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Posted: Tue May 13, 2008 12:20 pm
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Posted: Tue May 13, 2008 12:25 pm
LEVEL ONE ALCHEMY Analyze MaterialType: Spell Dice Pool: Intelligence + Alchemy Difficulty: 6 Sekhem: None The time and effort the alchemist spends investigating the properties of various substances has resulted in an incredible catalog of chemical knowledge. This spell is not properly an alchemical preparation. Instead, an alchemist may observe a material object to determine its makeup. Doing so can be useful when evaluating a suspicious jewel, the age of papyrus scroll or the durability of a wall. A clever alchemist puts her knowledge o use in innumerable other ways. Each success that the player rolls provides increasingly detailed information regarding the object. Cloud of SmokeType: Spell Dice Pool: Occult + Alchemy Difficulty: 6 Sekhem: 1 With this spell, the alchemist can cause any fire, even a smoldering spark, to emit a cloud that conceals the area. The smoke is normal in all ways. It causes visual and olfactory difficulties for those in the area, including the alchemist. The thick smoke cloud fills a 10-foot-cube of space for each success on the roll. Drink of Seven Days’ RestType: Ritual Dice Pool: Medicine + Alchemy Difficulty: 4 Sekhem: None The Drink of Seven Days’ Rest is usually brewed as a potion, and it relieves fatigue instantly, restoring vitality to anyone who drinks it. If the beneficiary’s health level is Bruised, the potion also restores one health level. No healing occurs with more seriously wounded characters. A successful preparation leaves the recipient feeling refreshed and alert for four hours. The beneficiary tires normally after the effects wear off. Botching while mixing the preparation results in a corrupted potion that gives the unfortunate drinker a splitting migraine for four hours. Even attempts to sleep are useless, and the unfortunate victim suffers a +3 difficulty to all tasks during this time. Mild PoisonType: Ritual Dice Pool: Poisons + Alchemy Difficulty: 8 Sekhem: None This ritual creates a simple but effective poison with a lethal toxin rating 2 per dose. A poison takes effect in the same turn it is administered, and the effect is permanent, although a victim may heal as normal if he survives. On a weapon, the poison’s damage applies in addition to that of any blow inflicted by the weapon itself. A Mild Poison may be difficult to spot. A successful standard Perception roll is required to notice it, whether it is a salve made to coat a surface or a potion slipped into the victim’s food. The number of extra successes spent on the preparation’s potency reduces the victim’s difficulty. Using poison on any but the foulest minions of Apophis is extremely questionable in the eyes of Ma’at and the judges. Potion of ResilienceType: Ritual Dice Pool: Medicine + Alchemy Difficulty: 7 Sekhem: None This substance is essentially a supernatural anesthetic. Although it is commonly created as a potion, it may take the form of a powder, salve or essence. The recipient’s wound penalties decrease by two health levels. Therefore, a Mauled character suffers only a –1 penalty rather than the usually –2. Even a user who falls to Incapacitated may continue activity until the effect’s duration ends. Of course, dying puts the recipient beyond the help of any painkiller. Simple ElixirType: Ritual Dice Pool: Occult + Alchemy Difficulty: 7 Sekhem: None A Simple Elixir is a catch-all designation for a plethora of preparations that magically boost a recipient’s Attributes temporarily. Each application raises by one the Attribute it is designed to boost for about four hours. As noted previously, multiple applications increase the effect’s duration, not the Attribute boost. A character must learn each preparation separately. Your character might learn Simple Elixir: Draught of the Ox (Strength) or Simple Elixir: Cobra Sweat (Wits). Each elixir corresponds to the Attribute upon which it has an effect. Some common elixirs include: Strength: Draught of the Ox, Sweat of the Horus-Bull Dexterity: Monkey’s Dew, Beloved of Ptah Stamina: Tireless Draught, Blood of the Horse Charisma: Potion of the Sun, Splendor of Ra Manipulation: Tears of the Cat, Golden Tongue Appearance: Courtesan’s Brew, Salve of Delight Perception: Thoth’s Ink, Eagle Tears Intelligence: Priest’s Brew, Blood of Imhotep Wits: Cobra Sweat, Merchant’s Joy An elixir is generally created as a potion, but other forms can be brewed. Doing so may limit the elixir’s utility, however. A salve is normally restricted to the area to which it is actually applied, so a Stamina salve rubbed on the legs may enable the user to run for a long time, while a Wits salve rubbed onto the scalp might make the user mentally quick. Unfortunately, the same Stamina salve rubbed onto the eyelids might keep the user awake despite physical exhaustion, and a Wits salve rubbed into the nose might make it twitch like a rabbit’s for four hours. Similarly, the entire dose of an essence must be administered to one person in order to be effective. The vapors must be confined into a small area or inhaled directly from a container, otherwise the user cannot absorb enough to achieve the desired result. Simple PhiltreType: Ritual Dice Pool: Occult + Alchemy Difficulty: 7 Sekhem: None Folk tales are rife with these magical potions. A Simple Philtre inspires a particular emotion – be it fear, love, courage, anger or something else. As with elixirs, a character must learn each type of philtre separately. The philtre floods a character with a particular emotion, even if such a feeling is normally unthinkable to the recipient. This effect adds +1 difficulty to any roll to resist circumstances relating to the emotion created. Succeeding on Seduction rolls is far easier against a victim of a love philtre, as is succeeding on Manipulation attempts against a character who is subject to feelings of adoration. A courage philtre makes the subject more likely to attempt hazardous endeavors, while a hate philtre is useful when trying to provoke an individual. A few common philtres are listed here. Storytellers and players should create other philtres for emotions not listed here. A Simple Philtre follows the same rules noted under Simple Elixir, and it affects only the victim to whom it is administered. Love: Cleopatra’s Tears, Wine of Delight Fear: Gaze of Ramses, Backbone of Water Courage: Lion’s Blood, Sweat of Horus Hate: Blood of Set, Oil of Vengeance Simple TonicType: Ritual Dice Pool: Medicine + Alchemy Difficulty: 7 Sekhem: None A tonic is a preparation that heals damage caused by sickness or physical attack, and it make take the form of a salve or potion. Each dose of a Simple Tonic restores one health level of bashing or lethal damage. StasisType: Spell Dice Pool: Occult + Alchemy Difficulty: 6 Sekhem: 1 Much of Alchemy revolves around changing substances. Ironically, one of the changes many alchemists seek is to make something unchanging. The alchemist uses this spell to keep a nonliving object from being altered by outside influences. Stasis only works on one substance of a single piece that is no greater than the mummy’s own approximate mass. A successful casting roll reduces the effectiveness of any attempt to alter the substance’s current state by one die per success gained. Therefore, a bucket of water is more difficult to freeze or boil, and a solid piece of wood is harder to burn or hack apart. This effect lasts for the scene.
