability to carry out orders of any complexity. Simple commands like dig, sweep, pick up, carry, follow and stop are practically the limit to a Servitor’s understanding. Anything more challenging forces the effigy to seize up.
Designed for assistance and not conflict, a Simple Servitor is incapable of fighting, and it cannot heal any damage that it sustains. A Servitor is not the equivalent of any a natural living. For ease of use, assume that it has three health levels and is unaffected by would penalties. After sustaining three levels of damage, the Servitor is destroyed.

Simple Wrest
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 6
Sekhem: 1 + Special
With this spell, the artisan can try to wrest control of a level-one effigy from its master. The effigy must be in the mummy’s immediate line of sight. Her player then spends one Sekhem plus the cost that would normally be required to activate the effigy that she is seeking to control. She then rolls Manipulation + Effigy in a resisted action against the opposing artisan’s player. If the casting mummy’s player gains successes greater than the opposing artisan’s player does, control of the item passes to her immediately. The new master may then command the effigy as normal, deactivating it or causing it to perform its magical functions. The former master may try to regain control of the effigy if he also possesses this spell.
As noted for Simple Inertion, this spell will work against other level-one spells that create Effigy-type effects, including those of true mages, sorcerers and thaumaturges.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue May 13, 2008 1:00 pm


Level Two Effigy

Command Lesser Implement
Type: Spell
Dice Pool: Wits + Effigy
Difficulty: 6
Sekhem: 1
This spell operates the same way its level-one counterpart does, except that it may affect items with simple moving parts. Therefore, the mummy may command firearms, action figures, bicycles or door locks, but not automobiles or computers. This form of the spell grants two extra dice for the scene to any roll that relates directly to the item in question.

False Door
Type: Spell or Ritual
Dice Pool: Crafts + Effigy
Difficulty: 7
Sekhem: Special
This effect creates a magical portal through a solid object with thickness up to one foot per level of the mummy’s Effigy Hekau. The exact application and power requirements depend on the manner in which the mummy creates the door.
The artisan may cast this effect as a spell, drawing or scratching the general shape of a door in a barrier quickly in order to create a temporary passageway. After spending 1 Sekhem and making a successful roll, the door flickers with an opalescent sheen, allowing anyone passage either way through the barrier for a number of turns equal to the successes rolled.
The artisan may instead carve a careful representation of a door on one side of a surface. This ritual requires the expenditure of five Sekhem, and it creates a permanent portal through the surface. Aside from the carved door on one side, the False Door gives no indication of its existence. The mummy may pass through it in either direction at any time on a successful Occult + Effigy (difficulty 6). By spending 1 Sekhem a month, the artisan forges a bond between the door and any effigies she has created, allowing them to utilize the door also. She may also allow others entry by expending one Sekhem to open the portal for the scene. Others aware of the door may pass through it by spending one Sekhem and rolling Occult + Effigy (difficulty 6) each time, whether or not the mummy who created the False Door is present.
Regardless of the version that the mummy uses, the False Door is not transparent. The curious must pass through to find out what lies on the other side.

Lesser Chattel/b]
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 6
Sekhem: 2 to create, 1 per week to maintain
This ritual allows a small model of a simple common object to turn into a full-sized functional item when activated. The effigy may be worn as a charm or used as a paperweight when it is inactive, but it converts to its full size with the expenditure of Sekhem. Only simple items – such as beds, swords, rowboats, skateboards and buckets – translate effectively. More complex items, such as firearms, bicycles and electronics will expand into inoperable (though convincing) copies of a real counterpart. A television created thus would lack the actual circuitry to function and a pistol would be a solid prop.

Lesser Creature
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 7
Sekhem: 4 to create, 1 per week to maintain
This ritual creates an effigy of a small creature, such as a cat, vulture, cobra or large bird. Like a Simple Creature, this effigy follows uncomplicated commands when activated, but only with the intelligence of its natural counterpart. A Lesser Creature is more loyal than its simple counterpart, and it will fight in defense of the artisan who activated it if it ordered to do so. When activated, it has the same physical characteristics, senses and attack forms as a normal example of its species. The only distinctions are that the effigy cannot heal damage, and a normally poisonous creature does not actually possess any venom.

Lesser Inertion
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 7
Sekhem: None
This spell acts exactly as its Simple Inertion counterpart except that it may be applied to render inert Effigy magic up to level two.

Lesser Wrest
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 7
Sekhem: 1 + special
This spell acts exactly as its Simple Wrest counterpart except that it may seize control of effigies up to level two.
PostPosted: Tue May 13, 2008 1:03 pm


Level Three Effigy

Command Complex Implement
Type: Spell
Dice Pool: Wits + Effigy
Difficulty: 6
Sekhem: 2
This spell functions as Command Simple Implement except that it has greater power. The artisan may empower items as large or complex as small houses, cars, boats and the like. The artisan receives three extra dice for the scene with any action that directly relates to the item in question.

Complex Chattel
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 6
Sekhem: 3 to create, 1 per week to maintain
This ritual creates a model of a fairly large and/or complex item – such as a pistol, small cottage, motorboat or car – that follows the same rules as Lesser Chattel. A highly complex item, such as an aircraft or computer, is too advanced to model in sufficient detail with this ritual. Such a model becomes a convincing but inert replica. The plane would not be able to fly, and the computer would do nothing more than show a blank glowing screen. A novice pilot or computer operator could be fooled into wasting time trying to discover why the thing doesn’t work, but any real expert would quickly notice that it was merely a collection of clever props with no real function. Without magical knowledge, such a revelation may prove puzzling.

Major Bond of Fate
Type: Ritual
Dice Pool: Occult + Effigy
Difficulty: 8
Sekhem: 6 to create, 1 to maintain for the scene
This ritual links a model that the artisan creates of an actual object with the original. Using sympathetic magic in this fashion, the fate that befalls one happens to both. The linked object or structure may be no large than a medium sized house, and may not be a living creature or even a corpse.

Major Creature
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 8
Sekhem: 8 to create, 2 per week to maintain
Like its lesser form, this ritual creates a small figurine that may become a full-size animal species – dog, lynx, hyena, python, monkey and so on. Unlike a Lesser Creature, an effigy whose natural counterpart possesses venom or some unusual trait has the same capability. As with the previous Hekau level, a Major Creature is fiercely loyal, and it will fight to its destruction if it is ordered to defend its creator.
A Major Creature is far craftier than a natural animal, with a combination of a dog’s empathic nature and a chimpanzee’s cleverness. As such, the mummy may convey fairly detailed directions with little danger of the effigy becoming confused.

Major Inertion
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 7
Sekhem: 1
This spell acts exactly as its Simple Inertion counterpart except that it renders Effigy magic up to level-tree inert. Note that Major Inertion requires an expenditure of Sekhem as well, due to the forces involved.

Major Relic
Type: Spell
Dice Pool: Occult + Effigy
Difficulty: 8
Sekhem: 3 to create
The artisan casts this spell as she destroys certain object, thereby freeing that item’s spiritual form so that it can exist independently in the underworld. Ghosts and mummies often hoard such treasures to ease their existences in Duat. The targeted object can be no larger than a king-size bed and of limited complexity (a revolver is possible but not a motorcycle), and it must be destroyed for the spell to work. If the roll for the spell fails or the object is not destroyed adequately, the item does not manifest in Duat. The Major Relic spell may be used on a given object only once.

Major Wrest
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 7
Sekhem: 1 + special
This spell operates exactly as its Simple Wrest counterpart except that it may seize control of effigies up to level three.

Modest Reflection
Type: Ritual
Dice Pool: Occult + Effigy
Difficulty: 7
Sekhem: 2 to create, 1 per day to maintain
The user casts this ritual on a normal object that is no larger than a four-poster bed and which is no more complex than a bicycle. The ritual empowers the creation of the object’s spiritual double. When the artisan spends Sekhem and touches the item (or the space in the Shadowlands where it would normally be), the object becomes real in Duat as well as the physical world. This duality allows spirits to use the object just as material beings do. Since the artisan normally receives no benefit from the spiritual version of the object while she is alive, she normally activates the reflection only when her spirit is in the underworld.
This ritual provides a number of interesting effects due to the dual nature of enchanted objects. A bicycle that a spirit is riding in the Lands of the Dead would appear to be moving on its own to the mortals in the living world. A sword wielded in the material realm can actually strike a spirit across the Shroud. Note that activating an object merely causes the spiritual effigy to appear in Duat. It does not grant the artisan automatic physical control over it.

