Altair Ogram Ashkabaken

Spells

Alchemy

Level 1


Analyse Material
Spell
Int + Alchemy Diff 6
Sekehem: None

This spell allows the Amenti to analyze the composition of an item. Time and study have gifted the Amenti with a considerable wealth of chemical knowledge. This spell allows the caster to determine the makeup of a substance. From inspecting a suspicious jewel, to determining the age of a scroll, to determining the weak points in a wall. Clever use of this spell can give the Amenti a wealth of useful information.
Each success rolled grants the user more information about the object in question. With one success giving basic makeup, and 5 successes granting detailed information.



Cloud of Smoke
Spell
Occult + Alchemy Diff 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.



Simple Elixir
Ritual
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 increases an attribute by one for four hours. Multiple applications increase the duration, not the effect.
Known Elixirs:
(Str)Draught of the Ox
(Dex)Monkey's Dew
(Sta)Blood of the Horse



Simple Philtre
Ritual
Occult + Alchemy Diff 7
Sekhem: none
Folk Tales are rife of these magical potions. A simple Philtre inspires a particular emotion. The philtre floods a character with this emotion, adding +1 to the difficulty of any roll to resist circumstances related to the emotion created.

Known Philtres:
Fear
Anger


Tonic: Tier 1
Ritual
Medicine+Alchemy Diff 7
Sekhem: none
A tonic is a preparation that heals damage caused by sickness of physical attack, and may take the form of a salve or potion. A dose of tonic restores its level in lethal or bashing damage.



Level 2


Spark of Ra
Spell
Occult + Alchemy Diff 8
Sekkhem: 1
One of the Alchemist's goals is mastery of the elements. This spell lets the mummy start a fire with little more than force of will, a couple of words and a non-living flamable substance. The size of the subsequent fire depends upon the amount of flammable material available and the number of successes the player rolls. Damage to a victim caught by the flames follows normal rules for fire



Tonic Tier 2
Ritual
As per Tonic tier 1 save it heals 2 lethal or bashing health levels of damage



Lesser Quiddity
Ritual
Occult + Alchemy Diff 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.




Amulets

Level 1


Eye of the Horizon
Spell
Perception + Amulets Diff 6
Sekhem: None
This spell links a single image of an eye to the caster's 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 caster an see what the linked eye sees as 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), or the spell is broken

Altair keeps several stickers in his pocket specifically for this spell:



Simple Ward
Ritual
Crafts + Amulets Diff 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 with protection level 1.

Known Simple Wards:
Udjat



Warding Sign
Spell
Occult + Amulets Diff 6
Sekhem: none
Not every symbol must be inscribed physically in order to provide protection. Nevertheless those signs created with a simple gesture 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 player rolls during the remainder of the scene affects him no more severely than a normal failure. The character can only have one warding sign in effect at a time.



Level 2

Amulet of Cloud Walking
Ritual
Occult + Amulets Diff 7
Sekhem: 12
This amulet lifts the wearer into the air at the level of the clouds in the sky. She may then travel by walking through the air. As a general rule the clouds altitude is around 10000 feeet above sea level. The time it takes to traverse the clouds varies from a few minutes to a few days. It also depends partially on how long the user thinks it will take. Roll Wits + Survival. Rolling a greater number of successes shortens the time it would take to walk across the sky. At one success it takes the same time it would take to walk at ground level, where at 5 successes the mummy might reach a destination in a matter of minutes. Upon reaching the destination the wearer gently decends to the ground and the amulet deactivates.



Lesser Talisman
Ritual
Crafts + Amulets Diff 7
Sekhem: 8
Each Lesser Talisman gives the wearer a 1 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 enhancement is applied. The artisan must learn each talisman ritual separately.

Known Rituals:
Strength
Dex
Stamina
Perception


Effigy


Level 1

Command Simple Implement
Spell
Wits + Effigy Diff 6
Sekhem: none
One of the early lessons of Effigy is that the spiritual double of anything is as vital as it's physical manifestation. With a quick inscription using whatever is at hand, the artisan takes control of an item's immaterial essences and gains special power over it. This allows the artisan to take over simple items with no moving parts, such as a knife, chisel or brush. The artisan receives an extra die towards any activities using that item.



Simple Servitor
Ritual
Crafts + Effigy Diff 6
Sekhem: 1 to create, 1/month to maintain
This ritual creates a simple servitor that follows the creators commands, performing simple tasks such as cleaning, sweeping, and carrying items. Anything more complicated is beyond it's grasp. It is incapable of fighting and cannot heal any damage that it sustains.

Nomenclature


Level 1

Forgetting the Stone
Ritual

Ren Known
Calcium

Necromancy


Level 1

Body Preservation
Ritual
Thanatology + Necromancy Diff 7
Sekhem: 3
An amenti's corpse is normally incorruptible, thanks to the powerful effects of the spell of life. However the Khat may still be subject to applied trauma. By enacting this ritual, swallowing certain noxious mixtures and swathing her body in oils and creams, the necromancer increases the Khat's resilience. The ritual takes 1 full day to complete. Once finished the user increases their Khat's KA by 1, and may add her dots in necromancy to her Ka on soak rolls.