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Posted: Tue May 13, 2008 12:27 pm
Level Two Alchemy Blood of the SnakeType: Ritual Dice Pool: Poisons + Alchemy Difficulty: 7 Sekhem: None Each dose of this preparation – typically a potion or a salve – defends against poisons for four hours. This brew reduces by three the toxin rating of any poison that is already in the character’s body or introduced into her body during the antidote’s duration. Reducing a toxin rating to zero negates the poison’s effects entirely. If this potion is administered within one turn of the point at which a poison took effect, Blood of the Snake can also restore a number of health levels to the subject equal to the successes gained on a roll of the alchemist’s Alchemy rating. Cobra SpitType: Ritual Dice Pool: Occult + Alchemy Difficulty: 8 Sekhem: 1 Although it could be used as a poison, this potion is actually a vitriolic acid. Each dose causes one level of aggravated damage to whatever substance it touches unless said substance is gold or glass. Cobra spit can be used to eat through non-living barriers, and it is devastating against living tissue. Considering the fact that all other materials are likely to corrode when brought into contact with this concoction, the alchemist always stores Cobra Spit in gold or glass containers. Essence of LongingType: Ritual Dice Pool: Seduction + Alchemy Difficulty: 7 Sekhem: None This perfume acts as a mild aphrodisiac on those who inhale its fragrance. To those beneficiaries with the appropriate sexual inclination, the essence effectively increases the user’s Appearance and Charisma by two points. Anyone else who is subjected to the fragrance might become uncomfortable around the user due to conflicting feelings they likely don’t recognize consciously. The Storyteller may modify the resistance roll against the essence depending upon factors like how close the affected person is to the user or whether a breeze is blowing. Those who resist may find the scent of the perfume cloying or simply not notice it. Eyes of the KaType: Ritual Dice Pool: Thanatology + Alchemy Difficulty: 7 Sekhem: None The alchemist applies this magical salve to the beneficiary’s eyes and ears. While its effects last, the character may see across the Shroud into Neter-khertet, the part of Duat that borders closest to the world of the living. The Shadowlands appear as a ghostly overlay superimposed upon the physical world. Sights are distorted and sounds are muted. Since ghosts normally pass unseen amongst the living, they are likely to notice that the user is actually observing them. Botching this preparation spells trouble. The resulting salve might render the user temporarily blind or deaf. Worse still, it might subject the user to visions so terrible that she loses her mind, gaining a temporary Derangement. Ice of the DesertType: Spell Dice Pool: Occult + Alchemy Difficulty: 7 Sekhem: 1 Supposedly, the ancient Egyptians could create ice by placing water out at night under the stars. This spell lets the alchemist change a substance’s state within a reasonable scope (never by more than one step). Mercury and water turn into solids, soft metals turn to liquid, stone and hard metal soften, and air thickens into liquid condensation. The change in state maintains itself for one turn per success. Once the duration ends, the substance returns gradually to its natural state as appropriate to the local conditions. The spell alters one cubic foot per success, provided that the alchemist can touch the targeted material. Furthermore, the substance affected must be part of one contiguous mass, and it may not interfere directly with any living creature. Therefore, the air above a person’s head could be affected, but that in his lungs is immune. Lesser QuiddityType: Spell Dice Pool: Occult + Alchemy Difficulty: 6 Sekhem: 1 Every substance has an inherent essence that provides it with spiritual properties in addition to its physical ones. The science of chemistry abandoned such alchemical principles when its rules and methods could not replicate the reputed qualities. One of the secrets of alchemists is that quiddity (the substance’s essence) may be activated by the flow of Sekhem. An empowered quiddity transfers a substance’s reputed property to the first person that it touches. This property lasts for one scene. Sometimes, especially with modern synthesized materials, the spiritual effect is the same as the physical chemical property. No Lesser Quiddity effect may exceed one die, an adjustment of one to a target number or a temporary adjustment of one health level. The true advantage of the spell is its flexibility. An alchemist could use willow bark to reduce a beneficiary’s wound penalty by one point. A bit of moss could help in Survival rolls when a character is trying to determine north. A bit of lion’s mane might grant an extra die when the character is dealing with animals. Unfortunately, we can’t provide a comprehensive list of mythical properties for every substance on earth. Use the examples here and research common legends and myths to create more. Reed of Hidden CurrentsType: Spell Dice Pool: Occult + Alchemy Difficulty: 7 Sekhem: None Science has invented the litmus test. This spell precedes such primitive detection by millennia. With a few words of power and an investment of Sekhem, the alchemist empowers a bit of hay, straw or grass to detect the presence of a specific other substance. The alchemist then casts the enchanted substance into the air or upon the surface of a liquid. On a successful roll, the reed points the direction of any detectable quantity of the requested substance. This spell has a range of one mile for each point that the mummy has in Alchemy Hekau, and it lasts for the scene. Spark of RaType: Spell Dice Pool: Occult + Alchemy Difficulty: 8 Sekhem: 1 One of an alchemist’s goals is mastery of the elements. This spell lets the mummy start a fire with little more than her force of will, a couple of words and a non-living flammable substance. The size of the subsequent fire depends upon the amount of flammable material available and the number of successes the alchemist’s player rolls. Damage to a victim caught by the flame follows normal rules for fire.
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Posted: Tue May 13, 2008 12:28 pm
Level Three Alchemy Complex ElixirType: Ritual Dice Pool: Occult + Alchemy Difficulty: 8 Sekhem: 1 Not surprisingly, a Complex Elixir is a more powerful version of a Simple Elixir. Each elixir here works like its respective level one equivalent, but it imbues the recipient with two extra points to any of his Attributes. So Tireless Draught might increase Stamina and Strength by one each for the potion’s duration. Complex TonicType: Ritual Dice Pool: Medicine + Alchemy Difficulty: 7 Sekhem: 1 A Complex Tonic heals three health levels of bashing or lethal damage that derive from disease or injury. Otherwise, it operates according to the same rules as a level-one Simple Tonic. Dangerous PoisonType: Ritual Dice Pool: Poisons + Alchemy Difficulty: 7 Sekhem: 1 Any Lucretia Borgia wannabe can make some form of poison. This formula represents knowledge of a number of ways to create mixtures that conceal the preparation and use of quite deadly toxins. Always remember that using poisons is no light matter, and it invites dire punishment in every culture. This preparation creates a poison with a lethal toxin rating of 5 per dose. Even if the subject resists the toxin’s effect, he still suffers one bashing health level of damage. It otherwise functions just like a level-one Mild Poison. One Hundred Thousand TonguesType: Ritual Dice Pool: Linguistics + Alchemy Difficulty: 7 Sekhem: None This preparation endows the user with the ability to speak and understand any spoken language. The user may drink it as a potion or apply it to both the ears and mouth as a salve. A salve applied to only one sensory organ bestows only partial enchantment. A salve applied to the hands and eyes enables the user to use and comprehend sign language and Braille. Botched batches of this concoction might render the user a babbling idiot temporarily, make her misinterpret everything she hears or leave her capable of speaking only a particular foreign tongue. Potion of ValorType: Ritual Dice Pool: Medicine + Alchemy Difficulty: 7 Sekhem: 1 A more powerful form of the Potion of Resilience, this preparation reduces wound penalties by four levels instead of two. It also grants two temporary health levels below Incapacitated, which forestall death and allow the beneficiary limited mobility. This extra resilience lasts until the potion wears off, so someone who is hanging onto life thanks to this potion must receive medical attention or healing magic before its four hours pass, lest he fall dead. Salts of the DeadType: Spell Dice Pool: Thanatology + Alchemy Difficulty: 7 Sekhem: 1 Egyptian morticians soaked corpses in natron to desiccate them and protect them from harm. By touching a bit of salt and speaking a few words of power, the alchemist may assume certain protective characteristics of the dead. For one turn per success, your character may ignore any damage that would affect only the living. Therefore, one could ignore poisonous gas, but not a stab wound. Given that a component of any damage that a person suffers is traumatic shock, the alchemist may reduce by one health level all damage she receives while this spell is active. The salt that the alchemist uses is left blackened and useless when the spell activates. Tears of IsisType: Ritual Dice Pool: Occult + Alchemy Difficulty: 6 Sekhem: 2 plus amount invested A staple of alchemists, this one-dose potion stores Sekhem for future use. When making the preparation, the alchemist’s player must decide upon the amount of Sekhem she wants the potion to hold, then she must spend that amount of Sekhem along with the minimum that the ritual itself requires. Obviously, the player cannot spend more Sekhem than her character has on hand. The player may not use successes to create extra doses. Instead, one success is required for each point of Sekhem infused into the preparation, and any extra Sekhem dissipates. Therefore, if an alchemist expends five Sekhem to create a dose of Tears of Isis that contains three Sekhem, but he gets only two successes, the potion contains two Sekhem, and the remaining Sekhem is lost. When consumed, the Tears of Isis potion increases the user’s Sekhem score temporarily, even above its normal maximum. Sekhem points gained from drinking the preparation are always the first to be expended, and any points that remain unused when the potion’s duration is over are lost. Only one Tears of Isis potion may benefit a character at any one time, and further draughts have no effect before the initial dose is exhausted.