Overseer
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 7
Sekhem: 2 to create, 1 per week to maintain
Ancient Egyptian tombs had a statue or two carved with distinctive symbols and skirts or robes. Each was an effigy of an Overseer, a special greater Servitor that directed and coordinated the actions of its underlings. When it is activated, an Overseer can interpret relatively complex orders. It can dig ditches in order to irrigate a field. It can take bricks and build a wall from Point A to Point B. It could bar entry to a tomb from anyone who does not know the password.
An Overseer can carry out its commands through other Servitors that are assigned to its control. Up to 10 simple Servitors or five Guards may be assigned to the Overseer when they are activated. Given sufficiently explicit orders, an Overseer can be extremely helpful. Bright as it is, though, it has no actual sentience. If circumstances occur for which it has no orders the Overseer simply ignores those circumstances and sticks to its directives as best it’s able.
Like a Simple Servitor, an Overseer is not capable of conflict. Although it is unaffected by wound penalties, it cannot heal any damage that it sustains. It is more durable, however, since it possesses seven health levels.

Sekhem Vessel
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 6
Sekhem: 8 to create
The naturally slow recovery of Sekhem and the rarity of readily available and free areas in which to recover it easily through meditation prompted artisans to seek ways to store that energy. A Vessel can be virtually anything that can contain something – jar, bottle, bucket, box, poison ring, film canister, ampoule. The artisan inscribes words of power on the item and imbues it with the capacity to store Sekhem.
Only an Effigy practitioner may infuse the reservoir with Sekhem. The artisan’s player must decide upon the amount of Sekhem she wants the effigy to hold, then spend that amount of Sekhem along with the minimum required for the ritual itself. The player cannot spend more Sekhem than her character has on hand. The player rolls for the ritual, and he must get one success for each point of Sekhem to be stored. Any remaining Sekhem dissipates. Therefore, if an artisan expends five Sekhem to create a Vessel containing three Sekhem but he only gets two successes, the effigy contains two Sekhem. The remaining Sekhem is lost.
Any mummy may draw out the energy. The mummy’s player needs only roll Balance (difficulty 4). Each success allows the mummy to absorb on point of Sekhem. A character may not exceed her normal maximum Sekhem. A character may benefit from only one Sekhem Vessel at any time.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue May 13, 2008 1:10 pm


Level Four Effigy

Greater Relic
Type: Spell
Dice Pool: Occult + Effigy
Difficulty: 8
Sekhem: 5 to create
Like a Major Relic, this spell allows the artisan to destroy an object and empower its form to appear in the underworld permanently. The limitations on suitable items follow the guidelines of Majestic Reflection.

Guard
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 8
Sekhem: 4 to create, 1 per week to maintain
This ritual creates a special superior Servitor in the form of a powerful warrior figurine that is armed with a sword or spear. It may follow relatively complex orders given by the artisan who activates it or those that are passed through an Overseer as long as the orders relate to its role as a defender. The Guard will fight until it is destroyed or directed to cease combat.
Although it is unaffected by wound penalties and able to soak lethal damage, the Guard cannot heal any damage it sustains. It has seven health levels. When it is activated, it has ratings of 3 in all Physical Attributes as well as in the Dodge and Melee Abilities.

Majestic Reflection
Type: Ritual
Dice Pool: Occult + Effigy
Difficulty: 8
Sekhem: 4 to create, 1 per day to maintain
This ritual acts exactly as Modest Reflection, except that it may imbue larger and more complex items with the ability to appear simultaneously in the underworld. The spiritual counterparts of houses, cars, medium-sized boats and even items such as computers may be activated in Duat.

Superior Bond of Fate
Type: Ritual
Dice Pool: Occult + Effigy
Difficulty: 8
Sekhem: 7 to create, 2 keep active for the scene
This ritual is a more potent form of the Major Bond of Fate. The model may be linked to any single object or structure, even the largest of pyramids, dams and war vessels.

Superior Chattel
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 7
Sekhem: 5 to create, 1 per day to maintain
This ritual allows the artisan to create an effigy of a very large or complex item, including a large building, large boat, aircraft or computer. Using the item otherwise follows the rules for Lesser Chattel.

Superior Creature
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 8
Sekhem: 15 to create, 1 per day to maintain
This ritual operates in the same fashion as lower-level versions. At this stage, the figurine can transform into a larger and far brighter creature. The artisan may create a large beast – such as a lion, gorilla, crocodile or bear – and the beast possesses an almost human level of intelligence and memory. A Superior Creature may follow very complex orders, such as “Follow this woman and report back to me where she goes and who she sees.” The Superior Creature is loyal to the artisan who activates it, and it will take the initiative to defend her when necessary, possibly even defying orders to do so.

Superior Inertion
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 8
Sekhem: 1
This spell acts almost exactly as Simple Inertion counterpart except that it may be applied to render effigy magic up to level four inert.

Superior Wrest
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 8
Sekhem: 1 + special
This spell operates exactly as its Simple Wrest counterpart except it may seize control of effigies up to level four.
PostPosted: Tue May 13, 2008 1:11 pm


Level Five Effigy

Ka Vessel
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 9
Sekhem: 50 to create, 1 per scene to maintain
This powerful ritual does not attune a container to act as a receptacle for Sekhem. Instead, it creates a life-sized magical statue that can be activated and inhabited by the soul of the individual whom it represents. Each ka vessel is uniquely attuned to its beneficiary, whose name must be carved therein, and its magic is designed only for that individual’s use.
An attuned soul can animate the Ka Vessel by entering it from Duat and having her player succeed with an easy Manipulation + Effigy roll (difficulty 4). This ritual is very useful for a mummy who is currently between lives.
The statue may move and even attack, although it cannot speak. It is as hard as the stone from which it is crafted, but it is equally clumsy. In game terms, a Ka Vessel has Strength 6, Dexterity 2, Stamina 10, and it retains the Mental Attributes and Abilities of the inhabiting spirit. (Its Social Attributes are considered to be zero.) The statue has 10 health levels, it suffers half bashing damage after soak (round down), and it has a standard soak against lethal and aggravated damage. Being stone, it suffers no wound penalties, and it can ignore many forms of attack completely. Most natural fires do nothing more than smudge its surface, electricity sparks off it harmlessly, and poisons are laughably inadequate.

Living Bond of Fate
Type: Ritual
Dice Pool: Occult + Effigy
Difficulty: 9
Sekhem: 20 to create, 2 to maintain for the scene
This effigy is the most powerful of the Bonds of Fate, since it allows the artisan to create a specific image of an individual living person and use it control that person’s will. When the artisan activates the effigy, the artisan and victims’ players each roll Willpower in a resisted action. If the victim wins, the effigy shatters and is rendered useless. On a tie, the struggle continues into the next turn. If the artisan wins, the victim’s every movement, except speech, falls under the artisan’s control for the remainder of the scene. The controlled victim emulates every motion that the mummy commands from the effigy, and he suffers sympathetic injuries from any damage applied to the effigy as well.

Princely Chattel
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 8
Sekhem: 10 to create, 2 per day to maintain
This ritual allows the artisan to create an effigy of an extremely large or complex item including a palace, fighter jet, ocean liner or even computer network. The activation of the item otherwise follows the rules for Simple Chattel.

