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pc:arthurfengrassspellbook

Alchemy 1:

Analyze Material
Type: 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 Smoke
Type: 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.\

Potion of Resilience
Type: 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 Elixir
Type: 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 Tonic
Type: 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.\

Alchemy 2:

Eyes of the Ka
Type: 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.\

Lesser Quiddity
Type: 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.\

Spark of Ra
Type: 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. \

Amulets 1:

Eye of the Horizon
Type: 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 Ward
Type: 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 Sign
Type: 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.\

Celestial 1:

Hanging the Stars
Type: 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).\

Simple Weather Magic
Type: 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.

Effigy 1:

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 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.\

Effigy 2:

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
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.\

Necromancy 1:

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.\

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. \

Necromancy 2:

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.\

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. \

Nomenclature 1:

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

pc/arthurfengrassspellbook.txt · Last modified: 2020/Oct/17 17:26 (external edit)