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Posted: Tue May 13, 2008 12:30 pm
Level Four Alchemy Ashes to AshesType: Spell Dice Pool: Occult + Alchemy Difficulty: 8 Sekhem: 3 This spell acts much like Ice of the Desert except that it can change the state of virtually any inert substance into any other state. Each success represents one human-sized portion of material that may be affected, provided that the alchemist can touch it during casting. The change that the mummy intends to affect must be possible in nature, but they occur instantly. Stones turn into fine powder, wood turns into ashes, metal turns into useless corroded flakes, pigments dull to pale nothingness, dead bodies become tomb dust and so on. Greater QuiddityType: Spell Dice Pool: Occult + Alchemy Difficulty: 7 Sekhem: 2 This spell causes the same effects as Lesser Quiddity does, but the mystical property endowed is stronger. The effect grants three extra dice on a roll, a reduction of three to a target number or a temporary adjustment of three health levels. PanaceaType: Ritual Dice Pool: Medicine + Alchemy Difficulty: 7 Sekhem: 4 This ritual creates a potion that can cure almost any disease. Each dose removes from the recipient one illness up to a toxin rating equal to the alchemist’s Medicine + Alchemy rating – from a common cold to amoebic dysentery to AIDS. The panacea does not heal wounds, however. Philosopher’s StoneType: Ritual Dice Pool: Occult + Alchemy Difficulty: 9 Sekhem: 3 This preparation takes the form of a powder that has congealed into a solid pebble-like form. Each time a dose touches a base metal, the dose is expended in a brief glow that changes the metal to gold or silver. The change is permanent, but it can affect only a couple of ounces per dose. Potion of the Separable KaType: Ritual Dice Pool: Meditation + Alchemy Difficulty: 7 Sekhem: 3 This potion puts the user into a trance-like state, allowing her consciousness to separate from her body and travel astrally. More correctly, the mummy’s spirit remains connected to her physical form via the protective link of her khu. Astral travel operates mostly as per the Psychic Projection power in Vampire: The Masquerade or under the astral projection rules in Mage: The Ascension. The spirit is restricted to travel in the Shadowlands, the near portion of the Underworld that reflects the Lands of the Living. The mummy must use other Hekau (notably Necromancy) to plunge into the far depths of Duat. If the user’s consciousness is still separate from her body when the potion wears off, the khu snaps her wayward spirit back into khat. Returning to flesh in such a jarring fashion requires the user’s player to make a Stamina + Occult roll ( difficulty 8 ) or lose a bashing health level due to shock.
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Posted: Tue May 13, 2008 12:33 pm
Level Five Alchemy Catalyst CrucibleType: Spell Dice Pool: Occult + Alchemy Difficulty: 8 Sekhem: Special The alchemist transforms her body into a living catalyst. While in this state, the mummy is a physical representation of her Alchemy knowledge. She may touch or consume any preparation that she knows how to make. The alchemist can transmute only one dose is in this fashion, and the alchemist’s player must spend Sekhem as is normally required to create the new substance. This spell is particularly handy in surprise circumstances. A mummy who is tricked into drinking a Deadly Poison but then casts Catalyst Crucible before the poison killers her could transform the poison into a Simple Tonic. Less dramatically, an alchemist could change a philtre of Gaze of Ramses into the Sweat of Horus. Deadly PoisonType: Ritual Dice Pool: Poisons + Alchemy Difficulty: 8 Sekhem: 2 This preparation creates a poison with a lethal toxin rating of 7 per dose. Even if the subject resists the toxin’s effect, he still suffers three bashing health levels of damage. By spending two additional Sekhem during preparation, the alchemist can transform the lethal poison into one that inflicts aggravated damage. It otherwise functions just like the level-one Mild Poison ritual. Dust to DustType: Spell Dice Pool: Thanatology + Alchemy Difficulty: 8 (6 versus the undead) Sekhem: 2 + potential level of damage This spell is predicated upon the concept that all life ultimately sprang from the Creator’s manipulation of plain earth. The mummy first touches her intended victim, which requires an attack roll in a conflict situation. After spending the Sekhem required for the spell, the alchemist’s player spends an additional number of Sekhem equal to the amount of damage she hopes to inflict, then rolls for the spell’s success. Each success equals one level of aggravated damage, up to the amount of additional Sekhem spent. In addition to inflicting painful wounds, the spell transforms the damaged flesh into fertile black earth. Should the victim survive this attack, he will be gruesomely disfigured where he was struck. Flesh of the GodsType: Spell Dice Pool: Thanatology + Alchemy Difficulty: 8 Sekhem: 3 Ancient Egyptians believed that the gods’ flesh was gold. With this spell, the alchemist can apply gold dust to her body while intoning mystical prayers in order to achieve a divine state. Her body and spirit absorb the gold’s essence, gaining majesty and magical protection for the remainder of the scene. Each success for the spell translates into one automatic success that the alchemist’s player may use to add to soak or Social rolls. Any automatic successes that the player does not use disappear at the end of the scene as the gold reverts to its natural state and flakes away. Potent ElixirType: Ritual Dice Pool: Occult + Alchemy Difficulty: 7 Sekhem: 2 The Potent Elixir is a significantly more powerful formula of the level-one Simple Elixir. Each specific Potent Elixir bestows three points that the player can use to boost any of her character’s Attributes temporarily. Remember that a magic endowment is based upon the natural human Attribute range of one to five dots. Potent PhiltreType: Ritual Dice Pool: Occult + Alchemy Difficulty: 7 Sekhem: 2 The Potent Philtre works exactly like a more powerful form of its level-one counterpart. It adds +3 difficulty to any roll to resist circumstances relating to the emotion that the philtre inspires. Potent TonicType: Ritual Dice Pool: Medicine + Alchemy Difficulty: 7 Sekhem: 2 The Potent Tonic heals up to five health levels of bashing or lethal damage. Otherwise, it operates according to the same rules as a level-one Simple Tonic. Potion of the DivineType: Ritual Dice Pool: Medicine + Alchemy Difficulty: 7 Sekhem: 3 This ritual is an improved version of the Potion of Valor. The user suffers no wound penalties, regardless of health level, and he receives three temporary health levels below Incapacitated that forestall death and allow him mobility. If he takes any more damage, however, the character dies as normal. The effects of any wounds that remain hit full force after the potion wears off. Potion of the Vile BodyType: Ritual Dice Pool: Poisons + Alchemy Difficulty: 8 Sekhem: 5 Consuming this potion renders the user immune to all forms of poison, flooding her system with deadly venom in the process. Her entire body, including various fluids and secretions, becomes poisonous. Against living targets, the character’s excreted bodily fluids act as a contact poison of lethal toxin rating 5. She can spit venomous saliva, cry poisonous tears and even discharge toxic urine. Even breathing on another living being causes the victim to make a Stamina roll ( difficulty 8 ) or lose one bashing health level. Against nonliving materials or tissue, her corrosive fluids destroy two levels automatically. A vampire who drinks the user’s blood suffers two levels of aggravated damage per blood point ingested. Likewise, anyone cutting or stabbing the user risks getting splattered with toxic blood. To avoid this damage, an attacker who draws the user’s blood must get a number of successes on a Dexterity + Dodge roll (difficulty 6) greater than the number of health levels he inflicted. If the attacker is splattered, the effect is the same as if the user spat on her opponent. An attacker who draws blood with natural weapons like claws or teeth takes damage automatically, and a material weapon suffers the corrosive damage described previously. The successes on the ritual determine the number of “doses” – the amount of fluid that is concentrated enough to inflict appreciable damage – your character can summon up externally within the potion’s four-hour duration. The effects of the user’s blood are constant as long as the potion lasts.