Princely Creature
Type: Ritual
Dice Pool: Crafts + Effigy
Difficulty: 9
Sekhem: 25 to create, 1 per day to maintain
This ritual operates the same as the Superior Creature ritual, with yet more powerful results. Using this magic, the artisan may create any natural animal of any size, from the deadliest insect to a giant squid. Furthermore, the animal is imbued with intelligence and certain knowledge equal to the artisan who activates it. So a howler monkey effigy created by an Amenti who is trained as a computer programmer could be commanded to sneak into a computer lab and program using its master’s skill. A Princely Creature is absolutely loyal to the artisan who activated it. As mirror of the mummy’s psyche, it will always try to act with her interests and well being in mind.

Princely Inertion
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 8
Sekhem: 1
This spell acts exactly as its Simple Inertion counterpart, except that it may render Effigy magic to level five inert. If a mummy uses this spell against the Ka Vessel, the spirit forced out of the statue and back into the underworld.

Princely Reflection
Type: Ritual
Dice Pool: Occult + Effigy
Difficulty: 8
Sekhem: 7 to create, 2 per day to maintain
This ritual is the same as Modest Reflection, except that it may be used upon very large or complex items or structures, including palaces, oceangoing ships or computer systems.

Princely Relic
Type: Spell
Dice Pool: Occult + Effigy
Difficulty: 9
Sekhem: 10 to create
This spell works like Major Relic, and it lets the artisan activate the physical existence of an object in Duat permanently by destroying its earthly form. Its limits are the same as for Princely Reflection. Note, however, that such objects are usually exceedingly difficulty (if not impossible) for a lone individual to destroy.

Princely Wrest
Type: Spell
Dice Pool: Manipulation + Effigy
Difficulty: 8
Sekhem: 1 + special
This spell operates exactly as its Simple Wrest counterpart except that it may seize control of level-five effigies.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue May 13, 2008 1:13 pm


Level One Necromancy

Body Preservation
Type: Ritual
Dice Pool: Thanatology + Necromancy
Difficulty: 7
Sekhem: 3
An Amenti’s corpse is normally incorruptible, thanks to the powerful effects of the new Spell of Life. However, the khat may still be subject to applied trauma while the soul is in Duat. By enacting this ritual, swallowing certain noxious mixtures and swathing her body in oils and creams, the necromancer lends increased resilience to her khat.
The entire process of the ritual takes a full day of work to complete. Once finished, the ritual provides the necromancer’s corpse with benefits equal to the level-one Ka Background. If the character already has a rating in Ka, Body Preservation effectively increases this core by one (up to five points). In addition, the player may add her character’s Necromancy Hekau rating to Ka rolls to protect the khat from harm. Body Preservation functions only upon the caster or the corpses she animates.
Although the components of this ritual are not exceptionally expensive, they do comprise a unique collection of unguents. If a mummy knows what to look for, she may determine whether another mummy is in the area by checking to see if certain components have been purchased at local stores dealing in herbs, essences and lotions.

Death’s Shroud
Type: Spell
Dice Pool: Thanatology + Necromancy
Difficulty: 6
Sekhem: 1
Funerary rituals protect the soul from the rigors of the spirit world. Pharaohs’ journeys were smoothed over through the intervention of priests, while necromancers learned to protect their souls form other magicians or the dark entities that might claim them once they passed away.
The mummy reclines and places some sort of symbolic shielding over her heart and eyes. This shield can be as simple as a strip of paper or as ornate as a golden mask. She concentrates for a turn, then shapes Sekhem into a magical shield against spiritual injury. Attacks that impact upon or scry for the mummy’s soul must overcome the successes that the caster scored with Death’s Shroud, making failure and inaccurate readings more likely. Therefore, if the necromancer’s player scores three successes, an attempt to sense her emotions loses three successes from the roll. Likewise, it acts as three points of soak against any spiritually inflicted damage. The Death’s Shroud ablates with use, however, so it loses one success of potency each time it is challenged until it is destroyed.
Death’s Shroud is visible to those who can sense the soul, be it with a form of spirit-sight or some other supernatural sense. A grayish halo envelops the mummy’s body (or her soul, in the underworld). Death’s Shroud remains active until the next sunrise at the location of the mummy’s body. A shrouded soul in Duat could lose its protection abruptly as the sun rose over its khat.

Ghost Lantern
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: 5
Sekhem: 1
Duat can be a dark and dangerous place, in which those who are unfamiliar with its shifting spiritual terrain become lost easily. With but a syllable, the mummy can light her way, transforming Sekhem into a beacon of sorts.
The mummy can create a simple ball of light in her hand, although this Hekau is most often used to enchant an existing piece of ectoplasm. For the rest of the scene, the object gives off a greenish, flickering light that illuminates the dark places of the underworld for a radius in yards up to the necromancer’s Balance rating. The Ghost Lantern shines only in the underworld.

Judge the Soul
Type: Spell
Dice Pool: Divination + Necromancy
Difficulty: 6
Sekhem: None
With but a brief gaze, a necromancer can weigh the purity of a subject’s soul. The caster learns to judge the corruption of those claimed by Apophis or the purity of those in harmony with Ma’at. The caster need not speak any mystical syllables to exercise this judgment, although she must scrutinize the subject clearly for a full turn. Such intense staring may well draw notice.
On a successful roll, the mummy can determine immediately if another individual is a champion of Ma’at (i.e., another mummy) or if he possesses True Faith. The necromancer can tell if someone is scrupulous and compassionate or craven and slovenly. With three or more successes, the mummy can evaluate the subject’s specific moral strength or weakness by noting which part of the soul shines brightly or flickers weakly.
Telltale signs seeping from the subject’s spirit give away his inner nature. By this means, the mummy can separate potential allies from more dubious companion. Vampires and other supernatural creatures can often be identified by their characteristic lusts or frailties. A vampire’s thirst for blood is written on every pore of his undead face, while a werewolf’s rage and spirituality battle in his every gesture. This magic also functions in the underworld, although the necromancer must be able to see across the Shroud or be a spirit in Duat herself. The mummy can also determine the general demeanor of ghosts.
The ability to judge the soul can be fooled or clouded, for even the Judges of Ma’at are not infallible. Supernatural shrouds (such as a vampire’s ability to conceal his presence or a wizard’s spell to shield his emotions) may confuse the judgment. A subject with relevant magic who achieves more successes than the necromancer’s player did can even generate a false reading. A vampire might seem like a normal person, or an infernal magician could appear to be pure of heart, for instance.

Separate Ka
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: 7
Sekhem: 1
Usually, a mummy’s ka emerges only to defend the body during the death cycle. With this spell, the necromancer can separate her ka deliberately while she is still alive. More correctly, the mummy’s khat falls comatose while her spirit emerges in the underworld and remains connected to her physical form via the protective link of her khu. This separation lasts for the scene, and operates as per the Psychic Projection power in Vampire: The Masquerade or under the astral projection rules in Mage: The Ascension, with the following caveats:
The spirit can travel only in the Neter-khertet, the spiritual reflection of the Lands of the Living. The ka is tied too closely to the mummy’s body to allow the spirit to venture deep into Duat, to places such as shattered Amenti or the Fields of A’aru.
For an additional point of Sekhem, the spirit form may manifest for the scene, resembling an idealized version of the caster. (If the mummy has a ka tem-akh, this manifestation is probably a reflection of that spirit fragment’s First Life.) Manifesting thus allows the mummy to communicate with the living, although most mortals are likely to be startled and frightened by such an apparition.
The materialized ka’s Physical Attributes are all at one point, and she cannot use Sekhem to channel Hekau during this time. However, she can otherwise interact with the physical world. If someone strikes her, the spirit form loses Sekhem points instead of health levels, so it is exceedingly vulnerable to disruption from a prepared opponent. The necromancer may use her Necromancy Hekau rating to soak damage inflicted, though.
If the necromancer’s consciousness is still separate from her body at the end of the scene, the khu snaps her wayward spirit back into the khat. Returning to the flesh in such a jarring fashion requires the user’s player to make a Stamina + Occult roll ( difficulty 8 ) or lose a health level of bashing damage due to shock.

