WORLD OF DARKNESS HERO

MUMMY: THE RESURRECTION HERO

I) CHARACTER CONSTRUCTION

Abilities

A) Balance—This trait represents the mummy's understanding and adherence to the princples of truth, justice, and balance embodied in the moral code of Ma'at. Each mummy has a Balance rating ranging from 1 to 10. Balance comes with the following abilities:

1) Upholding Ma'at—the ability to perform countermagic against spells cast by mortal wizards. It does not affect Hekau or vampiric sorcery.
Upholding Ma'at—Dispel versus mortal magic (one power at a time, +1/4), Extra Time (Full phase, -1/2)
Active Cost: [3 x #d6] x 1.25
Real cost: Active cost/1.5/P>

2) Forbiddance—With this power, the mummy can drive away malign supernatural influences.
Forbiddance—Mind Control, Telepathic (+1/4), only versus malign supernatural influences (-1/2), Single command ("Begone!", -1/2)
Active Cost: [5 x #d6] x 1.25
Real cost: Active cost/2

The levels of these two powers are determined by the Balance rating. The Sekhem END Reserve (see below) is also limited by the Balance rating

Balance Rating Maximum Sekhem END
Reserve Level
Upholding Ma'at
(d6 Dispel)
Forbiddance
(d6 Mind Control)
1 10 3d6 3d6
2 20 5d6 4d6
3 30 6d6 5d6
4 40 7d6 6d6
5 50 8d6 7d6
6 60 10d6 8d6
7 70 12d6 9d6
8 80 14d6 10d6
9 90 16d6 11d6
10 100 18d6 12d6

B) Sekhem—The "life force" that mummies use to power their magic of Hekau. While outside the lands of the Web of Faith, a mummy may have one phase of Recovery at sunrise and a number of phases equal to half his Balance rating if he meditates for an entire day where Ma'at is strong (mummy nodes, Werewolf places, etc.). In the Web of Faith, the mummy gets half his Balance in phases of Recovery for each full day in the Web.
Sekhem—END Reserve, starts at 10—30 END but can be increased through experience to 100 END; 10 REC, Only at sunrise (one phase), in the "Web of Faith" lands (phases = half the Balance rating), or while meditating in places where Ma'at is strong (phases = half the Balance rating if EGO roll is made; -1/2), Extra Time (1 day, -4), Doesn't work when Reserve is at 0 and mummy is not in the Web of Faith (-1/4)
Active Cost: (END/10) + 10
Real Cost: (END/10) + 2

C) The Death Cycle—When a mummy's physical body dies, the character is still active—he's just in Duat. This power represents this ability.
The Death Cycle—EDM to Duat, Reduced END (0; +1/2), No Conscious Control (-2), Some spells/powers not active upon EDM to Duat (-1/4)
Active Cost: 30
Real Cost: 9

D) Resurrection—The major consequence of the Spell of Life—the ability to return from the dead. The number of dice in this Healing is equal to 2d6 + [0.5 x (Sekhem END/10)].
Resurrection—Healing (Regeneration), Resurrection, Reduced END (0 END, +1/2), Persistent (+1/2), Self only (-1/2), Extra Time (1 day to 1 year, then one round of Healing/Turn, -4 to -6), Resurrection only (-1/2), Side Effect (1d6 Drain versus Sekhem END Reserve, Recovery per century, always occurs with each round of Healing, -1/2)
Active and
Real costs: Variable

E) Life Force—Healing 4d6 (Regeneration; 4 BODY per week), Usable by Others (One other, both character and target can use, Ranged, +1), Reduced END (0 END, +1/2), Persistent (+1/2), Extra Time + Increased Time Increment (1 week, then one round of Healing/week, -6 1/4), UBO requires constant care and attention to the target (-1 on Usable by Others)
Active Cost: 120
Real cost: 16

F) Insight—The ability to perceive strong emotional impressions.
Insight—Detect Powerful Emotions, Sense, Ranged
Cost: 10

G) Deathsight—When in spirit form, mummies gain the ability to sense frailty and weakness. This knowledge can potentially add to one's roll to fix the defect (or take advantage of it).
Deathsight—Detect Weaknesses, Defects, and Poor Health, Range, Discriminatory, Transdimensional (Earth, +1/2), Concentrate (1/2 DCV, -1/4), Extra Time (full phase, -1/2), Only in Duat (-1)
Active Cost: 30
Real Cost: 11/P>

H) Tem-akh-specific abilities—These are powers unique to the individual classes of Amenti.

1) Kher-minu (Tomb Watchers)—+1 DCV (5 point Combat Skill Level)/2 points in Balance

2) Krhi-habi (Scroll Bearers)—1d6 Simplified Healing/point in Balance, Charges (1, -2), Extra Time (full phase, -1/2)
Active Cost: 10/d6
Real Cost: 3/d6

3) Mesektet (Night Suns)—+1 Overall Skill Level/pt in Balance, Charges (1, -2)
Active Cost: 10/+1
Real Cost: 3/+1

4) Sakhmu (Spirit Scepters)—+1 Overall Skill Level/pt in Balance, Only usable for "artistic" applications (-1), Charges (1, -2)
Active Cost: 10/+1
Real Cost: 2/+1

5) Sefekhi (The Unbandaged Ones)—(a) 1 point Resistance/point in Balance, (b) +1 to CON rolls/point in Balance
Limitations in common: Charges (-2)
Active Cost: 3/+1
Real cost: 1/+1

6) Udja-Sen (Judged Ones)—(a) +1 REC for Sekhem END Reserve/pt in Balance, (b) 1d6 END Healing/point in Balance, Side Effects (1d6 END Drain, Recover 5 points./day, always, -1), Side Effects (1d6 STUN Drain, always, -1/2)
Active Cost: (b) 10/d6
Real Cost: (a) Recalculate Sekhem END
Reserve Cost, (b) 4/d6

Note: The 1d6 STUN Drain is a Side Effect for the Sekhem END Reserve as a whole for Udja-Sen.

Backgrounds

A) Arcane

This ability consists of multiple components. Characters may purchase any level of any component they want.

1) Unrecordable—This represents the way that cameras never seem to be pointing in the direction of the Arcane character, and how tape recorders somehow always malfunction when attempting to record the Arcane character's voice. The mummy is effectively invisible to such devices if an activation roll, ranging from 8- to 15- on 3d6, is made at the beginning of each phase of use. A character engaged in combat does not enjoy the benefits this ability.
Unrecordable—Invisibility to Sight and Hearing groups, 0 END Persistent (+1), only versus cameras and recording devices (-1), Not in combat (-1/2), Activation (-1/4 to -2)
Active Cost: 50
Real Cost: Consult table below

Activation Roll Limitation Real Cost
15- -1/4 18
14- -1/2 17
13- -3/4 15
11- -1 14
10- -1 1/4 13
9- -1 1/2 12
8- -2 11

2) Unscryable—This ability provides the character with increased capacity to elude supernatural methods used to search for him (Mind Scan). Applications of Mind Scan intended only to target the character for mental powers are unaffected by this power.
Unscryable—Mental Defense, only versus Mind Scans intended to locate the target (-1)
Active Cost: 1 pt/ point Mental Defense
Real Cost: 0.5 pt/ point Mental Defense

3) Forgettable—This ability causes others to forget all details about an arcane character moments after seeing/meeting him.
Forgettable—Invisibility to Sight and Hearing Groups, Reduced END (0; +1/2), Persistent (+1/2), Only to make people forget what mummy looks/sounds like after encountering the mummy (-2), Psionic (-1/2)
Active Cost: 50
Real Cost: 14

4) Unnoticeable—This ability represents the fact that the Arcane mummy is very easy to overlook.
Unnoticeable—3 point Skill Levels with Stealth, Shadowing, and Sleight of Hand
Cost : 3pts/Skill Level

5) Untraceable—This ability represents the way information about the Arcane mummy seems to disappear, through fortuituous accidents, machine malfunctions, and so forth.
Untraceable: (a) Anonymity, (b) Luck, only to cause information about the Arcane mummy to disappear from files and memory (-1 1/2)
Active Cost: (a) 3, (b) 5 points/d6 of Luck
Real Cost: 3 + 2 points/d6 of Luck

B) Ba

One's rating in this attribute determines life span and speed/ability at resurrection

Ba Rating Extra Time Limitation on Resurrection Life Support: Longevity Extra d6 of Regeneration for Resurrection
0 1 year (-6) None 0
1 9 months (-5 3/4) 1 point (200 years) 2d6
2 70 days (-5 1/2) 1 point (200 years) 3d6
3 1 month (-5) 1 point (200 years) 4d6
4 3 days (-4 1/4) 1 point (200 years) 5d6
5 1 day (-4) 1 point (200 years) 6d6

C) Companion—The spirit of an animal that provides the character with bonuses and extra abilities.
Companion—Follower with one of the following abilities purchased with UBO (ranged, + 3/4), Transdimensional (+1/2), and Usable once per game session (-1): (a) Universal Translator, (b) Deduction, or bonuses to same, (c) +3 PER roll, (d) +4 PD/ED Armor, (e) +5 with PRE-based skills,