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Posted: Tue May 13, 2008 12:36 pm
Level One Amulets Ashen ShroudType: Spell Dice Pool: Thanatology + Amulets Difficulty: 7 Sekhem: None By intoning appropriate words of power while quickly applying dirt or ash to her face, the artisan takes on a mien of death. Her appearance becomes as one of the walking dead for the remainder of the scene. She is creature that clearly is not alive, yet she moves nonetheless. All mortals in the area are thrown into hysterics at the sight. This spell does not affect the supernatural. Eye of the HorizonType: Spell Dice Pool: Perception + Amulets Difficulty: 6 Sekhem: None This spell links any single image of an eye to the artisan’s own senses. This image can be anything from the plastic eye of an action figure to an ancient hieroglyph carved on a tomb wall to one drawn quickly on a napkin. Until the next sunset, the artisan may see what the linked eye sees just easily as he can see with his own eyes. The eye and the artisan may not be parted by the curve of the horizon (about 12 miles at sea level), however, or the spell is broken. Simple WardType: Ritual Dice Pool: Crafts + Amulets Difficulty: 6 Sekhem: 5 A Simple Ward allows for a variety of defensive effects. Each is designed to defend the wearer against one particular type of harm, so the artisan must learn each ward as a separate ritual. Some wards protect specific parts of the body and those effects mystically associated with them, while others guard against particular types of magic. A Simple Ward provides the wearer protection at level one. A few common wards are listed here, although players and Storytellers are encouraged to work together to create more. Heart (ab): This ward protects against all attacks aimed at the heart. Because the Egyptians believed that the heart was the seat of consciousness, the ward guards against physical damage to the physical heart as well as magic targeting the mind, from illusions to all forms of mental control and psychological influence. Name (ren): This ward protects against Nomenclature Hekau that affects the user through her true name. A name ward is always attuned to a single user. Eye of Horus (udjat): This ward protects against all magic that affects the user’s health. This includes poisons and spells that harm the body as a whole. Warding SignType: Spell Dice Pool: Occult + Amulets Difficulty: 6 Sekhem: None Not every symbol must be inscribed physically in order to provide protection. Nevertheless, those signs created with simple gestures are useful for brief, relatively simple effects. The most basic ward is one against bad luck. If this spell is successful, the first botch that the mummy’s player rolls during the remainder of the scene affects him no more severely than a normal failure. The character may have only one Warding Sign in effect at a time. Wood WardType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 10 Whatever its form, this amulet makes the wearer resistant to any object made of wood. Most objects bounce off the user’s skin, although fragile implements may shatter. For rules purposes, the amulet adds the artisan’s rating in Amulets Hekau to the user’s natural Stamina when resisting any damage from wooden objects. It adds the same bonus to the user’s natural Strength when directly applied to damaging wooden objects by smashing them with her hands or body. Furthermore, a user who is normally unable to soak lethal damage may do so at difficulty 7 should it be caused by a wooden source. Naturally, a few disadvantages occur when a mummy wears such an amulet. Most notably, even casual contact can damage a wooden object. Wooden chairs, fences, chopsticks, baseball bats and the like that the user touches may crack or wiggle from her grasp. Additionally, nature spirits generally take offense at an individual wearing a Wood Ward.
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Posted: Tue May 13, 2008 12:43 pm
Level Two Amulets Amulet of Cloud WalkingType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 12 This amulet lifts the wearer into the air to the level of the clouds in the sky (although there needn’t be any actual cloud cover for it to function). She may then actually travel by walking through the air. Cloud layers vary greatly based on factors including geography and season. As a general rule, assume that the altitude is around 10,000 feet above sea level – roughly the safe limit at which the air is still rich enough to breathe. The time it takes to traverse the clouds varies from a few minutes to many days. It may also be partially dependent upon how long the traveler believes it will take. Roll Wits + Survival. Rolling a greater number of successes shortens the time that it takes to walk across the sky. With one success, the trip takes about the same time it would require at ground level, whereas with five successes the mummy might reach her destination in a matter of minutes. Upon reaching the desired location, the wearer gently descends to the ground and the amulet deactivates. Once activated, this amulet works for anyone, but activating the amulet requires an artisan who understands Amulets Hekau to hold the amulet between her hands. The artisan’s player then rolls Manipulation + Amulets (difficulty 5) to activate the amulet, even if another character is currently wearing it. Only one success is required. The same process will deactivate the amulet while in use – although anyone foolish enough to deactivate or remove her own amulet while walking in the sky will fall. Lesser TalismanType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 8 Each Lesser Talisman gives the wearer a one-point bonus to a specific Attribute as long as he wears it. This boost is not cumulative with any Hekau affecting the same Attribute; only the strongest magic enhancement applies. The artisan must learn each talisman ritual for a different Attribute separately. Be sure to record the different rituals on your character sheet. Lesser WardType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 10 Each Lesser Ward provides the wearer protection at level two, but it functions identically to a Simple Ward in all other respects. Prayer of the AkenType: Spell Dice Pool: Occult + Amulets Difficulty: 6 Sekhem: None Aken are the Egyptian boatmen who assist Anubis in directing the dead to their proper places in the underworld. If the mummy utters this prayer while in Duat, it summons to her one of the Aken who survived the Dja-akh. While its actions are limited to its role as a warden of the dead, the Aken protects those in its care from harm and transports them to an appropriate destination in the underworld. The speed with which the Aken arrives is dependant upon the Storyteller’s needs and the number of successes gained during the Hekau roll. Casting this spell requires that the artisan already have a written copy of the prayer available, although it does not have to be her creation. The mummy may read it across the Shroud from one of the inscriptions found within numerous tombs or even from a small card in her corpse’s possession. Scarab of LifeType: Ritual Dice Pool: Thanatology + Amulets Difficulty: 7 Sekhem: 10 The scarab was certainly the most common amulet in ancient Egyptian society, as evinced by the number of them found in Egyptian tombs. It was identified with the god Khepera and his strong connections with the sun and the power of rebirth. When a living person wears it, a Scarab of Life provides a level-two ward rating against anything that would reduce her Physical Attributes. Placed upon a mummy’s khat (corpse), the amulet allows a mummy to return to life and repair damage to her body with greater ease. The Scarab of Life reduces by three the difficulty of the resurrection roll.
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Posted: Tue May 13, 2008 12:44 pm
Level Three Amulets Metal WardType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 18 This ritual creates an amulet similar to the Wood Ward. Such is the amulet’s protective power that metal objects become pliable, softening or crumbling to flakes along the edge nearest the wearer. For rules purposes, the amulet adds the artisan’s rating in Amulets Hekau to the user’s natural Stamina when resisting any damage from metal objects. The wearer may also soak lethal damage ( difficulty 8 ) inflicted by a metal object, even if she cannot normally do so. The user’s natural Strength likewise increases by the artisan’s Amulets score when the user is directly trying to deflect, harm or otherwise deal with metal objects with her hands or body. Therefore, the amulet-wearer could apply double Strength if she shoved with her body against a steel door, but not if she chopped at the door with a fire axe. A few disadvantages naturally occur when wearing such protection. Most notably, even casual contact can damage a metal object. Door knobs, car doors, utensils, pistols and the like that the user touches may bend or wiggle from her grasp. Small pieces of metal – zippers, loose change – separated from the user’s body by clothing vibrate almost imperceptibly, making for a mildly uncomfortable but bearable sensation. Additionally, nature spirits generally take offense at an individual wearing a Metal Ward. Major WardType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 18 Each Major Ward is identical to its Simple Ward counterparts, except that it has a level-three ward rating. Sign of LuckType: Spell Dice Pool: Divination + Amulets Difficulty: 7 Sekhem: None This spell empowers one of many tiny superstitious rituals to improve one’s fortunes. The number of successes achieved indicates the number of rolls in the current scene the artisan’s player may attempt at one lower difficulty. Fortune is a fickle mistress. Overusing this sign may backlash on the mummy sooner or later. The character may have only one Sign of Luck in effect at a time. Veil of AmaunetType: Ritual Dice Pool: Perception + Amulets Difficulty: 8 Sekhem: 20 The goddess Amaunet, the counterpart to Amon, was the goddess of invisibility. This amulet calls upon her favor to render the wearer undetectable to all of the senses that animals possess (i.e., sight, touch, sound, taste or smell). Even a being that can take the form of an animal is subject to the amulet’s magic while it is in its beast form. A supernatural creature of this sort is naturally more intelligent than most animals, so even if it cannot see the person wearing the amulet, it may still get a Perception + Awareness roll ( difficulty 8 ) to notice a dim haze. This roll does not bestow any understanding of what the paranormal being sees, however. If an animal has some mystical ability that pierces invisibility, it operates as appropriate. The wearer must concentrate for one turn and succeed on a Manipulation + Amulets roll to activate the amulet. When he does so, the effects last for the remainder of the scene. In fact, anyone with a rating in Amulets Hekau who touches the amulet may activate or deactivate the amulet with the same roll. Wrappings of ImhotepType: Spell Dice Pool: Medicine + Amulets Difficulty: 6 Sekhem: 1 Most amulets protect against some sort of harm. Named after the famed mystic and physician Imhotep, these ensorcelled bandages may be used after the damage occurs. The artisan inscribes a few mystical symbols to a covering or wrapping when he casts the spell. Clean, dry cloth or sterile dressings work best, but even a paper restaurant napkin will suffice in an emergency. The artisan empowers the bandage to heal damage from a wound to which it was applied. Each success on the roll heals two bashing levels or one lethal level. As long as it remains on the wound, the bandage treats the injury as if it were one level less severe for the purposes of healing. If multiple wounds exist, a separate wrapping may be used for each. Applying more than one bandage to the same wound does not increase the healing rate any further, however. Although it cannot repair aggravated damage, a wrapping’s improved healing rate does apply to an aggravated wound. A bandage loses its enchantment immediately upon being changed or with any attempt to reuse it.