Stormwalk
Type: Spell
Dice Pool: Cosmology + Necromancy
Difficulty: 6
Sekhem: None
Duat has a topography all its own, complete with ectoplasmic roads known as byways and scattered strongholds called citadels in which ghosts dwell. The Dja-akh ripped much of this spiritual terrain to shreds, however, and it continues to sweep back and forth through the Lands of the Dead. Even if a spirit learns a given path, the ghost storm may thunder through and change or erase it by the time the ghost passes that way again.
Mummies in the underworld receive guidance from Anubis or one of the Aken, his boatmen. A spirit who explores Duat without guidance must rely on her own wiles. By sensing the pull of the spirit winds, a necromancer can draw herself to different destinations. Any place to which a necromancer has attuned herself – such as ruined Amenti, the Pillars of the West or some other specific island in the tempest – can serve as an anchor point that the mummy can then use as a basis for navigating elsewhere in the underworld. Despite the distance-warping effects that exist in Duat, the mummy can find a quick route to her desired end. This spell doesn’t guarantee a safe route – malevolent spirits, minions of Apophis and the Dja-akh itself can make the trip quite dangerous – but at least the mummy isn’t totally lost. Despite a mummy’s sense of storm direction, though, other spirits or the raging ghost storm may have closed down certain passageways, making it impossible for the mummy to pass that way.

Summon the Dead
Type: Ritual
Dice Pool: Occult + Necromancy
Difficulty: 6
Sekhem: 1
A necromancer’s ties with the dead allow her to call out to the spirits that she may know, including people who died in her presence, ghosts she met during a death cycle or similar entities. The mummy needs only speak the name of the ghost in question along with the summoning incantation, then pit her energies against the soul. The necromancer’s player rolls Occult + Necromancy while the target’s player rolls Willpower to resist, each against difficulty 6. If the necromancer’s player gets more successes, a black portal opens in the underworld and pulls the ghost immediately to the mummy’s location.
Once it has been summoned, a ghost is free to act as it desires. A ghost summoned against its will may be hostile or even overtaken by its darker half. The mummy must use other Necromancy spells to compel the spirit against its will. Conversely, the caster could try to persuade the ghost to aid her, based upon past friendships or the promise of special relics or favors.
Only a living mummy can perform the Summon the Dead ritual. A necromancer in her death cycle cannot exert a tie between her underworld location and another ghost’s. This incantation affects only true ghosts, not other mummy souls or spiritual wanderers in the dead planes.
PostPosted: Tue May 13, 2008 1:15 pm


Level Two Necromancy

Banish the Dead
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: target’s Willpower
Sekhem: None
With a word of authority, the mummy drives a single ghost from her vicinity. The entity is shoved 50 yards away, and it cannot approach within that distance for the duration of the effect. This banishment in no way prevents the ghost from using ranged attacks such as its special powers or relic firearms.
Each entity must be banished separately. This effect does not hedge out all ghosts in the area, only the one against which the necromancer speaks the word of banishment. The necromancer may cast this spell on either side of the Shroud, but the mummy must be able to sense the target in some fashion. Banish the Dead does not affect a mummy in spirit form, but it works against any other spirit entity. The duration of banishment depends upon the number of successes that the player scores on the effect:
Successes-----Duration
1------------------one turn
2------------------one hour
3------------------one day
4------------------one week
5------------------one month

Bind the Dead
Type: Ritual
Dice Pool: Occult + Necromancy
Difficulty: 6
Sekhem: 2
Just as a necromancer may summon the dead to attend her, she may also bind them to her will. The mummy pits the strength of her khaibit against the ghost’s will. The necromancer’s player rolls Occult + Necromancy while the target’s player rolls Willpower to resist, each against difficulty 6. If the necromancer’s player gets more successes, the ghost is compelled to fulfill the mummy’s wishes… although it can sometimes bend these commands to its own interpretation.
The number of successes indicates the degree of control that the necromancer attains. With one success, the ghost performs the job grudgingly and hesitantly. With three successes, the wraith strives to complete the task quickly and efficiently. With five successes, the ghost obeys the letter and spirit of the necromancer’s directive. The task must be something that the wraith has a reasonable hope of attempting, but the compulsion wears off after a full day if the ghost has not completed it yet. Compulsions can be as simple as, “Go to the Pillars of the West,” or as complex as, “Haunt this person by posing as his dead wife, urge him to reveal where he hid the money he stole, then return to me with the location.”
This binding affects only ghosts, not other visitors to or dwellers upon the underworld plane. The necromancer may perform this ritual only when she is alive.

Fertility of Osiris
Type: Ritual
Dice Pool: Occult + Necromancy
Difficulty: 9
Sekhem: 1
The use of this ritual may repulse most modern people, but its origins lie in the desire of Isis to bear her husband a child despite his state of living death. Depending upon its specific application, this ritual may involve a very sensual encounter or a particularly grotesque act. The ritual allows a dead male to impregnate a living mortal woman. It applies equally to the Sefekhi, older mummies with the Lesser Resurrection and even ordinary corpses. The offspring is a normal mortal child.

Revisit Death
Type: Ritual
Dice Pool: Divination + Necromancy
Difficulty: 6
Sekhem: None
By rubbing the skin of a corpse and incanting this Hekau, the caster may draw out images and memories that are buried in the flesh of the khat. The necromancer gains flashes of insight tied to recent circumstances around the body. The most potent emotions surface first. The pain of dying, betrayal, lust and heated anger would flash forth in distorted images, giving way slowly to more soothing memories and finally to blackness. Each image lasts for a few seconds, much like snippets from a movie. The clarity of insight varies with the successes rolled. One success provides an image of the most powerful emotion the body experienced in the day before death, while five successes grants a long succession of images stretching back from death to the previous weeks of the decedent’s existence.
The necromancer must touch the corpse physically, so only a living mummy can use this Hekau. It functions only upon the truly dead, not upon bodies of vampires or other mummies.

Sense the Dead
Type: Ritual
Dice Pool: Awareness + Necromancy
Difficulty: 6
Sekhem: 1
By uttering paeans to the Judges of Ma’at, a necromancer can attune herself to an area, becoming preternaturally sensitive to the passage of the dead. The area can be up to 10 square feet per success on the casting. This ritual is most often used to sense for any spirits who approach the mummy’s tomb, although any place may be attuned to as long as the necromancer can stand at each boundary point. The necromancer typically only attunes herself to one area, though, since the ritual does not tell where something crossed a border.
Whenever a ghost enters an area to which the necromancer has attuned herself, the mummy shivers and becomes aware immediately that the boundaries have been violated. Because the metaphysical boundaries drawn with this Hekau grant sensitivity to all forms of passage in the underworld, this awareness is not limited to traditional ghosts. Mummies in spirit form, nature spirits and any other sentience in Duat register the same way. If the spirit is one that the necromancer has actually met before, a Perception + Awareness roll (difficulty 7) allows the mummy to identify it precisely. Otherwise, the necromancer simply knows that something in the underworld has entered her domain.
Although the necromancer must be alive to perform this ritual, it still functions if she is in her spirit form. The ritual’s effects last for one month.