D) Ka—The part of the Mummy's soul that stays behind to protect the khat after physical death.
Ka—Follower with Telekinesis and/or RKA, Transdimensional (Earth, +1/2), and Armor, Usable by Others (one other, Ranged, Persistent, +1 1/4), Only to protect khat (-1 1/2)

E) Legacy—A remnant of the character's past life from which the character can take spiritual substenance.
Legacy—Additional REC for Sekhem END Reserve, Charges (1, recovers only after end of game session, -3), Focus (OIF to IIF, -1/2 to -1/4)
Active Cost: 10/d6
Real Cost: Variable

F) Memory—This power allows the character to draw upon the experience of his past life to know things he wouldn't ordinarily know or do things that he normally doesn't know how to do.
Memory—(a) Clairsentience, Sight and normal hearing, Retrocognition, Retrocognition only (-1), Only to see details about objects related to one's past life (-2), (b) Skills known by mummy during his first life, all taking Requires Power Skill: Meditation to use (-1/2), Extra Time (5 minutes, only required once/adventure, -1)
Active Cost: (a) 40, (b) variable
Real Cost: (a) 10, (b) Active/2.5

G) Tomb—A special place where one's khat can be safely stored.
Tomb—Base
Cost: Variable

H) Vessel—This item carries extra Sekhem END that can be drawn upon to power Hekau.
Vessel—END Reserve, 30 -150 END, 10 REC
Limitations: REC only functions in Web of Faith (-1/2), Activation roll (Determined by local Shroud rating, variable), Focus (OAF or OIF,-1 to -1/2), Concentrate (1/2 DCV, -1/4), Extra Time (1 full phase, -1/4)
Active Cost: 10 + END/10
Real Cost: Variable

Disadvantages

Disadvantage Value
Secret Identity: Some weird guy who never actually seems to die (Amenti) -15
Normal characteristic Maxima -20
Code of Ma'at -5 to -25
Fall From Grace: Susceptibility, 2d6 Major Transform (Amenti to Amenti with Balance rating reduced by 1, occurs whenever transgression against Ma'at is followed by failed EGO roll (modified by Code of Ma'at intensity bonus modifier), Instant, Uncommon -15
Semektet: Susceptibility, 1d6 Drain versus any characteristic (one at a time, +1/4), once/day 70 days after Sekhem END Reserve drops to zero, Uncommon -10
Psych. Lim: Must return to Web of Faith when in semektet , Uncommon, Strong -10
Kher-Minu: Psych. Lim.: Overly cautious (common, strong) -15
Khri-nabi: Physical Lim.: Slow reactions (all the time, greatly) -20
Mesektet: Physical Lim.: Heavy Sleeper at night (Infrequently, slightly) -5
Mesektet: Physical Lim.: Lethargic at night (Infrequently, greatly) -10
Sakhmu: Distinctive Features: shining khu (Concealable, Noticed) -10
Sefekhi: Distinctive Features: Scarred (Noticed, easily concealable) -5
Sefekhi: Distinctive Features: Fierce appearance and demeanor (Prejudice, easily concealable) -10

Code of Ma'at—This value of this Disadvantage depends on the character's Balance rating. See Mummy: the Resurrection p. 142 for more details.

Balance Rating Situation Bonus Intensity Bonus Modifier to EGO Roll
1 +5 +0 +5
2 +7 +2 +3
3 +8 +3 +2
4 +9 +4 +1
5 +10 +5 +0
6 +11 +6 -1
7 +12 +7 -2
8 +13 +8 -3
9 +14 +9 -4
10 +15 +10 -5

II) Hekau

A) Alchemy—Alchemical magic consists of two sorts: (a) Alchemical items (potions, salves, etc.), which are set up within a VPP, and (b) Spells relating to the manipulation of alchemical properties of substances, which are purchased individually.

Alchemical item VPPs are constructed with the following limitations on the Control Cost: Powers can only be changed in a lab (or with the proper equipment; -1/2), Only for alchemical items that Mummy knows how to construct (-1). Also, the Control Cost (and every item produced through the VPP) takes Requires SC: Alchemy skill roll (-1/20 Active points, -1/4), Focus (Alchemical Item; OAF, Fragile, Expendable, -1 1/2), Concentrate (0 DCV, -1/2), and Extra Time (1 hour to construct, -3). The "Extra Time" limitation may range in value from -3 (1 hr) to -3 1/2 (6 hr) depending on the power of the item.

If a mummy wants to be able to make an item but doesn't have a large enough Pool to accommodate the item, he may (with the GM's discretion) buy it separately from the VPP, and fold the points into his VPP at a later date. Unless otherwise specified, all alchemical items (but not spells) must be purchased with the Charges modifier set to +0, although a mummy may make more charges than specified if he has the points in his Pool.

Alchemical Items

1) Cloud of Smoke—Tossing this item into a flame of any size (even a spark) will cause a cloud of impenetrable blackness to spring into existence, foiling vision and impairing smell. This preparation requires the expenditure of 4 Sekhem END.
Cloud of Smoke—Darkness versus Sight Sense Group and normal smell, 3" radius, Trigger (toss in flame, +1/4), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Charges (4 continuing charges, lasting 5 minutes each, +0), Extra Time (1 hr, -3), Concentrate (0 DCV, -1/2), Costs END to initiate (-1/4)
Active Cost: 41
Real Cost: 6

2) Drink of Seven Days' Rest—This potion heals bruises and refreshes the drinker.
Drink of Seven Days' Rest—(a) 1d6 BODY Healing, Trigger (drink Drink, +1/4), Not if imbiber has taken more than 1/4 of his BODY in damummy (-1/2), Charges (1, -2), (b) +20 END, Trigger (drink Drink, +1/4), Charges (1 charge, lasts 4 hr, +1/4)
Limitations in common: Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Extra Time (1 hr, -3), Concentrate (0 DCV, -1/2)
Active Cost: 27
Real Cost: 3

3) Poisons—Alchemical knowledge includes recipes to make many nasty poisons. Poisons are built as Drains versus one or more characteristics with a delayed recovery rate (>5 Active points/Turn), Trigger (get target to ingest, or introduce into target's system by injection or cutting with a poison-coated blade, +1/4), Continuous (+1), Charges (more than 1), Uncontrolled (Drain attack ends when charges are used up, +1/2), and Gradual Effect (1 Turn or greater). Poisons are also built with the other Alchemical item limitations [Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)]. Depending on how potent the poison is, it receives a rating of Mild (Extra Time: 1 hr, -3), Dangerous (Extra Time: 3 hr, -3 1/4), or Deadly (Extra Time: 6 hr, -3 1/2).

4) Potion of Resilience/Valor/the Divine—These potions enable the imbiber to shrug off the effects of injury.
Potion of Resilience/Valor/the Divine—(a) +1/+2/+3 Overall Skill Levels, Only to compensate for penalties due to injury (-1), Charges (1, continuing for 4 hr, +1/4), (b) +5/+10/+15 CON, Charges (1, continuing for 4 hr, +1/4), (c) +4/+8 BODY (for Valor and the Divine potions, respectively), Charges (1, continuing for 4 hr, +1/4)
Modifiers in common: Extra Time (1/3/5 hr, -3/-3 1/4/-3 1/2), Trigger (drink potion, +1/4), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 30/72/114
Real Cost: 4/11/16

5) Elixirs—These preparations magically boost the imbiber's characteristics. They come in three categories: Simple (+4 to one characteristic, Extra Time: 1 hr, -3), Complex (+8 to a single characteristic or +4 to two characteristics, Extra Time: 3 hr, -3 1/4), and Potent (+12 to one characteristic or +8 and +4 to two characteristics, or +4 to three characteristics, Extra Time: 6 hr, -3 1/2). All are built with Charges (1, continuing for 4 hr, +1/4), No Figured Characteristics (-1/2), Cannot increase attributes above 24/28/32 or above a level achieved by other currently operating Hekau boosts (-1/4), and the usual modifiers [Trigger (drink potion, +1/4), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)]. Some elixirs, instead of boosting characteristics, will confer talents to the imbiber, or will add to secondary characteristics.
Example Elixirs:
Draught of the Ox: +4/+8/+12 STR
Sweat of the Horus Bull: +8 STR/+4 PD
Monkey's Dew: +4/+8/+12 DEX
Beloved of Ptah: +1/+2/+3 SPD
Tireless Draught: +8/+16/+32 END
Blood of the Horse: +4/+8/+12 CON
Splendor of Ra: +4 COM/+8 PRE
Golden Tongue: +4/+8/+12 PRE
Courtesan's Brew: +4/+8/+12 COM
Eagle Tears: +2/+4/+6 PER rolls
Priest's Brew: +4/+8/+12 INT
Cobra Sweat: Lightning Reflexes/Danger Sense
Merchant's Joy: Lightning Calculator

6) Philtres—These potions elicit strong emotions in those who drink them. They are rated as Simple (4d6 Mind Control for an EGO+ effect, Extra Time: 1 hr, -3), Complex (7d6 Mind Control for an EGO + 10 effect, Extra Time: 3 hr, -3 1/4), and Potent (10d6 Mind Control for an EGO + 20 effect, Extra Time: 6 hr, -3 1/2).
Philtre—4/7/10d6 Mind Control, telepathic command (+1/4), Trigger (targer drinks potion, +1/4), Charges (16, +0), Set effect (single emotion, -1), Extra time (1/3/6 hr, -3/-3 1/4/-3 1/2), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 30/52/75
Real Cost: 4/7/10

