Table of Contents

Immu spell Rebuild

With the removal of rituals we are introducing some important tweaks to the spells as well.

If a spell is removed it will be marked as removed, otherwise slight tweaks to the spells themselves are noted here. Otherwise they function as listed in the mummy players guide.

It is noted that all rituals in Mummy Player Guide can be recreated with the new ritual system. All spells cost the same XP as their level.


Alitu

Novice Spells:
Follow the Smoke: This spell only requires clean smoke from burning wood or any form of unprocessed tobacco. Cigarettes do not work, but a clean burning stick would.

Name of the Fountain: In regions where water is abundant this spell will find potable water, not just water.

Neutral Scent: Unchanged

Plants of Power: Removed, effects may be recreated via ritual system.

Apprentice Spells:
Gaze into the bowl: This spell consumes all Ayahuasca in the user's system to produce it's effect, leaving them sober after the spell completes.

Hands of Helios:
Brawl + Alitu diff 5
Instant action: Costs 1 Waka
With a simple prayer to the god of the sun, the limbs of the mummy set ablaze with a blue cleansing flame without harming the Mallki themselves for as many turns as the successes rolled to activate the spell. All brawl attacks deal aggravated damage unless the target has powers to counteract fire (Said rules apply to all attacks). This does not trigger Rotscheck in vampires.

Incense Ward: Unchanged

Pitcher of Illapa:
Craft + Alitu difficulty 7
Lifeforce: 1+
This spell now allows the user to bottle lightning created with the strike keyword ritual. Each clay pot must be prepared ahead of time and this spell cast on a group of pots. Each pot past the first increases the cost of this spell by 1 lifeforce. The caster may then perform a ritual to fill each pot. This ritual requires an additional Stamina + Alitu at difficulty 6 for each pot prepared with each ritual costing the normal 1 lifeforce. When a jar is filled the rolls made are recorded with the jar on the character's sheet.

At any time the character may throw a jar as an action, using the recorded successes on the jar as the magic of the spell causes it to home in on a target to one degree or another. The attack is then resolved as if the thrower had used the strike ritual.

Journeyman Spells:

Cat's Anointing: Requires simple cat urine not Balaam fluids.

Fire Sway: Removed, effects folded into ritual system.

Master Spells:

Straddle the Wave: This spell can be cast on any body of water, not just the ocean.

Grandmaster Spells:

None:

Sarandu

Novice Spells:

Fodder of the Hunin Pacha: Unchanged

Plant the Soul: Unchanged

Wrap the Mantle: This spell also grants the user a single dot of arcane for it's duration.

Apprentice Spells:

Drinking the Dust: For ease of use this spell is quickened, dealing it's damage once per turn instead of once per scene. Or once every 6 seconds outside of initiative.

Seal's Breath: Removed, this spells effects are duplicatable with rituals.

Body of Earth:
Crafts + Sarandu diff 5
Reflexive action - 1 Waka
The Pachamallki's body was resurrected by stuffing the corpse with clay and soil. This spell allows you to shift into that spiritual state again and make attacking you the equivalent of hitting a wall. When you are attacked, you may roll this spell instead of your soak roll. Soaking one point of any damage with each success.

Spell Name: Spear of Inti
Immu used: Saudade 2
Keyword used: Strike
Level of Keyword: 2
Waka Cost: 1-2
Spell Description: This spell creates a beam of condensed light that can be directed at the caster's enemies. This spell is aimed with a Dex + Saudade roll at diff 6 and has a base lethal damage equal to the caster's dots in Saudade. This spell cannot be used in complete darkness at the discretion of the ST.
If this spell is combined with the imbue keyword, the cost goes up to 2 waka per cast but the beam gains a secondary effect based on the type of light that is used to create it.
Sunlight or firelight create a beam that burns its target, forcing the target to make a dex + athletics check at diff 6 to avoid having their clothing/skin/fur set on fire.
Moonlight or artificial light creates a beam that chills the target, imposing a +1 difficulty penalty on the victim's next non-mental action.
Both of these effects can be negated with a dex + athletics roll made at diff 6. The target must gain a number of successes equal to the spell's unsoaked damage. As such a spell that strikes its mark, but is fully soaked has no secondary effect.