Storm Shield
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: 7
Sekhem: 2
The underworld is a turbulent place rife with danger. The Dja-akh still howls through Duat and malevolent spirits threaten to flay souls that are foolish enough to roam without protection. Fortunately, a mummy can shield herself and possibly others from the worst ravages by using her necromantic skills. The necromancer invokes her status as a champion of Ma’at to extend her purity like a bulwark against the storm. Rumor holds that some mummies who have strayed from the cause instead commune with Apophis to gain respite from the storm.
A Storm Shield absorbs spiritually inflicted damage. The shield gives the necromancer a soak rating equal to her Balance score. Unlike Death’s Shroud, this defense is not ablative. It lasts for the spell’s duration. For each success beyond the first scored on the casting, the mummy may touch an additional ally who then benefits from the same protection. Storm Shield remains active until the next sunrise at the location of the mummy’s body.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue May 13, 2008 1:18 pm


Level Three Necromancy

Bind the Living
Type: Ritual
Dice Pool: Occult + Necromancy
Difficulty: 7
Sekhem: 3
A mummy can make allies among the dead, but she has no guarantee of how easy or reliable this aid may be. A necromancer may find it more useful to ally with the living so that she may benefit once death has overtaken them. Doing so may be a simple matter of tracking down someone for whom death already approaches… or helping to speed the end along.
By incanting over the subject for a full day (from sunrise to sunset) and inscribing a set of glyphs over the subject’s heart, the mummy ensures that the individual escapes final judgment at death and lingers on as a ghost instead. The mummy must explain to the subject what she is doing, or the ritual has no effect. The person does necessarily have to be willing, but he must know what will happen when he dies. Neither must the necromancer tell only the truth. Suggesting to a corrupt individual that this is his only chance for redemption or to a power-hungry one that this will help him attain a higher state may not be entirely accurate, but it is sufficient to get the gist of the ritual across.
The ghost who arises is bound to the necromancer using the same success ratio described in Bind the Dead. The effect lasts as long as the ghost survives, though. The necromancer need only expend a point of Sekhem each time she wishes to summon one of her bound ghosts to perform a task. The Amenti is limited to having a number of wraithly allies equal to the total of her Balance + Necromancy score.
Bind the Living may be used only on normal humans. It has no effect upon animals, other mummies, vampire or similar supernatural entities whose souls are already weighted for judgment. Because the ritual must be performed in the material world, only a living mummy may cast it.

Death’s Hand
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: 8
Sekhem: 3
Under duress, a necromancer may not have time to resort to ritual or to the aid of ghosts. In such cases, the mummy can channel the raw force of the underworld, using her khaibit as a conduit to blast her opponent with spectral energy. Such an attack has its price, but it can stay all but the hardiest of souls.
Death’s Hand requires the mummy to touch the subject with her bare palm (calling for an attack roll in combat), although the victim can be armored or clothed. The entropic power of this Hekau inflicts one level of aggravated damage per success scored on the casting. The mummy herself suffers one level of lethal damage from acting as a conduit for suck dark energies. Regardless of the damage inflicted, the subject is also stunned for the turn and unable to act.
Use of this Hekau often causes the mummy’s hand and arm to become black in a reflection of the underworld’s eternal night. A frequent practitioner finds her hands stained irrevocably, both in the physical and spiritual worlds. This attack functions equally in either realm.

Manifestation
Type: Ritual
Dice Pool: Occult + Necromancy
Difficulty: 6
Sekhem: 3
Normally, a ghost finds interaction with the living difficult. Even most mummy spirits find it challenging to make their presence known to those in the Lands of the Living. A necromancer in Duat can bridge this gap between worlds. Cast while the mummy lingers in the underworld, Manifestation allows the mummy’s soul to appear in the physical realm for the scene.
The mummy’s spirit is solid, although it has the feel and consistency of liquefying jelly, and it has a shimmering silver, translucent sheen. Mortals faced with this apparition suffer the effects of the Veil.
Being somewhat solid, the necromancer’s form can interact with the living world physically. The necromancer’s respective Physical Attributes can be no higher than her Balance rating during this time, and she is subject to physical injury, although not to the degree she would be if she were still alive. Bashing and lethal attacks pass through the necromancer’s ectoplasmic form, causing one level of bashing damage regardless of the outcome of the attack’s damage roll. Only attacks that normally inflict aggravated damage can do real harm to the spirit form. Similarly, mystical attacks that are designed to work against spirits and the dead work normally.
Weapons and items created for the necromancer’s use in the Lands of the Dead materialize with her, and she can use them normally. If they are separated from the mummy, they dissipate by the end of the turn and return to the underworld.
Alternatively, a mummy in her living cycle may use this ritual to cause a ghost to manifest, although the necromancer must be able to perceive the ghost in question. On a successful casting, the ghost appears much as a manifesting mummy. It seems to be a translucent image of otherworldly mien that is capable of interacting with the physical world. The wraith suffers damage in the same fashion described previously.

Separate Ba
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: 6
Sekhem: 1
With a moment of concentration and a cryptic utterance, the mummy detaches her ba from her body. In game terms, this spell functions almost identically to Separate Ka except that the necromancer’s spirit can roam anywhere in the spirit world.
Should the mummy’s body die or should her soul be disrupted during this spell, she enters a death-cycle immediately. However, because her spirit already wanders the underworld, the necromancer does not attract the attention of Anubis or come before the Judges of Ma’at automatically. Some mummies use this spell to escape judgment when they feel that death is near.

Shadow Portal
Type: Ritual
Dice Pool: Cosmology + Necromancy
Difficulty: 7
Sekhem: 2
With this ritual, a skilled necromancer can actually tear the fabric of the underworld itself to step from one place in the Lands of the Dead to another in moments. Performing the ritual takes time, so it is not something that one can slap together on the run. The significant safety and rapid travel that it allows usually more than compensates for the preparation time.
Creating a Shadow Portal requires first visualizing the desired destination – one that the mummy must have visited previously or seen clearly – then channeling the khaibit. Empowered thus, the necromancer literally grabs the substance of the underworld and rips a byway out of nothingness. The mummy is pulled through to her destination, at which point the wound puckers and closes behind her.
A mummy can pull addition travelers with her equal to the number of successes that the player rolls, as long as they hold on to her at the completion of the ritual. If the destination is somehow blocked (say, with a magical ward), the portal simply fails to open. This spell works only while the caster is in Duat.
PostPosted: Tue May 13, 2008 1:26 pm


Level Four Necromancy

Amenti’s Grace
Type: Ritual
Dice Pool: Occult + Necromancy
Difficulty: 8
Sekhem: 5
It was said that the city of Amenti existed in a pure state because the ablutions of Egypt’s past prevented the vagaries of the spirit world from destroying it. Perhaps the island itself had some innate character, but it is more likely that powerful necromantic wards such as this Hekau protected it. Such defenses were insufficient to stand against the raw power of the Dja-akh, but the memory of that once-inviolable haven remains. Indeed, the new mummies that have arisen since the Dark Kingdom of Sand was lost have taken the name Amenti in homage.
Although the Amenti herself has fallen, the rites used for her centuries-long defense remain. A necromancer in the underworld walks the entire perimeter of a selected area while repeating prayers to Ra, then she steps inside the bounded location and spends the ritual time in prayer. If the ritual is successful, the area is shielded from the effects of the Dja-akh. The mummy creates an artificial island of stability against the storm. Considering that the vagaries of byways and the ghost storm may make travel to and from the locale difficulty, the necromancer should choose such a locale carefully. The duration of the Hekau depends upon the successes scored.
Successes-----Duration
1------------------one day
2------------------one week
3------------------one month
4------------------six months
5------------------one year
Spending a permanent point of Willpower on a roll that garners six or more successes allows the mummy to create a permanent island in the trackless, storm-tossed depths of the underworld. The mummy had best be prepared to defend her haven vigorously. Eventually, the Dja-akh erodes any barrier that is not maintained regularly, and malevolent spirits (including the many agents of Apophis) will try to infiltrate the area to overtake or destroy it.

Animate Corpse
Type: Ritual
Dice Pool: Thanatology + Necromancy
Difficulty: 8
Sekhem: 3
The shambling, spirit-bound corpse is a staple of Necromancy, and a mummy is no stranger to such a creation. Whether he considers it a mockery of the Spell of Life or simply a useful ritual, the necromancer incants over a corpse while inscribing proper symbols and massaging its chest or breathing air into its lungs. If the Hekau succeeds, the corpse rises as a barely conscious thing that is under the mummy’s control.
An animated corpse holds only a fragment of a motive awareness, a tattered bit of soul-stuff that the necromancer plucks from the detritus floating in Duat. As such, it does little more than stand around and rot unless the necromancer provides it with simple, explicit directions.
The corpse is the equivalent of a shambler, although it does not sustain itself. It continues to rot, losing one health level per week until it eventually collapses into decrepitude. A clever necromancer can preserve it with the Body Preservation Hekau. (Each success on that spell’s roll equals a year in which the corpse remains in its present state unless it is destroyed by external forces.) A mummy cannot animate more corpses at once than the total amount of her Balance + Necromancy Hekau.
A mummy who values Ma’at recognizes that giving a semblance of life to the dead can hardly be construed as a virtuous action. As such, mummies use this Hekau sparingly – if one assumes that the corpse is not animated by an actual soul, one might argue that no crime against the balance is committed. Still, if the spirit of the body survives, it might have something to say about its corpse being used in such a distasteful fashion. The Apepnu face no such moral qualms, and they do not hesitate to have legions of undead servants fight for them.