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Posted: Tue May 13, 2008 12:46 pm
Level Four Amulets Ebon BindingType: Ritual Dice Pool: Thanatology + Amulets Difficulty: 7 Sekhem: 15 Although most mummies wear amulets for protection, a few amulets are designed to harm the body or soul. This particular ritual lets the artisan enchant a length of bandage with spells that entrap a victim. Placed around a body in which the soul still resides, the bandages trap the spirit within the khat. Wrapped around a body whose soul has departed, the bindings block the spirit from rejoining its flesh. As long as the coils of this bandage remain in place, the soul cannot pass through them to escape or reenter its physical form. Eye of SekhmetType: Spell Dice Pool: Occult + Amulets Difficulty: 7 Sekhem: 2 The goddess Sekhmet served as the instrument by which Ra’s enemies were destroyed, and she was considered the eye of his vengeance. By tracing the symbol of the eye of justice over her own eye while casting the spell, the artisan afflicts a targeted victim with the judgment of Sekhmet. The victim suffers +2 difficulty to all actions and finds it harder to heal. A mortal heals as if his injuries were two categories more severe, while a supernatural must spend twice the normal amount of time and effort to restore each health level. The successes on the Occult + Amulets roll indicate how long this effect lasts, as indicated in the following chart. This penalty persists even if the artisan who cast the spell is killed. Successes Duration 1 one scene 2 one day 3 one week 4 one month 5 six months Geb’s BlessingType: Ritual Dice Pool: Survival + Amulets Difficulty: 8 Sekhem: 50 Geb is said to have created the world, and he was the father of Osiris. This amulet channels energies to protect the wearer from those natural forces that the earth generates. Rain, sleet and hail fall without touching the wearer. Natural extremes from desert heat to arctic cold have no effect. Only extreme damage – anything considered aggravated, like that from a lightning bolt or molten lava – may harm the wearer. The artisan’s Amulets Hekau rating applies as a dice pool to soak this damage. This benefit may also be applied against natural weather effects that are instigated artificially, such as those induced by Celestial Hekau. It does not protect against purely artificial forces that replicate natural effects. The secondary effects of natural weather may still cause the user some difficulty, although to nowhere near the same degree as an unfortunate who lacks Geb’s Blessing. An avalanche or mudslide may still inundate the wearer, but she may draw upon the amulet’s strength to get free. The artisan’s Amulets score applies as additional dice to the character’s efforts to extract herself from hazardous conditions, such as swimming against a raging river current, avoiding falling debris and so on. Note that the amulet does not protect the user against her own actions. She might still drown if she tires before reaching shore. She might not feel the heat in the desert, but she can still die of thirst. She could dig more easily out of a rockslide, but she might suffocate if she can’t get free first. Greater Veil of AmaunetType: Ritual Dice Pool: Perception + Amulets Difficulty: 8 Sekhem: 50 As its name implies, this amulet is a more powerful version of the level-three talisman. The Greater Veil renders the wearer undetectable to the senses of any living being – sight, touch, sound, taste or smell. Note that for game purposes, “living” includes even those supernatural beings gifted with a mockery of life essence such as vampires are. The walking dead are not subject to this amulet’s effects, nor are non-corporeal entities such as ghosts and nature spirits. Mystical abilities that pierce invisibility operate as appropriate. The Greater Veil otherwise functions exactly as its level-three counterpart does. Greater TalismanType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 30 Each Greater Talisman gives the wearer a two-point bonus to a specific Attribute as long as the user wears the talisman. It is otherwise identical in function to a Lesser Talisman. Greater WardType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 40 Each Grater Ward has a ward rating of four. It is otherwise identical in function to a Simple Ward.
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Posted: Tue May 13, 2008 12:47 pm
Level Five Amulets Buckle of IsisType: Ritual Dice Pool: Occult + Amulets Difficulty: 8 Sekhem: 80 The artisan forms this amulet in the shape of a sandal-strap, according to the origin of the ankh. The buckle endows the protection of the goddess Isis and guards against all hostile magic with a ward rating of five. This protection covers all forms of magic, from the Hekau of mummies themselves to the “true magic” mortal wizards use and even the “blood magic” of vampires. The Buckle of Isis is physically fragile and easily damaged, just as all amulets are. Princely TalismanType: Ritual Dice Pool: Crafts + Amulets Difficulty: 8 Sekhem: 75 Each Princely Talisman functions identically to a Lesser Talisman except that it grants three points to a specific Attribute while the user is wearing it. Remember that a Hekau endowment is based off of the mortal maximum, which can reach no higher than five dots. Princely WardType: Ritual Dice Pool: Crafts + Amulets Difficulty: 8 Sekhem: 80 Each Princely Ward is identical to its Simple Ward counterparts, except that it has a ward rating of five. Scarab of DeathType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 50 Although the user wears this amulet physically, this scarab protects the soul during its sojourns into the spirit world. The Scarab of Death channels all damage that the mummy’s spirit suffers in the underworld to the khat (body). This protection may extend the time spent in the dead state, but it helps ensure the Amenti’s ultimate survival by keeping her soul intact. Although the mummy’s spirit gains no protection from its other amulets, those talismans can defend the khat from damage that the scarab transfers as long as they have the appropriate defensive capabilities. No further damage may be passed from the soul once the corpse is reduced to Dust. After that, any attacks on the soul in Duat have their normal effect. Ward of PermanenceType: Ritual Dice Pool: Crafts + Amulets Difficulty: 7 Sekhem: 100 + relevant ritual This potent ward is inscribed upon an amulet to bond any existing effect to the object permanently. The Ward of Permanence is applied (typically to the amulet’s reverse side) when the artisan creates or re-infuses another Amulets ritual. Since the Ward of Permanence is itself a ritual, add its time and expenditures to those required for the other ritual – which includes spending the days, Sekhem and successes as appropriate for the other ritual. Afterward, the artisan no longer needs to maintain the amulet’s other power periodically. Barring the amulet’s destruction, its mystical endowment will remain in effect for eternity. To aid in its longevity, the Ward of Permanence also bestows a soak equal to the path rating of the amulet’s primary ritual. Therefore, a permanent Metal Ward has a soak total of three while a permanent Geb’s Blessing has a soak of four. This soak applies to any damage directed at the amulet itself, regardless of its origin. The wearer gains no benefit from her amulet’s soak. Since few artisans ever achieved the mastery of this Hekau sufficient to create permanent amulets, very few talismans from ancient Egypt retained their mystical properties unto the modern age. Wrappings of OsirisType: Spell Dice Pool: Medicine + Amulets Difficulty: 7 Sekhem: 2 Osiris is peerless in his influence over life and death. This greater mastery is reflected in this more potent version of Wrappings of Imhotep. When applied to a wound, the wrapping heals one health level of damage for each success rolled, including aggravated wounds. In fact, the Wrappings of Osiris heals any aggravated levels of damage first. If the user leaves the wrappings on the wound, the bandage treats the injury as if it were three levels less severe for the purposes of healing.