Journeyman Spells:

Mold the Body: This spell is an obvious veil breach, use with caution.

Master Spells:

Call the Cold Sea: Altered due to setting. This spell is an automatic veil breach if humans see it. Water does not flood in from the ocean, but instead seeps up from the aquafer below the land, flooding a small area rapidly. Otherwise it functions as described.

Grandmaster Spells:

Lord Landslide: Modified for setting, as landslides are not possible in a place that is almost entirely flat, this spell causes a sinkhole accompanied by a localized earthquake.

Swallowed by the Mother: Modified. This spell includes a memory fogging effect that prevents it from being a veil violation so long as no human that witnesses it, is not likewise affected by it. If all humans in the area are swallowed by the spell, none will remember what happened to them.

Saudade

Novice Spells:

Chase Powder: Changed to Occult + Saudade

Curse of the False Eunuch: Unchanged

Slingshots of the Moon's Feast: Unchanged

Strength of the Ayno: Sexual aspects of this spell removed to preserve PG13 rating of the game

Unsight: Unchanged

Apprentice Spells:

Eggs of Cursing: This spell is considered mental influence

Snare the Name: This spell creates an entropy curse totally under the control of the ST, with wildly unpredictable results. Use at own risk

Throw the Power: If this spell succeeds all effects of the spell or ritual are 'thrown' to the target.

Wind guides my spear:
Athletics + Sarandu diff 5
Instant action - 1 Waka
Air and wind are at the command of the Teomallki. Making objects thrown at the enemy easier to hit, be it a knife, chair or like the ancestors of old a spear thrown in their direction. Throwing an object while this spell is active comes at a -2 diff to the throwing roll.

Journeyman Spells:

None:

Master Spells:

Change of the Guard: Removed for Cannon lore reasons

Walking the Light: This spell does not harm Vampires, but does allow an Intimallki to function as though it were daylight for the purpose of their house liability.

Ward of Sky-Metal: Removed, effect is re-creatable by wards available in the ritual rules.

Grandmaster Spells:

Command the Lord's Fire: This spell is considered as restricted as Calling the Stars is for the Amenti. It is a last resort spell and should be treated as such.

Respiro

Novice Spells:

Cleansing Touch: Unchanged, ST's determine toxin/disease strength.

Climb the Sky: Modified, the effects of altitude sickness are nausea and difficulty breathing. Each round the victim must repeat their stamina roll. If this roll is failed the subject suffers a -2 dice penalty on all actions for that round. If the roll is passed they do not suffer the effect of the spell that round. This effect lasts for a number of rounds equal to the users Respiro Path + the user's manipulation. This does not affect the undead.

Shelter the Chosen: This spell also protects from high winds and heavy rain.

Vision of Winter: Unchanged

Apprentice Spells:

Where ice meets fire:
Athletics + Respiro diff 5
Instant action - 1 Waka
Ice and flame do not mix, but its byproudct of steam is useful to any civilization. When this spell is cast you spout a cloud of boiling hot steam from your lungs that deals lethal damage to anyone caught in the blast. Treat this as a firearms attack, but the enemy, when hit, is knocked back by 1 inch (2 Centimeters) per success.

Cleansed of Impurity: Removed, effects can be recreated by rituals.

Whispers from the mountain: Unchanged.

Journeyman Spells:

Aura of Purity: Unchanged

Pilgrim's Rest: Unchanged

Master Spells:

Crown of Lucochulpec: Unchanged

Curse of the South: This spell does not affect Vampires, but does count as them being 'staked' by wood for it's duration, which is a number of rounds equal to the user's Respiro path.

Summon forth the frigid soul: Unchanged.

Grandmaster Spells:

Entombment: Roll is Dexterity + Athletics instead of Dodge, and may be substituted by Martial arts at the ST's discretion.\

Freezing the Essence: Unchanged, but what can be frozen is ultimately at the decision of the ST.

Shattering the Shell of Impurity: Unchanged.