7) Tonics—The classic healing potion. Rated as Simple (1d6 BODY Healing, Extra Time: 1 hr, -1), Complex (3d6 BODY Healing, Extra Time: 3 hr, -3 1/4), and Potent (5d6 BODY Healing, Extra Time: 6 hr, -3 1/2).
Tonic—1/3/5d6 BODY Healing, Trigger (Drink potion, +1/4), Charges (16, +0), Extra time (1/3/6 hr, -3/-3 1/4/-3 1/2), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 10/30/50
Real Cost: 2/5/7

8) Blood of the Snake—This potion provides a measure of protection against all poisons and can heal come of the damummy if taken within 3 minutes of being afflicted with the poison.
Blood of the Snake—(a) 6 points Power Defense, Trigger (drink potion, +1/4), Charges (1, continuing for 4 hr, +1/4), Only versus poison Drains (-1) (b) 1d6 Simplified Healing (BODY and STUN), Trigger (drink potion, +1/4), Charges (1, -2), Only to heal damummy caused by poisons (-1), Only if taken within 3 minutes of being poisoned (-1/2)
Limitations in common: Extra time (2 hr, -3), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 21
Real Cost: 2

10) Cobra Spit—A corrosive, vitriolic substance that can dissolve most substances. Must be stored in glass or gold containers. One dose will corrode whatever it is poured on for 1 minute. This preparation requires the expenditure of 6 Sekhem END.
Cobra Spit—1d6 Physical RKA, Armor-Piercing (2x, +1), Penetrating (+1/2), Continuous (+1), Trigger (pour/splash on target, +1/4), Charges (4, continuing for 1 minute, dispelled by dilution with a large quantity of water, +0), Extra time (2 hr, -3), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2), Not versus gold or glass (-1/4), Range based on strength (-1/4), Costs END to initiate (-1/4)
Active Cost: 56
Real Cost: 8

11) Essence of Longing—People who get a whiff of this perfume find themselves inexplicably attracted to the person wearing it, irregardless of gender.
Essence of Longing—7d6 Mind Control, telepathic command (+1/4), Trigger (apply perfume, +1/4), Area Effect (any area, non-selective target, +3/4), Invisible power effects (+1/2), Charges (1, continuing for 4 hr, +1/4), Set effect (single emotion: longing, -1), Area determined by local air currents (-1/4), No range (-1/2), Does not effect targets with no sense of smell (-1/4), Extra time (2 hr, -3), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 105
Real Cost: 13

12) Eyes of the Ka—This salve, when rubbed on the eyes and ears, gives a person the ability to extend his senses into the Shadowlands/Underworld/Neter-Khertet.
Eyes of the Ka—Clairsentience (Sight Sense Group and normal hearing) into Neter-Khertet, Trigger (apply salve, +1/4), Charges (1, continuing for 4 hr, +1/4), Only to see into Neter-Khertet (-1), No range (-1/2), Extra time (2 hr, -3), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 52
Real Cost: 7

13) One Hundred Thousand Tongues—This potion enables the imbiber to understand and speak any language.
One Hundred Thousand Tongues—Universal Translator, only for speech (not written language), Trigger (drink potion/apply salve, +1/4), Charges (1, continuing for 4 hr, +1/4), Extra time (3 hr, -3 1/4), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 15
Real Cost: 2

14) Tears of Isis—This potion adds to a mummy's Sekhem END Reserve. It requires an expenditure of 25 Sekhem END to set up.
Tears of Isis—2d6 Aid to Sekhem END Reserve, Fade 5 Active points/4 hr (+1 1/4), Trigger (Drink potion, +1/4), Charges (16, +0), Costs Sekhem END (-1/2), Increased END Cost (5x, -2), Extra time (3 hr, -3 1/4), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 50
Real Cost: 5

15) Panacea—This potion cures almost any disease. It costs 6 Sekhem END to create.
Panacea—24 points. Power Defense, Trigger (drink potion, +1/4), Charges (1, lasting one season, +1 1/4), Only versus Drains representing disease (-1), Only affects disease that drinker is currently afflicted with (-1/4), Extra time (4 hr, -3 1/2), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: 60
Real Cost: 7

16) Philosopher's Stone - This powder, when touched to base metal, changes it to gold or silver. It costs 20 Sekhem END to create.
Philosopher's Stone—1d6 Major Transform, base metal to a precious metal (gold or silver), Trigger (touch stone to base metal, +1/4), Base metals only (-1/2), All or nothing (-1/2), Charges (16, +0), Costs Sekhem END (-1/2), Extra time (4 hr, -3 1/2), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2), Increased END Cost (10x, -4)
Active Cost: 19
Real Cost: 2

17) Potion of the Separable Ka—This potion puts the imbiber into a trance during which his consciousness separates from his body and travels to the Shadowlands. The consciousness is merged back with the physical body when the potion wears off. This potion costs approx. 15 Sekhem END or so to create.
Potion of the Separable Ka -(a) EDM to Astral Plane and Neter-Khertet, Only these dimensions (-1 1/2 on 10 points), , Trigger (drink potion, +1/4), Charges (1, continuing for 4 hr, +1/4), Costs Sekhem END (-1/2), Astral Form (physical body left behind, can't move, perceive, or act, damummy to astral or physical form can kill character, -1), Requires SC: Alchemy skill roll (-1/4), Extra Time (4 hr, -3 1/2), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2), (b) Clairsentience (100"), sight, Megascale (1" = 1 km, +1/4), Only for targeting Megascale teleportation (-2), Normal sight only (-1/4), (c) Astral Plane Movement (see below)
Astral Plane Movement Multipower
31 point pool, Only in Astral Plane (-1)
ultra slot 1: Teleport, 3", 1 floating fixed location, MegaScale (1" = 10 km, scaleable down to 1" = 1 km, +3/4), Safe Blind Teleport (+1/4), Automatically kicks in to take character back to physical body when potion wears off (-1).
Real Cost: 1
ultra slot 2: Teleport, 10", 1 floating fixed location, Safe Blind Teleport (+1/4)
Active Cost: (a) 45, (b) 25
Real Cost: (a) 5, (b) 7, (c) 17

18) Potion of the Vile Body -- This potion renders the imbiber immune to poison and turns his blood and other excreta into a deadly, corrosive venom. One charge of this stuff costs 18 Sekhem END to create.
Potion of the Vile Body—(a) 24 points Power Defense, Only versus poison Drains (-1), Charges (1, continuing for 4 hr, +1/4), Trigger (drink potion, +1/4), (b) Poison: 2d6 BODY, Recovers 5 Active points/month (+2), + 1d6 STUN Drain, Recovers 5 Active points/minute (+1/4), Charges (16 clips of 4 charges each, +0), Trigger [exposure of target to blood or other excreta of imbiber (and breath in the case of the STUN Drain, +1/4], Continuous (+1), Uncontrolled (ends when charges in a clip run out, +1/2), Ranged (+1/2), Graduate Effect (1 Turn, -1/4), STUN Drain Linked to BODY Drain (-1/2), BODY Drain linked to Power Defense (-1/4)
Limitations in common: Costs Sekhem END (-1/2), Extra time (5 hr, -3 1/2), Requires SC: Alchemy roll (-1/4), Focus (Alchemical item, -1 1/2), Concentrate (0 DCV, -1/2)
Active Cost: (a) 36, (b) 105 + 35
Real Cost: (a) 4, (b) 13 + 5

Alchemical Spells

1) Analyze Material—This is a collection of lab techniques for obtaining information about an item. It is handled simply by making an SC: Alchemy roll.