Khaibit’s Embrace
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: 8
Sekhem: 10
A living mummy performs this spell by first taking the subject by the face (which requires an attack roll in a combat situation), then murmuring arcane phrases to raise the individual’s khaibit. Shadows well up on the subject’s skin and lash out to constrict his head and quickly wrap around his body. Within moments, the subject is sealed within a black, viscous bundle of ectoplasm.
Once surrounded by the khaibit’s carapace, the subject is forced into a trance-like state. The victim cannot act, move or use any sort of magical powers. However, neither can he be killed while he is subject to Khaibit’s Embrace. Rumor holds that terrible enemies lie cocooned in tunnels beneath various monuments, held in stasis where they cannot escape to do harm or be reborn. Other tales suggest that terrible allies similarly wait to be released when dire circumstances call for their presence.
This spell takes three turns to complete. A resisting subject needs only break the mummy’s grasp before the Hekau is finished in order to avoid its effects. Once activated, Khaibit’s Embrace ends when the caster desires it, when some preset condition is met or when the spell is removed by a counter-enchantment. Any mummy capable of casting this Hekau can try to remove it from another at the same difficulties and costs.

Sever Soul
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: 6
Sekhem: 3
This spell, which comprises a tugging gesture and a command can be used only on a living subject whose soul has currently ventured out of its body, as with Separate Ka, Separate Ba or the equivalent vampire or wizard abilities. The necromancer’s player makes an Occult + Necromancy roll while the target’s player rolls Willpower to resist (each against difficulty 6). If the defender gets more successes, nothing happens. On a tie, the defender suffers one level of bashing damage and knows that something is harming the connection back to his body. If the necromancer’s player gets more successes, the mummy cuts the khu that links a spirit to its khat.
The body remains in a coma when its spirit is separated, and it may even wither away and die if it does not receive assistance by others in the physical world. The adrift soul functions as appropriate to the power it used to first separate from its body. However, the link to the living realm has been broken, making it possibly quite difficult for the spirit to return to its body depending on how far into the underworld it had gone.
The necromancer may attempt to control the spirit with other Hekau, or simply leave the soul to fumble its way through Duat in search of its host body. This spell may be cast from either side of the Shroud.

Sin-Eating
Type: Ritual
Dice Pool: Meditation + Necromancy
Difficulty: 8
Sekhem: 2
The priesthood in Egypt ritually removed the sin from the postulants to purify them before they entered the underworld. Tapping into the dark passions of the khaibit, the necromancer connects to the subject’s base urges and instincts. The subject must describe in detail the focus of some anger, hatred, jealousy or other powerful negative emotion, while the mummy repeats the description and substitutes herself as the subject. “I want to kill my lover,” from the subject becomes, “I want to kill your lover,” from the necromancer. In the process, the mummy removes the burden of the sins and takes them into her own darker half.
Once a mummy consumes the subject’s sins, the passions behind them flow from subject to mummy. The target no longer feels the intensity of emotion behind his dark urges. He finds himself quieted, without the desire to perform wicked acts. Conversely, the necromancer takes on those desires. If the mummy acts out those passions, even symbolically, she regains power. Every time the mummy takes a significant step toward fulfilling the dark desire – literally or symbolically – she gets one point of Sekhem or Willpower (at her player’s choice).
Unlike the original subject, the mummy has strong control over her khaibit and powerful support in her dedication to Ma’at. (The mummy cannot become a master necromancer without such strengths.) Therefore, the mummy consumes the postulant’s base urges and redirects them toward positive ends. The khaibit lends strength, determination and desire, all of which are harnessed carefully by the mummy. Unburdened by the baggage of the original subject, the necromancer can often take a more moderate viewpoint to the urges and find a better solution for the problems that may plague the victim. For instance, the mummy may devour the subject’s repressed anger at a lover and turn it into the motivation to confront the subject directly with the issues at hand.
Some suggest that Sin-Eating can be used to quell even the monstrous urges of vampires, malevolent ghosts and the like, but neither mummies nor minions of the isfret are eager to test that notion.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue May 13, 2008 1:31 pm


Level Five Necromancy

Call the Khaibit
Type: Spell
Dice Pool: Occult + Necromancy
Difficulty: 8
Sekhem: 2
Just as a necromancer can devour the terrible drives of the khaibit, so too can a skillful mummy release the khaibit itself. The necromancer recites this Hekau over a dying individual. Every powerful passion or urge, every virtueless drive and every act of malice flashes before the victim’s mind’s eye. Then, with a wrenching of the soul, the khaibit separates completely. The subject dies in peace while the purified and exposed khaibit remains a bestial shadow with all of the base passions of its former soul. The subject’s essence passes on peacefully without lingering as a ghost, while the khaibit remains behind as a dark entity that haunts the place of death.
The spectre of the khaibit remains at the site where the Hekau took place. Aside from being trapped at the site, this dark entity functions in the same manner as a spirit that is utilizing the Separate Ka spell, although to malicious ends. If left to its own devices, the spectral form will try to injure or terrorize the living or steal away and devour sacrifices made to the decedent.
The khaibit remains subject to necromantic compulsion or banishment, so the necromancer may do anything from trying to destroy the spectre to binding it into service as a spiritual watchdog.

Entrap the Ba
Type: Ritual
Dice Pool: Occult + Necromancy
Difficulty: 9
Sekhem: 3
The mummy’s cycle of life and death may be eternal, but the soul can be waylaid, lost and trapped. A puissant necromancer can build a shackle that draws in and holds the target’s spirit, making resurrection impossible or forcing a living being into a comatose state.
The necromancer must first craft an object to serve as the focus for the ba. Typically, a gemstone or talisman of some sort will do, although a skilled mummy commonly uses Amulet Hekau to reinforce the ritual. Once the item is built, the necromancer incants the Hekau while touching the object to the subject’s body. The necromancer’s player rolls Occult + Necromancy while the target’s player rolls Willpower to resist, each against difficulty 9. Success by the necromancer causes the victim’s spirit to come out of his body and become chained within the focus.
A trapped spirit remains within the focus, unable to manifest or travel the underworld. A living creature deprived of its soul falls into a coma, while a mummy becomes unable to re-enter its cycle of resurrection. The necromancer may return the spirit to its flesh by touching the focus to the body. Otherwise, the spirit can only use such spells to escape as might be possible while in spirit form, and it must then find a way to return to its khat. Typically, the only way to release the spiritual prisoner is by destroying the object.

Heart of Life
Type: Ritual
Dice Pool: Thanatology + Necromancy
Difficulty: 9
Sekhem: 7
This ritual allows the necromancer to remove some portion of her body – such as a fingertip, a toe, a vial’s worth of blood or even lock of hair – and endow it with the ability to act as an alternative vessel for returning to life. The removed portion must be placed into an appropriate item – typically a small canopic jar or coffin – and entombed with inscriptions from the Book of the Dead. Should the necromancer’s body be completely destroyed, she may use the Heart of Life as her new body during the resurrection roll. An individual may possess only one working Heart of Life at any particular time.