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



Judge the Soul
Spell
Divination + Necromancy Diff 6
Sekhem: none
With but a brief gaze, a necromancer can weigh the purity of a subject's ssoul. The caster leearns to jude 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 judgement, 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, or if he possesses True Faith. The Mummy can determine 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.
Tetale signs seeping from the subject's spirit give away his inner nature. By this means the vampire can separate potential allies from more dubious companions. 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. The magic also functions in the underworld, though the caster must be able to see, or be a spirit in the underworld for it to function. This spell can be used to determine the demeanor of ghosts.
The ability to judge the soul can be fooled or clouded, for even the judges of Ma'at are not infallible. A subject with relevant magic who achieves more successes than the necromancer's player did can even generate a false reading.



Separate Ka
Spell
Occult + Necromancy Diff 7
Sekhem: 1
Usually, a mummy's Ka only emerges to defend the body during the death cycle. With this spell the necromancer can separate her ka deliberately while still alive. More correctly, the mummy's khat falls comatose while the spirit emerges in the underworld and remains connected to the khat through the protective link provided by the khu. This separation lasts for a scene, and operates as the psychic projection power.
The spirit can only travel in Neter-khertet, it cannot travel deeper into the underworld such as to Duat.
For an additional point of Sekhem, the spirit form may manifest for the scene, resembling an idealized version of the caster. 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 1 point, and she cannot use Sekhem to channel hekau during this time. However he can otherwise interact with the physical world. If struck the mummy loses Sekhem instead of health levels, making him exceedingly vulnerable at this time. The mummy can use his necromancy hekau rating to soak damage though.
If the necromancer's consciousness is still separate from his body at the end of the scene, the Khu snaps his wayward spirit back to the khat. Returning to the flesh in such a jarring fashion requires the user to make a Stamina + Occult check, difficulty 8, or lose a health level of bashing damage due to the shock.



Summon the Dead
Ritual
Occult + Necromancy Diff 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.
Level 2

Bind the Dead
Ritual
Occult + Necromancy Diff 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.



Level 3

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



Feng Tan


Level 1

Body Mending Technique
Cascade Ritual
Medicine + Feng Tan Diff 7
Lifeford: 1/2 ritual level rounded down
Actually a catch all of healing rituals available at all levels, the body mending technique allows an immortal to heal damage caused by injury or sickness. While methods vary from caster to caster, the effects remain the same. At the end of the ritual, which takes 30 minutes per level, the subject heals a number of levels of bashing and/or lethal damage equal to the ritual's level + successes rolled. If healing someone other than himself, the patient must remain present for the entire ritual. All levels of Body Mending technique only require a single success to function, unlike most rituals.



See the lands of the spirit
Shared Spell
Perception + Feng Tan Diff 6
Lifeforce: none
This spell allows the caster to see the Yang Realm, also known as the Umbra, and observe it's inhabitants. The immortal loses 3 dice on attempts to perceive the physical world while the spell is in effect. The spell lasts until the end of the scene unless the caster chooses to end it prematurely.



Snake Fist Strike
Spell
Martial Arts + Feng Tan Diff 6
Lifeforce: 1
Many Demons can shrug off minor wounds and impacts with ease. Making normal hand-to-hand attacks ineffective against them. To combat this the Wu Tian can use this spell to mystically quicken their strikes and transform their bodies into deadly weapons
While under the effects of this spell, an immortal can add his Fen Tan score to damage dice pools. Or choose to inflict lethal damage instead of bashing. The immortal can decide which of these effects apply to each attack, but must choose before rolling damage. Snake Fist Strike lasts for one turn per success rolled.



Level 2

Stormwind Prana
Cascade Spell
Dex + Feng Tan Diff 6
Lifeforce: Special
Drawing on the principles of motion that embodies the essence of Yang, The immortal employs this family of spells to dramatically increase their speed. Each success grants one extra action, up to the limit of the spells level. Lifeforce cost equals one half the spells level, rounded up. The caster must take his extra actions on the same turn as he invokes stormwind prana. This spell may be bought at any level except the first.



Level 3

Flame-Hand Strike
Spell
Martial Arts + Feng Tan Diff 7
Lifeforce: 1
His hands wreathed in an aura of burning Chi, an Immortal with this spell inflicts Aggravated Damage with all hand-to-hand strikes for a number of turns equal to the successes rolled. Alternatively the Immortal can use Flame-Hand Strike to throw a single blast of fire at a target in his line of sight. In this case the spell functions as a ranged attack with a base damage equal to its creators permanent lifeforce. Flames created by the spell inflict aggravated damage and can set flammable objects ablaze.