2) Stasis—This spell allows the alchemist to render substances of a single piece resistant to be changed by outside forces. It costs 1 Sekhem END per application.
Stasis—1d6 Minor Transform, item to item which is resistant to undergoing a change of state, fades after 30 minutes, Only usable on substances of a single piece no larger than the caster (-1/2), Extra Time (full phase, -1/2), Requires SC: Alchemy roll (-1/4), Concentrate (1/2 DCV, -1/4)
Active Cost: 10
Real Cost: 4

3) Ice of the Desert—This spell allows the caster to alter a substance's state by a single step (ice to water, or water to vapor). It costs 1 Sekhem END per application
Ice of the Desert—1d6 Major Transform, substance to substance in a different phase state, fades after 30 minutes, Only usable on substances of a single piece no larger than the caster (-1/2), Extra Time (full phase, -1/2), Requires SC: Alchemy roll (-1/4), Concentrate (1/2 DCV, -1/4)
Active Cost: 15
Real Cost: 6

4) Quiddity—With this spell, the caster touches a substance and gains some property of the substance's essence. For example, an alchemist touching an iron cauldron may temporarily acquire very hard skin (Force Field). The variety of properties that can be acquired with this spell is handled through a VPP. The power in the pool can be changed during combat with a SC: Alchemy roll. An alchemist's proficiency with Quiddity is rated as Lesser (10 point Pool) and Greater (20 point Pool). Powers acquired this way cost Sekhem END to initiate or maintain, and only last 3 minutes.
Lesser/Greater Quiddity—10 point/20 point Variable Power Pool, Powers defined by "essence" of touched substances (-1/2), Focus (IAF, -1/2), Powers fade after 3 minutes (-1/2), Requires SC: Alchemy roll (-1/4), Concentrate (1/2 DCV, -1/4)
Cost: 12/23

5) Reed of the Hidden Currents—With this spell, the alchemist can enchant a reed or piece of grass or straw to point the direction to a specified substance. This is also handled as a VPP, in which different Detects can be built. These Detects are 3 points. With Rnage (+5 points), 360 Degree Perception (+5), and Telescopic Sense (+16 to PER roll, +16 points). If for some reason the Detect needs to be changed during combat, the alchemist can do it with an SC: Alchemy roll.
Reed of the Hidden Currents—29 point Variable Power Pool, Powers limited to Detects of specified substances (-1), Focus (OAF, reed/grass/straw, -1), Only provides direction of detected substance (-1), Requires SC: Alchemy roll (-1/4), Concentrate (1/2 DCV, -1/4)
Cost: 32

6) Spark of Ra—This alchemical cantrip allows the caster to set fire to flammable substances. It costs 1 Sekhem END to do this.
Spark of Ra—1 pip Energy RKA, Penetrating (+1/2), Concentrate (1/2 DCV, -1/4), Only to set fire to flammable substances (-1 1/2), Requires SC: Alchemy roll (-1/4)
Active Cost: 7
Real Cost: 2

7) Salts of the Dead—With a touch of natron, the alchemist gives his body the resilience of a corpse. Only attacks that cause gross tissue damummy can hurt the alchemist who casts this spell on himself. The corpse-like state of his body fades after 3 minutes.
Salts of the Dead—(a) 24 points Power Defense, only versus disease and poison Drains (-1/2), Linked to Damummy Reduction (-1/2) (b) 25% Resistant Physical and Energy Damummy Reduction, STUN only (-1/2), Only versus non-destructive damummy that would hurt the living but not the dead (-1)
Limitations in common: Focus (natron, OAF, Expendable, -1 1/4), Concentrate (1/2 DCV, -1/4), Costs END to initiate (-1/4), Fades after 3 minutes (-1/2), Requires SC: Alchemy roll (-1/4)
Active Cost: (a) 24, (b) 30
Real Cost: (a) 5, (b) 6

8) Ashes to Ashes—With this spell, the alchemist can reduce any inert substance (wood, rock, dead flesh) to dust and ashes. This spell costs 3 Sekhem END/phase.
Ashes to Ashes—1d6 RKA, Penetrating (+1/4), Continuous (+1), Only versus inert substances (-1), No range (-1/2), Concentrate (1/2 DCV, -1/4), Requires SC: Alchemy roll (-1/4)
Active Cost: 34
Real Cost: 11

9) Catalyst Crucible—Knowledge of this spell enables the alchemist to becoming a living catalyst, able to change alchemical preparations that he touches or ingests into any other alchemical preparation he knows. Each application of this spell costs 2 Sekhem END.
Catalyst Crucible—1d6 Major Transform, any alchemical preparation to any other known by the mummy (+1/4), Only versus alchemical preparations (-1/2), Can only transform one charge at a time (-1/2), No range (-1/2), Concentrate (1/2 DCV, -1/4), Requires SC: Alchemy roll (-1/4)
Active Cost: 19
Real Cost: 6

10) Dust to Dust—This horrific spell causes aggravated damummy by transforming a person's flesh (where touched by the caster) into black earth. Yuck! It costs 9 Sekhem END to cast.
Dust to Dust—3d6 BODY Drain, Recover 5 points/month (+2), Concentrate (1/2 DCV, -1/4), Requires SC: Alchemy roll (-1/4), Extra Time (full phase, -1/2), Must contact bare flesh (-1/4)
Active Cost: 90
Real Cost: 40

11) Flesh of the Gods—When the alchemist casts this spell and sprinkles himself with gold dust, he acquires "majesty" (i.e. a PRE boost) and magical protection for duration of the spell. Costs 6 Sekhem END to initiate, plus 1 Sekhem END/phase to maintain until the PRE Aid fades away.
Flesh of the Gods—(a) 3 PD/3 ED Force Field, Linked to Aid (-1/2), (b) 4d6 PRE Aid, Fade 5 Active points/minute (+1/4), Focus (OAF, gold dust, expendable, -1 1/4), Gestures (Sprinkle dust, -1/4), Concentrate (1/2 DCV, -1/4), Requires SC: Alchemy roll (-1/4)
Active Cost: (a) 6, (b) 50
Real Cost: (a) 4, (b) 17

B) Amulets—This Hekau is like Alchemy in that it consists of (a) items (amulets) which are set up within a VPP, and (b) spells relating to the manipulation of symbols and imummys, which are purchased individually.

The Amulet VPP Control Costs take the limitation "Only for spells/amulets that the Mummy knows how to cast/construct (-1)". Amulet powers constructed within the Amulet VPP can either be amulets that the Mummy prepares beforehand, or they can consist of makeshift inscriptions intended to provide the same effect as an actual amulet, albeit at a cost in terms of power or duration. Not all Amulet powers can be generated with the "short-lived" approach. Amulet powers built as amulets take Focus (IAF, Universal focus, amulet, -1/2) and Requires Sekhem END to create and maintain (-1/4). For the latter limitation, the Mummy must spend Sekhem END at the amulet's creation and must perform a ritual and spend Sekhem END equal to Active Points/10 every ____ months to maintain the power of the Amulet. Amulet powers invoked by simply painting imummys on a medium take Gestures (-1/4), Charges (___, lasts 5 minutes or so), Costs Sekhem END to intiate (-1/4), Power stopped if pattern produced by Gestures is disturbed (-1/2), and Requires KS: Hekau skill roll (-1/4).

If a mummy wants to be able to make an amulet but doesn't have a large enough Pool to accommodate the item, he may (with the GM's discretion) buy it separately from the VPP, and fold the points into his VPP at a later date.

Alternative Rule: Since amulets are likely to be handed out to the mummy's allies on a provisional basis, amulet effects can be built with the Usable On Others advantage (One or more others, not usable simultaneously unless more than one such item is produced, Ranged, possibly Reduced END and Persistent), which usually ends up being +1 1/2, with the Differing Modifiers option (HERO System Fifth Edition, p. 177). In addition, the character must buy the Uncontrolled advantage for making the item, to eliminate the restriction on the range at which the item can be used. Amulets produced this way can take a limitation for the amount of time required to make the amulet at half value.

If the Amenti knows both Amulet and Alchemy Hekau, he can use the same VPP for both.

Amulets (built as actual amulets)

1) Ward—These amulets provide protection from a single type of attack. They are built individually and take defensive powers appropriate to the attack they are intended to protect against. They come in 5 levels of effectiveness (Simple, Lesser, Major, Greater, and Princely).
Ward—(a) Armor1, (b) 5 point Combat Skill Levels for DCV2, (c) Power Defense1, (d) Mental Defense1, (e) Life Support3 (f) extra PRE1, Only to protect against x (-x)
1 4 points/level
2 3 Skill Levels/level
3 1/4 effectiveness (-1 1/2)
1/2 effectiveness (-1)
3/4 effectivness (-1/2)
Active and Real Points: Variable

2) Wood Ward—This amulet protects against all wooden weapons and gives the wearer the ability to destroy wood just by touching it.
Wood Ward—(a) 10 PD Armor, (b) 1d6 HKA, Damummy Shield (can use in HTH combat, +3/4), Continuous (stopped if amulet is removed, +1), Reduced Endurance (0; +1/2), Persistent (+1/2), Linked to Armor (-1/4)
Limitations in common: Only versus wood objects/weapons (-1 1/2), Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4)
Active Cost: 66
Real Cost: 19

3) Amulet of Cloud Walking—This amulet allows the wearer to ascend to the clouds and walk to his destination. Requires a KS: Hekau roll to activate.
Amulet of Cloud Walking—10" Flight, 0 END (+1/2), Movement restricted to ascending straight up to "cloud level", "walking" horizontally, and descending straight down to destination (-1), Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4), Requires KS: Hekau roll (-1/4)
Active Cost: 30
Real Cost: 10

4) Talisman—These amulets boost characteristics. They come in three power levels—Lesser, Greater, and Princely—which add +4, +8, and +12 to a given characteristic, respectively, while worn.
Talisman—+4/8/12 to a specific characteristic, No Figured Characteristics (-1/2), Cannot increase attributes above 24/28/32 or above a level achieved by other currently operating Hekau boosts (-1/4), Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4)
Active and
Real Costs: Variable

5) Scarab of Life—This amulet protects the wearer in life and facilitates a mummy's resurrection after death.
Scarab of Life—(a) 8 points Power Defense, Only versus Drains and Transfers versus characteristics (-1/4), (b) 4 PD/4 ED Armor (b) + 3d6 Healing (Regeneration), Resurrection, Reduced END (0 END, +1/2), Persistent (+1/2), Self only (-1/2)
Limitations in common: Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4)
Active Cost: (a) 8, (b) 12, (c) 60
Real Cost: 37