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Posted: Tue May 13, 2008 12:49 pm
Level One Celestial BecalmType: Spell Dice Pool: Occult + Celestial Difficulty: 6 Sekhem: 1 With a simple utterance, the celestine negates adverse weather conditions within an arm’s length of herself. Wind shears aside, rain deflects or stops and debris misses her. Even unnatural phenomenon like rains of frogs or sulfur bend around the mummy’s weather shield. At best, the mummy feels nothing more than a fine mist from the most powerful thunderstorm. The effect lasts for the scene. Becalm may also decrease the intensity of weather over a larger area. The astrologer extends her influence to five yards per level of Celestial Hekau. Instead of deflecting adverse conditions, Becalm tempers them. It lessens driving rain into a drizzle, turns stinging hail to fluffy snowfall, calms raging waters or changes raging winds to steady breezes. Ambient environmental conditions reassert themselves as the celestine passes, so waves will rage and storm-tossed winds will flare once the mummy has gone by. Unlike the shielding application of this spell, only natural phenomena can be calmed in this fashion. Hekau-summoned winds and the ghost storm that still sweeps through Neter-khertet cannot be stilled in this fashion. Grip the WaterType: Ritual Dice Pool: Occult + Celestial Difficulty: 7 Sekhem: 2 Moving her hands in concentric circles over the surface of a body of water, the astrologer causes it to slowly rise or fall in response to her continued chanting. The water remains in its affected state for as long as the mummy concentrates on the ritual. The water level moves, influenced by small tides that the celestine creates. A pond or small river might rise or fall by a few feet, while the bank of a sea might change by an amount imperceptible to the naked eye. The change in water level doesn’t necessarily part the waters or flood areas, but it can induce a pronounced change to the course of a river, overflow a dam or ruin irrigation. Doing so can have staggering impact on the surrounding ecology, disrupting the wildlife, flooding low terrain, ruining entire crops and more. As such, the Storyteller is encouraged to be imaginative but reasonable as to the influence Grip the Water has on the surrounding environment. Hanging the StarsType: Ritual Dice Pool: Occult + Celestial Difficulty: Varies Sekhem: Special Useful effects often have limited duration, but a mummy never knows when some bit of magic may come in handy. Hanging the Stars allows the celestine to tie a Hekau ritual to Celestial events so that it may be called upon later. The mummy performs the relevant ritual that she wishes to delay. The player makes any rolls and Sekhem expenditures as appropriate, including spending one Sekhem for Hanging the Stars. If the subsequent Hekau succeeds, its effects do not occur at that time. Instead, they remain contained within the stars. The web of the ether holds the energy until the mummy calls for it. The ritual remains in readiness for up to one day per success on the Hanging the Stars roll, and the difficulty is equal to the hung ritual’s own difficulty (or difficulty 8 for a ritual with a targeted difficulty, such as a Necromancy Hekau that uses the target’s Willpower). Triggering the hung ritual requires spending another Sekhem and making an Occult + Celestial roll (difficulty 7). Success activates the stored Hekau that turn as if it was a standard one-turn spell effect. Failure disperses the ritual’s energy ineffectively, while a botch may cause the Hekau’s energy to backlash upon the unfortunate mummy. The mummy may delay any ritual that she’s already learned, although she may do so for only one ritual at a time. Further, Hanging the Stars must be performed in full view of the sky (although it may be accomplished any time during the day or night). Hiding the StarsType: Ritual Dice Pool: Divination + Celestial Difficulty: 6 Sekhem: None Despite the name, this spell does not actually alter the heavens. Rather, it veils the mummy from celestial forces. By muddying the etheric waters, so to speak, the astrologer defends herself against malign divinations. Her ties to the heavens become clouded, disrupting any attempts to locate her through any means of scrying. Alternatively, the mummy can cast this spell over someone else, who must be present for the whole ritual. Successes that the mummy’s player scores on this ritual subtract from divining or locating effects that are targeted against the ritual’s recipient. One success erodes from the ritual each time someone performs a divination against the subject, until the last cobwebs of obscurity blow away. The celestine cannot cast this ritual multiple times to hide completely. Only the results of the most recent casting to take hold. Simple Weather MagicType: Ritual Dice Pool: Occult + Celestial Difficulty: Varies Sekhem: Varies Over time, a mummy can alter the course of the weather itself. At first, the astrologer has only slight control. He can affect mild winds, create fog in a limited area and adjust existing conditions slightly. With experience, the celestine learns to invoke or suppress entire storms, generate massive weather fronts, call up tornadoes and perform other awesome feats of meteorological manipulation. The celestine can use Simple Weather Magic to conjure some small, sudden disturbance – a cool breeze, a room temperature drop, a flare of aurora borealis – or a slight change to the local environment – humidifying a hothouse garden, thickening cloud cover slightly, generating obscuring fog. Neither option inflicts any damage, but either one can easily make the area more comfortable or greatly unpleasant. All Weather Magic effects refer to the accompanying chart to determine the difficulty and Sekhem costs for desired effects. To save time for the enterprising celestine, a few of the more common simple Weather Magic choices are described briefly here. The difficulty and Sekhem costs for each choice assumes that the character is starting from an average summer day in a temperature clime over a small area (mid-80 degrees Fahrenheit, mild humidity, negligible cloud cover over a village). Fog (difficulty 9, Sekhem 2): A low bank of obscuring mist impairs vision and muffles sound. This effect imposes a +1 difficulty penalty to all sight- and hearing-based Perception rolls, and it limits sighting distance to 100 yards (the Storyteller may reduce this further if the player rolls a significant number of successes). Effective ranges for ranged attacks are limited appropriately. Light breeze (difficulty 4, Sekhem 1): A gentle wind picks up from the prevailing wind direction. The breeze clears away powerful scents, increases visibility in fog and imposes a +1 difficulty penalty to scent-based Perception rolls. Minor temperature change (difficulty 5, Sekhem 1): A slight shift in the ambient environment captures more heat or allows it to escape, raising or lowering the local temperature by up to 10° Fahrenheit for the remainder of the day. Weather SightType: Spell Dice Pool: Divination + Celestial Difficulty: 6 Sekhem: None This spell enables the astrologer to attune herself to the flow of weather. At its most basic, this spell lets the mummy know with a great deal of accuracy what weather conditions will be like for a number of days equal to the successes the caster’s player rolled. Most notably, the mummy can draw from the surrounding wind currents detailed information about the terrain over which it has flowed. The breeze whispers its secrets to the celestine, painting a comprehensive picture of the surroundings upwind from her. The degree of detail that the caster receives depends on the number of successes that the player rolls. One success reveals basic topography and evidence of a small number of individuals approaching. Three successes convey the distance and number of targets and a more detailed lay of the intervening land. Five successes provide specific genders and details of what equipment those who approach are carrying. The astrologer cannot sense downwind, but by applying other Celestial magic such as Weather Magic, she might turn the wind enough to sweep it toward her from whatever direction she desires. Used in this way, the effect covers a small area and lasts for the scene.