Panoply of Shadow
Type: Ritual
Dice Pool: Stamina + Necromancy
Difficulty: 9
Sekhem: 20
The supreme student of Necromancy learns to focus not only the energies of the underworld, but the true depths of the spiritual void itself. Shaped and controlled property, the khaibit’s own darkness can absorb and deny nearly any assault.
Invoking the Panoply of Shadow requires the standard ritual time. Once readied, it can be unleashed any time before the next new moon with the utterance of a single word that signifies the concept of nothingness. When triggered, the mummy’s khaibit surges forth, enwrapping her body and soul to defend against mundane and mystical attacks for the remainder of the scene. Effects that manipulation the mind can still function – so the mummy can be possessed, commanded or have her energies drained – but no tangible force can penetrate the panoply. Anyone opposing the necromancer loses one success from his attack roll for every point of the mummy’s Balance rating. Likewise, the necromancer adds her Balance score to her soak, even against aggravated damage.
Although many are familiar with the theory behind this Hekau, few necromancers have attempted to cast it. It requires accepting the unending strength of the mummy’s soul and the conviction of true Ma’at. It can be hard for even the most dedicated to truly believe that her own bright existence will continue, even should Apophis consume eternity. The necromancer’s adherence to the principles of Ma’at shows that a lone individual can strive to rise above defects of character or weakness of spirit, just as her own khaibit has been purged and replaced to draw purpose from the darkness. Only after reaching this epiphany can the necromancer hope to gain absolute control over the darkest part of herself.

Reshape the Lost Soul
Type: Spell
Dice Pool: Manipulation + Necromancy
Difficulty: 8
Sekhem: 3
Spirits of the dead remain to complete leftover tasks, and the skilled necromancer can twist their purposes to her own desires. A mummy could cause a spirit’s drives to mirror her own, or she could remove undesirable passions from the soul. Doing so takes only a few moments, during which time the necromancer speaks the soul’s name and proceeds to describe its new directions in conjunction with arcane commands. Success bends the soul to the necromancer’s whims, altering it permanently.
A wraith manipulated with this Hekau may have its drives, passions and goals changed completely. The dead often garner energy by fulfilling old drives as they remain to complete some task. The necromancer can remove or alter any of these drives to suit her desires. Every alteration requires a full turn of incantation and one success on the casting roll.
Manipulation the motivations of the dead can carry great repercussions against Ma’at, and some souls may not want to be changed at the necromancer’s whims. The Judges of Ma’at have been known to change a soul back and then seek out the necromancer who was bold enough to toy with their servants.

Scouring Oblivion
Type: Ritual
Dice Pool: Thanatology + Necromancy
Difficulty: 9
Sekhem: 5
Having mastered the manipulation of the dead, the necromancer becomes able to drive out death’s influence. By tracing protective patterns over a subject’s flesh – or ectoplasm, in the case of ghosts – during this ritual, the mummy scours away the marks of death. Injury, disease, poison and the like all vanish beneath her touch. Typically, the mummy murmurs the incantations and then draws her hands along the subject’s body. As the necromancer pulls away, the subject’s wounds close, and poison or disease leaves the body in a visible trail of dripping, excised taint. The mummy then spreads her hands, and the ichor disperses into nothingness.
Should this Hekau succeed, it restores the target to maximum health levels at its conclusion. The mummy can cast this ritual upon herself or on another.
PostPosted: Tue May 13, 2008 1:33 pm


Level One Nomenclature

Asking the Trees
Type: Spell
Dice Pool: Survival + Nomenclature
Difficulty: 6
Sekhem: None
Simple plants – brush, grasses, kelp, trees and the like – answer to very basic true names. With a correspondingly simple utterance, the scribe can cause plants to respond to her command. They can grow rapidly, die off or make simple motions as the caster orders. Vines or tendrils can be made to entangle a subject or to hold something up. Trees will wave and bend, possibly dropping branches or leaning to block a path. Grasses can cover tracks or part to reveal a trail of passage. Although the vegetation cannot uproot itself and move about, it will follow the scribe’s orders in all other ways, even slightly beyond the normal capabilities of such vegetation.

Forgetting the Stone
Type: Spell
Dice Pool: Science + Nomenclature
Difficulty: 6
Sekhem: 1
Just as a scribe can erase an element from existence with a few well-chosen words, so too can he affect vegetation. The scribe simply indicates the specific subject (“that oak”) and erases it from existence. Up to a cubic yard of vegetation can be affected, so that scribe can easily destroy a tree, a door or a small garden.

Name the Secret
Type: Ritual
Dice Pool: Divination + Nomenclature
Difficulty: 6
Sekhem: None
The scribe analyzes the properties of a creature’s true name over the course of hours, days or years and subsequently learns of hidden characteristics that the name describes. In the case of a simple piece rock, this ritual might uncover flaws in the object. For people or supernatural entities, this ritual typically helps to unearth various weaknesses, although it might also reveal hidden strengths or motives.
To study a specific piece of vegetation or an element, the scribe needs only put in an hour of study. Working out the connections of an animal name or a simple personal name for a normal human takes a day. Delving into a true name for a supernatural entity or a metaphysical concept (for instance, the world describing a specific spell) will take months or years of research, at the Storyteller’s discretion. Should the mummy succeed, the she garners some sort of useful information. If she is looking for weaknesses, the scribe unearths the subject’s weakest aspect or trait (such as a serious Flaw, a very low Attribute or some other such information). If she is looking for hidden strengths, the mummy can discern the subject’s Willpower rating or unearth one power that the subject hasn’t exhibited (perhaps a rare spell or innate but uncommon supernatural ability).

Naming the Warning
Type: Spell
Dice Pool: Animal Ken + Nomenclature
Difficulty: Special
Sekhem: None
A scribe holds power over anything whose ren she knows. By stating a creature’s true name, the magist warns it away by demonstrating her power. An animal affected by this utterance generally flees as best it is able, but it may fight if it is cornered. A scribe may instead use this spell as a sort of binding, demanding the animal’s subservience. In such cases, the animal presses close to the mummy, staying as near as possible, terrified that the scribe may do something to it.
Affecting a simple, common animal proves easier than affecting supernaturally controlled animals or animal forms of paranormal entities. If some other magist is already influencing an animal, the scribe finds the ren harder to exert. She must back up her command with authority. Similarly, although a werewolf in its wolf form recognizes the power of the ren for a wolf, it is not truly a wolf, so cowing it with this spell is very difficulty. Unique, intelligent animals have their own individual ren, and they are not affected by this spell.
Difficulty-----Animal
6--------------common animal
8--------------supernaturally influenced animal
10-------------animal form of supernatural entity

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Tue May 13, 2008 1:34 pm


Level Two Nomenclature

Becoming the Stone
Type: Spell
Dice Pool: Science + Nomenclature
Difficulty: 7
Sekhem: 1
Transforming oneself into a mineral proves simple when one knows the true names for substance and transformation. The magist simply speaks the word of self, the word of transformation and the word of a desired metal or mineral, and he turns into the specified substance over the course of the ritual. The resultant mineral or metal has whatever simple form the mummy desires, although she must transform her whole body. The scribe retains her senses and thought processes while she is in stone form, but she is limited to the stone’s capabilities. That is, she’s neither very mobile nor talkative. If the stone is in a suitable shape, the magist can nudge herself enough to wobble as a boulder or set small rocks in motion down a hill, but that’s about it. On the bonus side, an unsuspecting pursuer is unlikely to think that field of pebbles has anything to do with the mummy, and the transformed scribe has Stamina 6 and no need for air. Destroying the mummy requires that the stone or metal to be rent asunder and spread apart, which is typically not an easy task.
The number of successes one rolls indicates the degree of detail that is possible with the change. One success allows the scribe to become a rough-hewn rock or pile of stones. Three successes allows for a collection of cut gemstones. Fie successes allows for a few tempered swords or a suit of armor. A clever mummy might disperse into a fine dust or into valuable jewels and then make an escape by being swept into an air conditioning duct as a cloud of dust or carried by a greedy collector!
Transformation lasts for one scene. The player can spend one Sekhem to extend this an additional scene or roll Willpower to end its effects. Transforming back to the mummy’s original state takes only one minute.