6) Metal Ward—This amulet performs the same function as the Wood Ward, only against metal.
Metal Ward—(a) 12 PD Armor, Only versus metal weapons (-1/2), (b) 1 1/2d6 HKA, Damummy Shield (can use in HTH combat, +3/4), Continuous (stopped if amulet is removed, +1), Reduced Endurance (0; +1/2), Persistent (+1/2), Linked to Armor (-1/4), Only versus metal objects/weapons (-1)
Limitations in common: Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4)
Active Cost: (a) 12, (b) 94
Real Cost: (a) 8, (b) 31

7) Veil of Amaunet—This amulet provides invisibility to all senses. The standard Veil of Amaunet provides invisibility against the senses of animals and supernaturals in animal form, while the Greater Veil of Amaunet provides invisibility against everything except zombies, wraiths, and other spirits.
Veil of Amaunet—Invisibility versus Sight, Hearing, Touch, and Smell/Taste Groups, 0 END (+1/2), Requires KS: Hekau skill roll (-1/4), Concentrate (0 DCV, -1/2), Extra Time (1 full phase, -1/2), Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4)
Standard form: Only versus animals and supernaturals in animal form (-1)
Greater form: Not versus zombies, wraiths, and other spirits (-1/4)
Active Cost: 52
Real Cost: 13 (standard), 16 (Greater)

8) Ebon Binding—These bandages, when wrapped around the khat of a Mummy, block resurrection.
Ebon Binding—14d6 Suppress versus Healing, Reduced END (undone by removing wrappings, +1/2), Persistent (+1/2), Can remove adders (+1), Gestures (wrap bandages, -1/4), Extra Time (1 minute, can't take other actions, -1 3/4), Only suppresses Resurection adder of Amenti's Resurrection (-1), Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4)
Active Cost: 210
Real Cost: 44

9) Geb's Blessing—This amulet provides all-around protection against extremely bad weather, and helps the wearer deal with the some of the bad outcomes of natural disasters.
Geb's Blessing—(a) LS- Safe Environment: Intense heat and cold , (b) 3 PD/3 ED Force Field, Reduced END, Protects carried items (+10 points), (0; +1/2), Persistent (+1/2), Only versus damummy from natural forces/calamities (-1) (c) 2d6 Aid to any characteristic/ability used to escape results of weather/natural disaster (+1/4), Self only (-1/2), (d) 3 points Flash Defense, Only versus damummy from natural forces/calamities (-1)
Limitations in common: Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4)
Active Cost: (a) 4, (b) 32, (c) 12, (d) 3
Real Cost: 20

10) Buckle of Isis—This amulet acts as a ward against all forms of hostile magic.
Buckle of Isis—(a) 12 PD/12 ED Armor, (b) 12 points Power Defense, Mental Defense, and Flash Defense
Limitations in common: Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4), Only versus magical attacks (-1/2)
Active Cost: 72
Real Cost: 32

11) Scarab of Death—This amulet protects the Mummy's spirit when in the Afterworld. Damummy done to the Mummy's spirit is transferred to his khat.
Scarab of Death—(a) 12 PD/12 ED Armor, (b) 12 points. Power Defense
Limitations in common: Only protects Mummy's spirit (-1/2), Khat takes damummy absorbed by Armor and Power Defense (-1), Focus (IAF, -1/2), Requires Sekhem END to create and maintain (-1/4)
Active Cost: 48
Real Cost: 15

Amulet Spells

1) Ashen Shroud—With the appropriate incantations and a little ash or dirt on the face, the Mummy can change his appearance to that of a walking corpse with this spell. This causes mortals in the area to make a Veil check.
Ashen Shroud—Shapeshift versus sight to walking corpse, Reduced END (0; +1/2), Incantations (-1/4), Focus (dirt/ash, IAF, -1/2), Extra Time (full phase, -1/2), Requires KS: Hekau roll (-1/4)
Active Cost: 15
Real Cost: 6

2) Eye of the Horizon—This spell enables to use an eye-like imummy or artifact as a remote viewing device.
Eye of the Horizon—Clairsentience, Sight group, up to 25,600 m, Charges (1, lasts 1 day, +1/4), Focus (eye of some sort, inscribed or otherwise, IAF, -1/2), Requires KS: Hekau roll (-1/4), Extra Time (1 Turn, -1)
Active Cost: 69
Real Cost: 25

3) Warding Sign—This spell is a ward against bad luck. The Mummy rolls the Luck dice and uses them in accordance with one of the options for using Luck listed on p. 128 of the HERO System Fifth Edition rulebook.
Warding Sign—1d6 Luck, Gestures (-1/4), Requires KS: Hekau roll (-1/4)
Active Cost: 5
Real Cost: 3

8) Prayer of the Aken—This prayer, when read in the Underworld, summons of the Aken (the wardens of the dead) to come. The Aken will protect the caster and transports him and his party to an appropriate place in the Underworld.
Prayer of the Aken—Summon Aken, Incantations (-1/4), Focus (written prayer, OAF, -1), Extra Time (1 Turn, -1), Arrives under own power (-1/2), Requires KS: Hekau roll (-1/4)

9) Sign of Luck—This spell allows for any of a Mummy's superstitious rituals to improve his fortunes with a given task.
Sign of Luck—+ 1 Overall Skill Level, Requires KS: Hekau skill roll (-1/4), Charges (3, -1 1/4)
Active Cost: 10
Real Cost: 4

10) Wrappings of Imhotep and Wrappings of Osiris—When anything used as a bandage (gauze, shirt, napkin, etc.) is wrapped around a wound, these bandages will immediately heal some of the damummy plus boost the person's natural ability to heal the remainder. Wrappings of Imhotep will not heal aggravated wounds, whereas Wrappings of Osiris will. Also, Wrappings of Osiris will boost natural healing of a wound to a much greater extent than Wrappings of Imhotep. This spell costs Sekhem END.
Wrappings of Imhotep—(a) 1d6 Simplified Healing, Not versus aggravated damummy (Imhotep only, -1/2), (b) REC Aid, 1d6 (Imhotep) or 3d6 (Osiris), Fade 5 Active points/season (+2 1/4), Aid reversed when bandage removed from wound (-1/4), Aid only affects healing of bandaged wound (-1)
Limitations in common: Gestures (write on bandage and apply, -1/4), Focus (bandage of some sort, IAF, -1/2), Requires KS: Hekau roll (-1/4)
Active: 42 (Imhotep), 107 (Osiris)
Real Cost: 14 (Imhotep), 35 (Osiris)

11) Eye of Sekhmet—This powerful curse afflicts a target with the judgement of Sekhmet.
Eye of Sekhmet—(a) -2 Negative Overall Skill Levels, Reduced END (0, +1/2), Persistent (+1/2), Ranged (+1/2), Line of Sight (+1/2), Linked to Drain (-1/2), Costs Sekhem END to initiate (-1/4), (b) 3d6 Drain versus Healing and REC (simultaneously, +1/2), Ranged (+1/2), Line of Sight (+1/2), Recover 5 Active points/week (+1 3/4), Requires KS: Hekau skill roll (-1/4), Charges (1, -2), Costs Sekhem END (-1/2)
Limitations in common: Gestures (trace symbol of the Eye of Justice over own eye, -1/4), Extra Time (full phase, -1/2)
Active Cost: 187
Real Cost: 52

12) Ward of Permanence—This ritual, when cast on an amulet, eliminates the "Requires Sekhem END to create and maintain (-1/4)" limitation and makes the Focus unbreakable.
Ward of Permanence—1d6 Major Transform, Amulet that needs periodic recharging to unbreakable Amulet that never needs recharging, Requires KS: Hekau roll (-1/5 Active, -1), Increased Sekhem END Cost (10x, -4), Only usable versus Hekau amulets (-1), Extra Time (1 day, can't take other actions, -4 1/4)
Active Cost: 15
Real Cost: 1

C) Celestial

1) Becalm—This spell protects the caster from the effects of bad weather (getting wet, etc.). In addition, the caster can reduce the severity of weather in a 4 m radius.
Becalm—(a) 2 PD/2 ED/2" Force Wall, Invisible to Hearing (+1/4), Reduced END (0, +1/2), Self only (-1/4), No range (-1/2), Restricted Shape (dome over caster, -1/4), Costs Sekhem END to initiate (-1/4), Extra Time (full phase, -1/2), Only protects against damummy due to weather (-1 1/2), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), (b) Change Environment (harsh weather to not-so-harsh weather), 2" radius, Limited Group (reduce severity of any harsh weather conditions, +1/2), Reduced END (0, +1/2), Invisible to Hearing (+1/4), No Range (-1/2), Costs Sekhem END to initiate (-1/4), Extra Time (full phase, -1/2), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4)
Active Cost: (a) 21, (b) 22
Real Cost: (a) 4, (b) 7