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Posted: Tue May 13, 2008 12:50 pm
Level Two Celestial Book of ThothType: Spell Dice Pool: Divination + Celestial Difficulty: 7 Sekhem: 1 Through the auspices of heaven all things are revealed. The Book of Thoth (the god of wisdom) holds knowledge eternal. Lesser beings can only glimpse at a few of the secrets held therein, but such wisdom often provides great illumination. While a mummy can use other Celestial divinations to read the future, the Book of Thoth allows an astrologer to glimpse secrets held by a person or situation right now. Typically, the mummy simply closes her eyes (or passes a hand in front of them) while she mutters a mystical phrase to open herself to the wisdom of Thoth. Thereafter, the mummy gains a preternatural awareness of her surroundings. She may pick out hidden figures, concealed portals and even supernaturally invisible entities. The mummy exhibits a superb awareness of things happening around her. Indeed, this awareness is not simply a heightening of senses, but a revelation of secrets and subtexts. For the remainder of the scene, the mummy notices concealed or hidden elements in her vicinity automatically. The secret knowledge lets her determine hidden patterns with accuracy (although she may not know what they signify), and she cannot be surprised by any natural stealth. To detect an object that is concealed supernaturally, the mummy’s player rolls Perception + Alertness (difficulty 5 + level of the subject’s power) in a resisted roll against the subject’s Manipulation + Subterfuge (difficulty 7). Lesser Weather MagicType: Ritual Dice Pool: Occult + Celestial Difficulty: Varies Sekhem: Varies As the celestine’s attunement to the heavens increases, so too does her ability to manipulate the forces of nature. With Lesser Weather Magic, the mummy can build upon her previous efforts to create effects that are larger in scale and more pronounced. As with Simple Weather Magic, the accompanying chart lists the various difficulty and Sekhem costs for desired effects. A few sample options are described briefly here. The difficulty and Sekhem costs for each assumes that the base conditions include an average summer day in a temperature clime over a small area (mid-80° Fahrenheit, mild humidity and partial clouds over a village). Dust or sandstorm (difficulty 7, Sekhem 2): Strong winds stir up the loose topsoil or sand in the area to simulate the effects of fog. Light rain (difficulty 6, Sekhem 2): Although not a full-out storm, the precipitation is still sufficient to reduce visibility as with fog. In addition, driving becomes more challenging on the slick roads, applying a +1 difficulty penalty to all Drive rolls. Read the StarsType: Ritual Dice Pool: Divination + Celestial Difficulty: Special Sekhem: None The stars hold many secrets, among which is the key to weaknesses in an opponent or auspicious times for magic. Careful astrological readings allow a mummy to unveil the heavens’ secrets and use them to advantage in casting other Hekau. The astrologer discovers the motions behind the gods, and she tailors her Hekau to take advantage of prevailing forces. Once the character casts this ritual, his player makes a Divination roll (with no corresponding Attribute) against the difficulty of a subsequent Hekau effect. Successes add to the dice pool for the final spell or ritual. Say an astrologer wants to cast Read the Stars followed by Hiding the Stars, a spell with difficulty 6. Her player rolls Divination (difficulty 6) and gets two successes. The player then adds two dice to her dice pool for the Hiding the Stars casting. Botching a Read the Stars attempt causes the mummy to interpret the omens incorrectly, which subtracts one die from the subsequent effect. The Storyteller may also decide that this Hekau reveals specific times or places of import. A celestine who moves to a specified place or waits for the appropriate time may garner an additional die on the casting of a subsequent Hekau. When a mummy casts Read the Stars, the Storyteller might decide that the specific subsequent casting of Death’s Shroud will function most efficaciously if the mummy performs it at sunset following a funeral at a cemetery across town. The mummy’s player may gain an additional die for the spell if the character meets these conditions. Sahu-RaType: Spell Dice Pool: Appearance + Celestial Difficulty: 6 Sekhem: 1 A simple but impressive incantation, the sahu-Ra takes but a moment to invoke. With this spell, the mummy takes on the mantle of Ra, shining with the sun god’s munificence. Each success scored on this simple Hekau causes the celestine to glow with sunlit radiance for one turn. The light extends only a few feet from the mummy, but it has the qualities of soft, natural sunlight. It illuminates dark places, highlights the mummy, injures vampires and so on. In game terms, a vampire suffers one level of aggravated damage each turn he’s caught in the radiance. If you use Vampire: the Masquerade treat the vampire as if it has been caught in indirect shrouded sunlight. Weather WhispersType: Spell Dice Pool: Divination + Celestial Difficulty: 7 Sekhem: None This Hekau is similar to Weather Sight, except that the astrologer gleans sounds carried along the wind. By manipulating the breeze mystically, the mummy draws forth words spoken upwind. Successes on the roll indicate the mummy’s success in separating the jumble of different voices into separate distinct conversations. Only the mummy hears these sounds. Those standing next to her hear only a strange susurration. Weather Whispers only carries sounds from upwind, although the celestine may use other magic to change the very course of the wind to suit her. More simply, she may adjust her position until she is downwind of the sounds she wishes to hear. The effect covers a small area and lasts for the scene.
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Posted: Tue May 13, 2008 12:51 pm
Level Three Celestial Call the StarsType: Ritual Dice Pool: Occult + Celestial Difficulty: 8 Sekhem: 2 A powerful astrologer can call upon Celestial forces to draw out the stars – or at least heavenly bodies under the mummy’s direction. The mummy utters invocations to Nuit, praying for the intervention of the sky upon the earth. At the conclusion of the ritual, the heavens respond. Meteors rain down spectacularly, destroying structures and blasting a designated site to rubble. The meteorites that one calls with this Hekau can hit an area up to the size of a small town. Although they are small (golf-ball sized), the meteorites strike with tremendous speed, wooden roofing and killing unfortunates caught in the open or lacking sufficient protection from heaven’s wrath. Red-hot from their descent through the atmosphere, the meteorites ignite virtually any flammable substance that they hit. Due to the combination of the barrage and the subsequent fires, anyone in the area suffers one aggravated health level of damage per turn. The actual fusillade lasts a number of minutes equal to the mummy’s Balance rating. Divine FormsType: Spell Dice Pool: Meditation + Celestial Difficulty: 8 Sekhem: 1 A connection to the celestial forces implies a connection to the deities behind them. Not only can an astrologer manipulate the heavens, she can plead with the gods for inspiration. The mummy calls to the gods to move within her spirit and rouse the divine to prominence. The celestine composes a short prayer to one divinity of the Egyptian pantheon – although whether the god actually answers such a prayer remains a topic of some debate. Regardless of its source, the magic has a swift function: The mummy evinces some divine characteristic that improves an Attribute appropriate to the deity upon which she called. Therefore, supplicating Geb (god of earth) might raise the mummy’s Stamina, while summoning the form of Ptah the Creator might improve Intelligence or Perception. The number of successes the player rolls determines the amount by which the Attribute increases. The character receives one additional Attribute point on three or fewer successes. He gets two additional Attribute points to a single Trait on four or more successes. The effect lasts for the remainder of the scene. Divine Forms is not cumulative. The celestine may improve only one Attribute at a time, and only the strongest enhancing Hekau applies if he is using more than one at a time. Major Weather MagicType: Ritual Dice Pool: Occult + Celestial Difficulty: Special Sekhem: Special At this level of talent, the celestine may exert drastic changes over local conditions. She may adjust the temperature significantly, conjure strong winds, summon driving precipitation or affect cloud cover to alter ambient light dramatically. As with previous Weather Magic rituals, the chart lists difficulty and Sekhem costs for desired effects. The following options assume the same basic weather conditions as well. Having existing conditions closer to the desired variables lowers the difficulty. Desert wind (difficulty 5, Sekhem 1): A dry, searing wind rises to around 30 miles per hour, and its gusts reach twice that. Ranged Firearms attacks face a +1 difficulty penalty, and thrown weapons or Archery attacks face a +2 difficulty penalty. During fierce gusts, Dexterity rolls may be required (difficulty 6) for characters to keep from being knocked over by the force of the wind. When driving winds are in effect, they kick up debris that reduces visibility. Small objects get hurled with abandon, and other suitably dramatic effects are likely to occur. Driving rain (difficulty 5, Sekhem 1): As with a light rain under Lesser Weather Magic, although Perception and Drive rolls suffer a +2 difficulty penalty.