Becoming the Tree
Type: Spell
Dice Pool: Survival + Nomenclature
Difficulty: 7
Sekhem: 1
With just the name of a plant and a word to her own body, the scribe takes the form of a specific type of living vegetation. Most mummies who use this spell take the form of a tree, although the mummy might transform into a field of grass or even a stand of seaweed. The magist’s transformation occurs over the length of the ritual’s duration. During this time, the mummy shifts into the new form or disperses over the area in a startling display as her body sinks into the ground and plants spring up. The ritual remains in effect for the scene. The player may spend one Sekhem to increase the duration another scene or roll Willpower to end its effects at any time. (Transforming back takes the mummy only one minute.)
While she is in plant form, the mummy enjoys the obvious advantages of the shape. Inflicting severe damage on a field of grass may be difficult without starting an extensive brush fire, and a kelp bed or patch of moss can easily survive underwater. The scribe retains the ability to think and to sense her surroundings, even without any obvious sensory organs. However, the magist is limited by the form’s physical constraints. A tree can’t uproot itself and walk around, for instance, nor can the mummy speak to channel Hekau. The mummy can exert very limited physical motion – enough to make grasses wave or plants twist slowly.
The plant form generally has the same Stamina and health levels as the caster. A wounded mummy becomes a damaged tree, while a mummy with high Stamina could turn into a tough ironwood or a field of particularly recalcitrant crabgrass. Should the vegetation suffer injury, the mummy takes the concomitant injury. Therefore, cutting down a tree probably cuts the mummy in half (and kills her), but destroying a field of subsoil mushrooms requires a bulldozer.

Cloud the Name
Type: Ritual
Dice Pool: Divination + Nomenclature
Difficulty: 7
Sekhem: None
Over the course of an hour, the mummy studies and dissects a given unique personal ren. She then joins the word of transformation to the ren and causes the name to change. The scribe cannot predict the specific result since the transformation can take any number of forms. In many cases, the subject undergoes a small shift in personality or fortunes. Such a result is not guaranteed, though, nor is there any way to specify the nature of such a change, if one does happen.
In the end, the ritual does cause the name to shift into something else, which means that anyone who hopes to exert power over the subject individual must relearn the subject’s name in its new form. The mummy could even cloud her own true name, and she would not necessarily know what her name has become!

Command the Beast
Type: Spell
Dice Pool: Animal Ken + Nomenclature
Difficulty: 7
Sekhem: 1
The scribe speaks an animal’s true name, then follows it with a word of command that binds the creature to her. The creature then follows the mummy’s verbal commands for the scene. Although the animal may not understand language, it gathers the scribe’s intent through the power of words and acts accordingly. Even so, most animals simply don’t have the intelligence to follow complex commands, and they will mill about in confusion if the directive isn’t sufficiently simple. The magist may relinquish control at any time, after which the animal probably flees, or she can use an additional Sekhem to extend the duration for another scene.
A creature that is already under the control of another supernatural entity – say, by another mummy – does not respond so easily. The mummy and the other controller engage in a resisted Willpower roll, with the victor taking control of the animal.

Mend Flesh
Type: Spell
Dice Pool: Medicine + Nomenclature
Difficulty: 5
Sekhem: 1
The mummy speaks the ren of flesh and a word of mending or healing. The subject immediately heals a number of bashing or lethal health levels equal to the successes scored on the effect, or one-half that number (rounded down) in aggravated wounds. The mummy can use this effect on anyone in her direct line of sight. However, the ritual has no effect upon unliving subjects. Only true, living flesh can be mended thus.
PostPosted: Tue May 13, 2008 1:36 pm


Level Three Nomenclature

Become Animal
Type: Spell
Dice Pool: Animal Ken + Nomenclature
Difficulty: 8
Sekhem: 2
As with simpler rituals such as Becoming the Tree, the mummy speaks a word of self, a word of transformation and the ren of an animal. Over the course of the ritual, she shifts into the form of that animal. The scribe must know the true name for the specific type of animal she wants to become. Mythical beasts also have ren, although these ren are very rare and difficult to learn in the modern era. The magist retains the use of her own thinking capabilities, but she has the animal’s physical abilities and senses. She can sense heat patterns as a pit viper, feel electrical and magnetic fields as a shark, speak other Hekau as a parrot and so on.
The scribe’s skill is such that she can remain in animal form indefinitely – although she runs the risk of losing her psyche in the animal form. After all, by invoking the animal’s true name, the mummy has literally truly become the animal. The magist can remain in animal form safely for a number of days equal to her Balance rating. After that, the player rolls Willpower (difficulty of number of days in animal form) each sunrise. A failed roll reduces the mummy’s Mental Attributes, Skills and Knowledges by one point. Once this descent begins (that is, after the first failed Willpower roll), the mummy’s soul and psyche have been to deeply subsumed, which makes it difficult for her to leave animal form. The player can make one Willpower roll (difficulty 9) each new moon for the character to shift back into her natural form. Success snaps the mummy back into her normal shape within a minute and restores her mental faculties.
Unlike most Nomenclature spells, the scribe can use this spell in the underworld. In such a case, the mummy’s spirit takes on the appearance of the animal shape.

Name of Hekau
Type: Spell
Dice Pool: Occult + Nomenclature
Difficulty: target Hekau level
Sekhem: 1 + target Hekau’s cost
Versatile scribes unearth the secret underpinnings of magic – the names for magic and spells themselves. With such knowledge, the mummy can command other Hekau and destroy them, simply by causing the universe to forget the effect’s existence. The mummy can learn the true name for any Hekau that she knows. Each individual power has its own ren. Even a more powerful version of a lower-level spell has a distinct name from its weaker cousin. Learning a different ren (or one for a different sort of supernatural power) proves more difficult and increases the chances to fail this incantation by increasing the difficulty by two. In theory, though, a scribe could learn the ren to counter nearly any supernatural phenomenon.
To use this spell, the magist speaks the ren for the targeted effect, a word indicating the specific target and the word of forgetting. The player then rolls Occult + Nomenclature against a difficulty equal to the targeted spell’s level + 3. Successes on this roll reduce the successes (or equivalent) of the targeted effect. Therefore, a casting of Becoming the Tree that scored five successes would be damaged but not countered if the Name of Hekau roll scored only three successes. Similarly, scoring three successes against a vampire’s five levels of Potence would simply reduce the vampire to two levels of Potence for one turn.
If the targeted spell’s successes decrease to zero, the effect is cancelled instantly. However, Name the Hekau cannot counter a spell that occurs in an instant but leaves lasting result. Mend Flesh is active for only a few seconds, but the resultant healing is natural. Becoming the Tree could be cancelled since it is a sustained effect, causing the target to resume his normal shape. If a negated power is normally constant (like a vampire’s Potence), then its effects are suppressed for three turns.
The cost of this Hekau adds the targeted spell’s own Sekhem cost. For other supernatural powers that don’t have explicit Sekhem, add the cost as appropriate to that style of magic and convert it all to Sekhem. Therefore, a power that costs two vampiric blood points and a temporary Willpower point costs the mummy her base one Sekhem, plus another three Sekhem. If the mummy wishes to revoke a spell of her own that she cannot overcome normally (such as Become Animal), this spell may do so automatically at a cost of one Sekhem, provided that the mummy can speak the incantation.

Whispers to the Heart
Type: Spell
Dice Pool: Manipulation + Nomenclature
Difficulty: target’s Willpower
Sekhem: 1
The mummy glances at a target and whispers a single word, and the subject is suddenly overcome with emotion. “Emotion” in this sense refers to non-rational feelings that spring up. Some appropriate examples include fear, hate, anger lust, longing, compassion, sympathy, love, hope, confusion, trust, ambivalence, boredom or wistfulness. The mummy might whisper the ren of terror forcing the victim to flee or collapse into a quivering heap. Perhaps the mummy might whisper the ren for hope and thus fortify the subject with new strength.
Each emotion has a separate true name that the mummy must learn. Once invoked, the spell floods the subject with the emotion in question. The subject typically experiences a sudden spike of the emotion for one turn, which peters out over the next minute. However, the mummy can maintain the emotion by spending a point of Sekhem every minute.
Whispers to the Heart can counter various forms of supernatural persuasion. The mummy might grant courage to someone who has been terrified with a supernatural power, or grant hate to someone who has been made to unnaturally love a subject.
The mummy may use this spell on herself, if she desires. This spell affects only living beings, so ghosts cannot be strengthened directly by its use.

Carnamagos
Vice Captain

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