2) Grip the Water—With this ritual, the caster can raise the level of a body of water or divert the course of stream or small river, usually resulting in the flooding of an area.
Grip the Water—Change Environment (flood in the affected area), 1,024" radius, Long Lasting (6 hr, +15 adder), Reduced END (0; +1/2), Concentrate (1/2 DCV, throughout use, -1/2), No range (-1/2), Focus (pond, stream, small river, or similar body of water, OIF, Immobile, -1 1/2), Extra Time (1 hr, no other actions, -3 1/4), Gradual Effect (20 min, -1), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4)
Active Cost: 105
Real Cost: 12

3) Hanging the Stars—With this ritual, the caster can store the energy unleashed by another Hekau spell or ritual in the stars, to be retrieved in an instant by the caster at a later date. Only one such spell or ritual can be so treated. The base BODY for the Transform is the BODY of the caster + additional points due to Delayed Effect advantage/5.
Hanging the Stars—1d6 Major Transform (spell to spell with Delayed Effect advantage, recovers after spell is used), No range (-1/2), Extra Time (5 minutes, no other actions, -2 1/4), Concentration (0 DCV, -1/2), Must be done in full view of the sky (-1/4), Only transforms Hekau spells and rituals (-1/2), Only one spell/ritual can be transformed at a time (-1/2), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4)
Active Cost: 15
Real Cost: 2

4) Hiding the Stars—This spell enables the caster to hide from any sort of magical scrying attempts.
Hiding the Stars—(a) Invisibility to Mental Sense Group (Mind Scan) and Clairsentience Reduced END (0; +1/2), Persisetent (+1/2), Usable by other (ranged, +3/4), Extra Time (1 hr, no other actions, -3 1/4), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4)
Active Cost: 63
Real Cost: 13

5) Weather Magic—This is the magical ability of Mummies to manipulate the weather. It's represented as Change Environment, with an Aid to increase the area affected. At higher levels, the caster can also purchase effects to represent things like lightning bolts and tornadoes.
Simple Weather Magic—Change Environment (1 hex), Varying Combat Effects (+10 points), 0 END (+1/2), Megascale (1" = 5 km, +1/2), Broad Group (weather effects, +1), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4), Extra Time (1 hr, no other actions, -3 1/4), Gradual Effect (5 minutes, -3/4)
Active Cost: 45
Real Cost: 8

Lesser Weather Magic—Add +1 Combat Effect (up to the 5 point level, +5). Extra Time is now 2 hr (-3 1/4)
Active Cost: 60
Real Cost: 10

Major Weather Magic—Add +2 Combat Effects (up to 5 point level, +10). Extra Time is now 3 hr (-3 1/2)
Active Cost: 75
Real Cost: 12

Greater Weather Magic—Add +3 Combat Effects (up to 5 point level, +15). Extra Time is now 4 hr (-3 1/2)
Active Cost: 90
Real Cost: 15

Potent Weather Magic—Add +4 Combat Effects (up to 5 point level, +20). Extra Time is now 5 hr (-3 3/4)
Active Cost: 105
Real Cost: 17

Also purchased for this spell is an Aid for increasing the area affected. Each 15 points rolled on the Aid doubles the radius.
2d6 Aid to Change Environment, +12 to Maximum, Fade rate 5 Active points/day (+1 1/2), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4), Extra Time (1 minute, -1 1/2)
Active Cost: 65
Real Cost: 20

6) Weather Sight, Weather Whispers—The Weather Sight spell allows the caster to predict the weather. Alternatively, he can gains visions from the breezes of the land and people over which the breezes have passed (Weather Sight) or allow the caster to hear the noises from these areas (Weather Whispers).
Weather Sight—Clairsentience (sight), 6,400", Precognition (+20 points), Telescopic sense (+14 to PER rolls, +14 points), Reduced END (Half END, +1/4), Time modifiers (-1/2), Precognition only predicts weather (-1 1/4 on Precogition points), Clairsentience only sees things upwind of breeze blowing on caster (-3/4), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4), Extra Time (1 Turn, -1)
Active Cost: 99
Real Cost: 26

Weather Whispers: Just add normal hearing (+5) and add the limitation "Only one sense at a time (-1/4)" to the Clairsentience points.
Active Cost: 105
Real Cost: 26

Alternatively, the caster may known Weather Whispers but not Weather Sight. In that case, the base sense is Hearing. Remove Precognition and Precog-related limitations, and add "Normal hearing only (-1/4) to the limitations.
Active Cost: 62
Real Cost: 16

7) Book of Thoth—With this spell, all things hidden are revealed to the caster.
Book of Thoth—Detect Invisible and Hidden Beings and Things, Ranged, Sense, 360 Degree Perception, (b) Danger Sense, Sense, Out of Combat, Any Danger
Limitations for both: Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4), Nonpersistent (-1/4), Concentrate (1/2 DCV, -1/4)
Active Cost: (a) 17, (b) 27
Real Cost: 19

8) Read the Stars—This represents the caster's ability to use astrological knowledge to cast his spells at propitious times and places.
Read the Stars—(a) +3 Skill Levels to KS: Hekau and other Hekau-related skills, Nonpersistent (-1/4), (b) 3d6 Aid to other Hekau spells and rituals (one at a time, +1/4), Fade rate 5 Active points/6 hr (+1 1/4)
Limitations in common: Requires SC: Astrology roll (-1/4), Extra Time (2 hr, no other actions, -3 1/4), May require exercise of affected Hekau at specific times and places, or only affects some Hekau in the present (-1/2)
Active Cost: (a) 9, (b) 75
Real Cost: 17

9) Sahu-Ra—The caster's body emits soft sunlight in an 8 m radius upon casting this spell.
Sahu-Ra—(a) Imummys versus Sight sense group, 2" radius (+1/4), Reduced END (0; +1/2), Only to create light (-1), (b) 1d6-1 RKA, Continuous (+1), Reduced END (0; +1/2)
Area Effect: Radius (+1), Only versus vampires (-1 1/2),
Limitations in common: Costs Sekhem END to set up (-1/4), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), No range (-1/2)
Active Cost: (a) 17, (b) 35
Real Cost: 14

10) Call the Stars—This powerful ritual enables the caster to call down a meteor storm to destroy entire cities and armies. Woohoo!
Call the Stars—2d6 RKA, Area Affect: 1 hex (+1/2), MegaScale (1" = 1 km, +1/4), Continuous (+1), Uncontrolled (+1/2; ends when charges are used up), Indirect (from the sky, +1/4), Charges (6, -3/4), Gradual Effect (1 min, -1/2), Extra Time (3 hr, no other actions, -3 1/2), Costs Sekhem END (-1/2), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4)
Active Cost: 105
Real Cost: 15

11) Divine Forms and Divine Greatness - The caster prays to one of the gods of the Egyptian pantheon and receives a boost to a trait (characteristic) which typifies that god.
Divine Forms/Divine Greatness—5d6/8d6 Aid to any characteristic that typifies one of the Egyptian gods, one at a time (+1/4), Fade 5 active points/Turn (+0), Only one characteristic can be aided at any given time (-1/2), Characteristic only brought up by 6/9 points (-1), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4)
Active Cost: 62/100
Real Cost: 21/33

12) Ra's Awakening—With this spell, the caster renders a blessing from Ra unto his comrades, and puts the undead (vampires) to sleep.
Ra's Awakening—(a) 1d6 END Aid, Usable by others (4 others, ranged, +1 1/4), (b) +1 8 point Skill Level, usable only for INT-based rolls and to counteract wound penalties (-1/4), Nonpersistent (-1/4), Costs Sekhem END to initiate (-1/4), (c) 2d6 EGO Attack, Area Effect (Radius, non-selective target, +3/4), 0 END (+1/2), Continuous (+1), Only versus vampires (-1 1/2), Only affects up to 4 vampires (-1), Costs Sekhem END to initiate (-1/4)
Limitations in common: Incantations (-1/4), Requires KS: Hekau skill roll (-1/4), Gestures (-1/4), Extra Time (full phase, -1/2)
Active Cost: (a) 22, (b) 18, (c) 65
Real Cost: 29

13) Read the Tree of Life—With this awesome ritual, the caster can literally read the book of the target's life and learn of his past and future.
Read the Tree of Life—Clairsentience (sight and normal hearing) with Precognition and Retrocognition, Telescopic sense (+18 to PER roll, +18), Reduced END (0; +1/2), Precognition and Retrocognition only (-1), Visions are vague and unclear (-1/2), Time modifiers (-1/2), Extra Time (4 hr, no other actions, -3 1/2), Costs Sekhem END to initiate (-1/4), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4)
Active Cost: 124
Real Cost: 17

14) Sandstorm - The mummy can cast this as a spell to raise a localized dust devil, or he can cast this as a ritual to summon a truly monstrous sandstorm.
Sandstorm—(a) Small sandstorm: Change Environment, whirling sand in 2" diameter, 1 STR TK (+5 points), Reduced END (0; +1/2), Gradual Effect (1 Turn, -1/4), (b) Big sandstorm: Change Environment, 1" , 3 STR TK (+15 points), -3 Sight Sense Group PER (+9 points), -3 OCV (+15 points), 1 point damummy, Penetrating versus objects (+6 points), -3 Movement (+9 points), radius, MegaScale (1" = 0.5 km, +1/4), Reduced END (0; +1/2), Extra Time (4 hours, no other actions, -3 1/2), Gradual Effect (5 minutes, -3/4), Requires substantial quality of sand (-1/2), Concentrate (0 DCV, -1/2).
Limitations in common: Costs Sekhem END to initiate (-1/4), Incantations (-1/4), Requires KS: Hekau skill roll (-1/4)
Active Cost: (a) 22, (b) 105
Real Cost: (a) 11, (b) 15