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Posted: Tue May 13, 2008 12:52 pm
Level Four Celestial Greater Weather MagicType: Ritual Dice Pool: Occult + Celestial Difficulty: Special Sekhem: Special With this level of mastery, the celestine can command drastic weather changes including thunderstorms, sudden cold snaps or hot spells. He may even extend the existing weather conditions – longer rain showers, colder weather, stronger winds – beyond their normal duration. Perhaps most dramatically, the astrologer can call lightning down from the very heavens. As with previous Weather Magic rituals, the chart lists effect variables. A few sample options are described here. The variables for these samples assume that the caster is working on an average fall day over a notable area (high-60° Fahrenheit and partial clouds over a city). Again, having existing conditions closer to the desired variables lowers the difficulty. Lightning strikes (difficulty 8, Sekhem 2): Tremendous electrical charges surge amid the clouds, the celestine can call them down on a target with an Occult + Celestial roll. The difficulty of the first strike is 7, and each subsequent bolt takes on a (cumulative) +1 difficulty penalty. This penalty reflects the fact that it becomes progressively harder to control the discharges. A lightning bolt is not a precision instrument. It inflicts 10 dice of lethal damage to whatever it strikes, and anything within one yard suffers five dice of lethal damage. Snowstorm (difficulty 8, Sekhem 2): A freak snowstorm in autumn has effects similar to both desert wind and driving rain (which are described in the level-three Hekau). Furthermore, anyone exposed to the elements for the storm’s duration suffers one level of bashing damage per hour. Thunderstorm (difficulty 6, Sekhem 2): As a snowstorm, although without the danger of frostbite and other exposure effects. Flooding may occur depending on recent weather patterns in the area, however. Ra’s AwakeningType: Spell Dice Pool: Cosmology + Celestial Difficulty: 7 Sekhem: 2 Each morning, Ra passes across the sky and brings light to the world once more. With experience, the astrologer can learn to reflect Ra’s Awakening in a simple gesture. The spell affects up to five people within the mummy’s line of sight. The celestine waves one hand in a rising arc, and each subject feels warmth overcome him as if he is greeting the rising sun. In a living creature (including a living mummy), this spell banishes fatigue as if the subject had undergone a full night’s sleep. Ra’s energy suffuses the target with alertness and readiness for a new day. The subject finds his concentration improved and his energy renewed. The difficulties of all mental tasks (including magic) decrease by one for the next hour, and even a wounded subject feels a surge of life that halves all wound penalties (rounded down) for the next hour. In addition to its refreshing benefits, Ra’s Awakening seems to shine with the sun god’s munificence, illuminating each subject’s very soul. A target of the spell feels as if he is being watched and judged for his actions. A caring, generous and honest person (or one who believes himself to be) feels a positive acknowledgement of his strength. One who feels that he is somehow lacking or is weighed down by guilt is wracked with remorse. In game terms, a mummy’s player may roll Balance. Every two successes (round down) restore a point of Sekhem. A mortal character’s player may roll Willpower, with very two successes (round down) restoring one Willpower point. On a botch, some past guilt arises so strongly in the subject that she loses a point of Sekhem or Willpower, as appropriate. Despite its potent life-bringing properties, Ra’s Awakening was developed initially as a weapon against the Followers of Set. Against vampires, the spell induces lethargy and slumber. Any vampire affected by the spell feels a sudden uncomfortable heat and an overpowering need to sleep, as if dawn had arrived. Most often, this effect results in the vampire collapsing into sleep within a turn and sleeping for a full hour. Only an attack or being set on fire will rouse the vampire from its induced slumber – although it’s often too late for the undead at that point. The vampire may spend a Willpower point to remain awake for the turn. Even a few seconds are usually enough for all but the most foolish vampire to make its escape. As long as it escapes the immediate vicinity, the effects of Ra’s Awakening dissipate. (Although the undead will likely retreat rather than face the spell’s debilitating effects again.) Read the Tree of LifeType: Ritual Dice Pool: Divination + Celestial Difficulty: 8 Sekhem: 1 Written among the heavens’ secrets are the lives of all mortals. Recorded on the Tree of Life by Seshat (the wife of Thoth), a skilled astrologer can discern these symbols. The mummy can unfurl the leaf of heaven that holds one life and decipher thereupon the future of the individual. Even the undead are not immune. Any being with a beginning and ending has a recorded fate. Once a mummy reads the fate of a being, she can predict the general course of the being’s future with some accuracy. Such predictions are rather vague, of course. The writing of Seshat is complex and cryptic, and the figures become more blurred and distant the further one reads along the leaf of a life. Still, such divination affords many opportunities. The mummy can divine success or failure in some upcoming endeavor. By reading backward, the mummy can dig deeply into the subject’s history. A forewarned subject may even meet his fate with greater clarity and purpose. In effect, he gains a free re-roll when the prophesied event comes to pass. The Storyteller decides the clarity and comprehensibility of the secrets that this ritual reveals. Still, bear in mind that this is the most powerful and direct divinatory magic available through Celestial Hekau. The time span into which the mummy can peer depends upon the successes scored: Successes----Time Span 1---------------one day 2---------------one week 3---------------one month 4---------------one year 5---------------a lifetime SandstormType: Spell or Ritual Dice Pool: Occult + Celestial Difficulty: 8 Sekhem: 3 + 1 per additional damage level Sand holds a firm place in Egyptian imagery. The monuments of Egypt stand amid the sand as a bulwark against time, even as the rising and falling Nile shows that the sand can consume and defeat anything that pays too little heed to the natural cycle. An astrologer harnesses that timeless power to show that the cycle of weather can wear all things to sand, be it stone, metal or bone. The mummy may direct these energies in one of two ways. The mummy can unleash a spell that creates a savage whirlwind of blasting sand. This column rises from the ground, swirling upward at ever-increasing speed. Such is the celestine’s power that she can even create sand from the very motes of dust in the air if no sand is immediately available. The whirling sand spreads into a column that is roughly one yard in diameter for each success scored. The celestine may instead perform a ritual to raise a significantly more potent effect. In this case, the mummy performs a working similar to Weather Magic or Call the Stars, but with a devastating effect. As the spell concludes, shrieking winds stir the sands at the caster’s bidding, then move in a terrifying storm wall to envelop anything in their path. The storm summoned thus towers 500 feet, extends half a mile across by 100 feet deep and travels at up to 80 miles per hour in the direction of the prevailing winds for as long as the mummy retains sight of it. Anything caught within the sand blast is scoured for one level of lethal damage each turn, plus one for each extra point of Sekhem into the Hekau (over the base Sekhem cost). The sandstorm also clogs engines, scours off paint and blinds anyone unfortunate enough to be hit (any victim must spend two turns clearing his eyes). Unlike the spell effect, the ritual does require the mummy to create the sandstorm with access to a significant amount of sand or loose dirt to achieve the full effect. Otherwise, the ritual still works, but it does so as a vicious windstorm instead. Devastating in its own right, this manifestation is the same except that the damage is bashing, not lethal. Either version of this Hekau lasts for as long as the astrologer concentrates solely upon the storm. Taking damage is enough to shake the mummy’s concentration. Wisdom of IsisType: Spell Dice Pool: Occult + Celestial Difficulty: Opposing magic Sekhem: 2 This Hekau is named in honor of the goddess of magic. A Celestial astrologer can appeal to the divine to snuff the spells of others. The difficulty for Wisdom of Isis equals the difficulty of the opposing spell. Successes scored remove successes from the enemy’s spell; if this effect removes all of the successes, the effect fizzles. This form of counter-magic is not restricted to weather control or divination spells, and it is effective even against non-Hekau powers. Thaumaturgy, Sphere magic and sorcery are all equally susceptible. If the mummy’s player scores more successes than her adversary, she may choose to warp the spell effect to her desire by changing the target that's affected. Therefore, if a vampire uses a corrupting spell to make a subject vulnerable to suggestion, the mummy can counter it and send it back at the vampire or one of his lackeys. A favored tactic of some celestines is to delay Wisdom of Isis with Hanging the Stars, then use it immediately in the event of hostile magic.
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