15) Wisdom of Isis—This prayer to the Egyptian god of magic allows the mummy to undo other magics.
Wisdom of Isis—(a)14d6 Dispel versus powers of magical origin, one at a time (+1/4), (b) Missile Reflection, all ranged attacks , can reflect at any target (+30 points), (c) Same as (b), except with BOECV (+1)
Limitations: (b) and (c): Costs Sekhem END (-1/2), Only versus attacks of a magical origin (-1), Must exceed Active points in deflected/reflected power with Dispel dice roll (-1/2)
In common: Incantations (-1/4), Requires KS: Hekau skill roll (-1/4)
Active Cost: (a) 52, (b) 50, (c) 100
Real Cost: (a) 35, (b) 14, (c) 29

16) Plague of Ma'at—This ritual allows the mummy to call down one of Yahweh's plagues on an area.
Plague of Ma'at—(a) Water to Blood: 1d6 Major Transform, water to blood (heals back normally), Area Effect: (1 hex, +1/2), MegaScale (1" = 1 km, +1/4)
(b) Beetles: Summon Flesh-eating Beetle Swarm (base cost: 21), 8 swarms (+15 points), Weak-willed (+1/2), Can only command them not to bother summoner (-1/2)
(c) Locusts: 1d6 BODY Drain, Recover 5 Active points/year (+2 1/2), Continuous (+1), Reduced END (0; +1/2), Area Effect (1 hex, +1/2), MegaScale (1" = 1 km, +1/4), Only versus food stuffs and machinery (-1), Requires Sekhem END to initiate (-1/4)
(d) Frogs: (i) 1d6 COM Drain, Recover 5 Active points/week (+1 3/4), Area Effect (1 hex, +1/2), MegaScale (1"=1 km, +1/4), Only if targets touch frogs (-1/2), Gradual Effect (5 minutes, -3/4), (ii) Change Environment (frogs raining from the sky and hopping around), -1" move (+3 points), Reduced END (0; +1/2), Area Effect (1 hex, +1/2), MegaScale (1"= 1 km, +1/4)
(e) Scorpions: Summon Scorpions (p. 174 HERO System Bestiary, except with Mild Poison), 1,024 scorpions, No control possible (-1)
(f) Sores: 1d6 BODY and COM Drain, simultaneously (+1/2), Recover 5 points/month (+2), Area Effect (1 hex, +1/2), MegaScale (1"= 0.5 km, +1/4), Gradual Effect (6 hr, -1 1/2), Only versus creatures with skin (-1/4)
(g) Death: 6d6 BODY Drain, Area Effect (1 hex, +1/2), MegaScale (1"= 0.5 km, +1/4), Only versus creatures susceptible to heart attacks/hemorrhages (-1/4), Only one in targets affected (determine randomly, -1 3/4),
Limitations in common: Incantations (-1/4), Extra Time (5 hours, no other actions, -3 3/4), Requires KS: Hekau (-1/4)
Active Costs: (a) 26, (b) 51, (c) 75, (d) 53, (e) 61, (f) 42, (g) 105
Real Costs: (a) 5, (b) 9, (c) 11, (d) 8, (e) 10, (f) 6, (g) 14

19) Rousing Apophis—The mummy can cause a huge earthquake with this spell. Not a ritual to be done lightly.
Rousing Apophis—50 STR Telekinesis, Area Effect (radius, +1), MegaScale (1"= 1 km, +1/4), Charges (1, continuing for 5 minutes, -3/4), Only on the rock/the ground (-1), Broad, wave-like movement only (-1/2), Incantations (-1/4), Extra Time (5 hours, no other actions, -3 3/4), Requires KS: Hekau (-1/4), Costs Sekhem END to initiate (-1/4), No range (-1/2)
Active Cost: 169
Real Cost: 20

D) Effigy

1) Command Implement—The mummy inscribes symbols on the implement of choice and acquires Skill Levels in any roll involving that implement. There are three levels for this spell: Simple (items with no moving parts), Lesser (items with simple moving parts), and Complex (large items or items with complex moving parts).
Command Simple/Lesser/Complex Implement—+1/+2/+3 Overall Skill Levels, Focus (IAF, item upon which symbols are inscribed, -1/2), Only with skills involving Focus (-1/2), Gestures (write on implement, -1/4), Nonpersistent (-1/4), Costs Sekhem END to initiate (-1/4), Extra Time (full phase, -1/2)
Active Cost: 10/20/30
Real Cost: 3/6/9

2) Creature—The mummy can cause a pre-prepared model of a creature to grow into a full-size, living version of the real thing. There are five levels to this ritual: Simple (tiny animals, not terribly intelligent and missing special abilities such as venom), Lesser (small animals), Major (crafty version of medium-sized animals), Superior (bright, large animals), and Princely (animal of any size with special abilities and human intelligence)

Level of Creature Summon Advantage Control Advantage Sekhem Limitation
Simple Any tiny animal (+1/4) Friendly (+1/4) Requires (Active/10) in Sekhem/week to maintain (-1/4)
Lesser Any small animal (+1/4) Loyal (+1/2) As for Simple
Major Any medium-sized animal (+1/4) Devoted (+3/4) As for Simple
Superior Any large animal (+1/4) Devoted (+3/4) Requires (Active/10) in Sekhem/day to maintain
Princely Any animal (+1/2) Slavishly devoted (+1) As for Superior

Other Limitations: Focus (Model of critter to be summoned, OAF, -1), Requires KS: Hekau skill roll (-1/4), Extra Time (full phase, -1/2)
Active and Real Costs: Variable

3) Inertion—This spell allows the caster to inactivate any Effigies or dispel Effigy Hekau magic, or any similar magic. When used against non-Hekau, non-vampiric sorcery, the Dispel dice from this effect are combined with the "Upholding Maat" Dispel.
Inertion—10d6 Dispel versus Hekau or similar magic (one effect at a time, +1/4), No range (-1/2), Requires KS: Hekau skill roll (-1/4)
Active Cost: 37
Real Cost: 21

4) Servitor/Overseer/Guard—This ritual creates models of persons which can be expanded into automatons capable of simple tasks.
Servitor/Overseer/Guard—Summon Servitor/Overseer/Guard, Focus (Effigy, OAF, -1), Extra Time (full phase, -1/2), Requires KS: Hekau (-1/4), Requires 1 Sekhem END/week to maintain existence (-1/4 for Overseer and Guard)
Active Cost: 1/1/5
Real Cost: 1/1/2

5) Wrest—The ability to take control of someone else's effigies (and similar critters).
Wrest—5/10/15d6 Mind Control, Only versus creatures derived from effigies (-1), Requires KS: Hekau skill roll (-1/4)
Active Cost: 25/50/75
Real Cost: 11/22/33

6) False Door—This is the ability to create a door in a wall where none existed before. One can create a temporary door (with just chalking the outline of the door on a wall) or a permanent door (with carving on the wall).
False Door -
Temporary: 1" Teleport, 2x mass, Continuous (+1), Usable by others (caster and other at same time, +1/2), Charges (3, lasting for 1 min, -1/2), Gate (-1/2), Gestures (draw door, -1/4), Costs Sekhem END to initate (-1/4), Extra Time (1 Turn, no other actions, -1 1/4), Requires KS: Hekau skill roll (-1/4)
Active Cost: 17
Real Cost: 4
Permanent: 1" Teleport, 2x mass, 1 Fixed Location (+1 pt), Continuous (+1), Usable by others (caster and other at same time, +1/2), Reduced END (0; +1/2), Persistent (+1/2), Gate (-1/2), Focus (IIF, Immobile, carving on wall, -1 1/4), Costs Sekhem END to open if not approved by creator of door to move through (-1/4)
Active Cost: 28
Real Cost: 9

7) Chattel—This ritual creates models of objects that can expand into full-sized functional versions of the models. Because of the wide variety of objects one can access with this ritual, it is represented either by a VPP, or by buying the powers represented by the objects separately (if mummy only has a limited number of points or a small number of models to work with).
Chattel—VPP, or separately built powers. VPP Control Cost or Powers take Focus (OAF, effigy, -1) and Requires KS: Hekau skill roll (-1/4). Additional Limitations: Only to simulate abilities conferred by objects represented by Foci (-1/2 on VPP Control Cost), other limitations specific to object.
Optional Rule: To simply things, this power can be modeled with a Transform, Model of Object to Actual Object, with the BODY needed for a successful Transform equal to the BODY of the object being created, or to the Active Points in a useful item (like a weapon) divided by 5.

8) Bond of Fate—This ritual creates a sympathetic bond between an object and a model of that object, such that any fate that befalls the model also befalls the object. The Area Effect advantage can be added to represent Bonds of Fate set up with large objects (houses, pyramids, etc.).
Bond of Fate—1d6 RKA, Penetrating (+1/4), Trigger (when focus is damummyd, +1/4), Variable Special Effects (any effects, +1/2), Charges (16, +0), Extra Time (approx. 3 days, only to set up, -2), Focus (OAF, expendable, -1 1/4), Only versus non-living objects represented by Focus (-1 1/2), Costs Sekhem END (-1/2)
Active Cost: 30
Real Cost: 5

9) Relic—The Underworld doesn't have everything that a spirit might want. Hence, mummies use this spell to store away things in the Underworld that they can have access to if they ever wind up over there.
Relic—1d6 Minor Transform, object to Relic, Only versus simple objects (-1/2) or any non-living object (-1/4), Extra Time (1 Turn, -1), Requires KS: Hekau (-1/4), No range (-1/2)
Active Cost: 10
Real Cost: 3

10) Reflection—This ritual creates a functional reflection of an object in the Underworld. An object subject to this ritual can be used by persons both in this world and the Next.
Reflection—1d6 Minor Transform, object to object usable on the other side of the Shroud (with Transdimensional advantage), Transdimensional (this world and the Underworld, +3/4), Only with relatively simple objects (-1/2) or any non-living object (-1/4), Extra Time (6 hr, -3 1/2), Requires KS: Hekau (-1/4), No range (-1/2)
Active Cost: 28
Real Time: 4 or 5

11) Living Bond of Fate—This ritual creates a sympathetic bond between a person and an effigy of the person. The effigy can be used to control the person's movements or to do him harm.
Living Bond of Fate—(a) 1d6 Mind Scan, +12 to ECV attack roll, Cumulative (+1/2), Invisible Power Effects (+1/2), Reduced END (0;+1/2), Persistent (+1/2), Only to target Telekinesis and Killing Attack (-1), Requires KS: Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4), (b) 26 STR Telekinesis, BOECV (+1), Fully Invisible Power Effects (+1), Reduced END (0; +1/2), Gestures (manipulate effigy, both hands, throughout, -3/4), Only to control target's movements (-1/4), Costs Sekhem END to initiate (-1/4), (c) 1d6 RKA, BOECV (+1), Fully Invisible (+1), Variable Special Effects (+1/2), Trigger (damummy effigy, +1/4), Charges (16, +0), Extra Time (1 week, only to set up, -2 1/4), Costs Sekhem END (-1/2)
Limitations in common: Focus (effigy, OAF, -1), Only versus person of which the Focus is representative (-1 1/2)
Active Cost: (a) 87, (b) 136, (c) 56
Real Cost: (a) 17, (b) 29, (c) 9

12) Sekhem Vessel—This ritual turns a carving or statuette into a receptacle for Sekhem END.
Sekhem Vessel—END Reserve with 10 REC, Focus (IAF, -1/2), REC requires Sekhem END expenditure (-1/2), Increased END cost for REC (10x, -4), REC takes extra time (20 minutes, -1 1/2)
Active Cost: 1/10 END + 10
Real Cost: Reserve cost/1.5 + 1

13) Ka Vessel—This ritual creates a statue which can be inhabited by a spirit in Duat, namely the soul of a Mummy to which the statue has been attuned.
Ka Vessel—Summon Ka Vessel, Trigger (when attuned soul in Duat enters the Focus, +1/4), Focus (statue, OAF, bulky, -1 1/2), Requires KS: Hekau skill roll (-1/4), Extra Time (1 week, -4 1/2)
Active and
Real Costs: Variable

E) Necromancy

1) Body Preservation—This ritual confers extra protection upon a mummy's khat.
Body Preservation—Extra PD/ED Armor and Power Defense, Only to protect khat after death (-2)
Active Cost: 3/2 points PD & ED + 1/pt of Power Defense

Real Cost: Active Cost/3

2) Death's Shroud—This magical shielding protects the caster's soul from the rigors of the spirit world.
Death's Shroud—(a) 6 PD/6 ED Force Field, 0 END (+1/2), Ablative (-1), (b) 6 points each Power Defense and Mental Defense, Nonpersistent (-1/4), Ablative (-1/2)
Limitations in common: Only works in Duat (-1), Requires KS: Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4), Extra Time (full phase, -1/2), Focus (covering to place over heart, OAF, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: (a) 18, (b) 12
Real Cost: (a) 3, (b) 2

3) Ghost Lantern—This spell creates light to illuminate one's way in Duat.
Ghost Lantern—Imummys versus sight group, 4" radius (+1/2), 0 END (+1/2), Only to create light (-1), Only in Duat (-1), Costs Sekhem END to initiate (-1/4), Requires KS: Hekau skill roll (-1/4), No range (-1/2)
Active Cost: 20
Real Cost: 5

4) Judge the Soul—With this spell, the caster can assess another's soul, learning things about the quality of the target's moral life and inner nature.
Judge the Soul—Detect Soul, Ranged, Discriminatory, Requires Hekau skill roll (-1/4), Extra Time (1 Turn, -1), Concentrate (1/2 DCV, -1/4)
Active Cost: 15
Real Cost: 6

5) Separate Ka—This spell allows the caster to separate his spirit from his body and go travelling into the Astral Penumbra and Neter-Khertet (the Underworld).
Separate Ka—(a) EDM to Astral Plane and Neter-Khertet, Only these dimensions (-1 1/2 on 10 points), Astral Form (physical body left behind, can't move, perceive, or act, damummy to astral or physical form can kill character, -1), Requires Hekau skill roll (-1/4), Extra Time (1 minute, -1 1/2), (b) Clairsentience (100"), sight, Megascale (1" = 1 km, +1/4), Only for targeting Megascale teleportation (-2), Normal sight only (-1/4), (c) Imummys to sight and normal hearing, Transdimensional (Earth, +1/2), Set effect (vision and voice of caster, -3/4), Only usable in Astral Plane (-1), (d) Astral Plane Movement (see below)
Astral Plane Movement Multipower
31 point pool, Only in Astral Plane (-1)
ultra slot 1: Teleport, 3", 1 floating fixed location, MegaScale (1" = 10 km, scaleable down to 1" = 1 km, +3/4), Safe Blind Teleport (+1/4).
Real Cost: 1
ultra slot 2: Teleport, 10", 1 floating fixed location, Safe Blind Teleport (+1/4)
Active Cost: (a) 30, (b) 25, (c) 19
Real Cost: (a) 6, (b) 7, (c) 9, (d) 17

6) Stormwalk—This spell provides one with the ability to navigate through the treacherous reaches of the Underworld.
Stormwalk—Underworld Navigation, 2 points. + 1 pt/+1 on roll

7) Summon the Dead—This ritual allows the necromancer to summon the ghost of someone of the caster's choosing. If the necromancer makes a contested Hekau versus EGO roll, the ghost appears, and must then be bargained with/intimidated to perform tasks for the summoner.
Summon the Dead—Summon Wraith, Specific Being (+1), Requires Hekau skill roll (no active point penalty, contested Hekau versus EGO roll, -1/4), Extra Time (10 minutes, -2), Incantations (speak ghost's name, -1/4)
Active and
Real Cost: Variable

8) Banish the Dead—This spell allows the caster to push away a ghost and keep him at bay.
Banish the Dead—26 STR Telekinesis, Transdimensional (Earth and Duat, + 3/4), 0 END (+1/2), Area Effect: Radius (2x, +1 1/4), No range (-1/2), Only versus wraiths (-1), Affects whole subject (-1/4), Costs Sekhem END to intiate (-1/4), Only one wraith affected/casting (-1/2), Requires Hekau skill roll (no active point penalty, contested Hekau versus EGO roll, -1/4), Extra Time (full phase, -1/2)
Active Cost: 136
Real Cost: 32

9) Bind the Dead—This ritual allows the caster to bend recalcitrant wraiths to his will. Wraiths must do what the caster bids.
Bind the Dead—10d6 Mind Control, Transdimensional (Earth and Duat, +3/4), Only versus wraiths (-1), Requires Hekau skill roll (-1/4), Extra Time (20 minutes, -2 1/2)
Active Cost: 87
Real Cost: 18

10) Fertility of Osiris—This grotesque ritual enables the necromancer to impregnate a female with a corpse, or with the appropriate member from a corpse.
Fertility of Osiris—6d6 Minor Transform, female to pregnant female, Focus (cadaver or appropriate body part of deal male, OAF, -1), Extra Time (20 minutes, no other action, -2 3/4), Limited target (women, -1/2), Requires Hekau skill roll (-1/4), No range (-1/2)
Active Cost: 60
Real Cost: 10

11) Revisit Death—With this ritual, the caster receives impressions from the last living moments of a corpse.
Revisit Death—Clairsentience (sight, normal hearing, and Detect Emotions, Discriminatory) with Retrocognition, +16 Telescopic Sense, Time modifiers (-1/2), Retrocognition only (-1), Only to see last moments of life of a dead person (-1/2), Visions vague and unclear (-1/2), Focus (corpse, OAF, -1), Gestures (rub skin, -1/4), Incantations (-1/4), Requires Hekau skill roll (-1/4), Extra time (20 minutes, no other actions, -2 3/4)
Active Cost: 66
Real Cost: 8

12) Sense the Dead --
Sense the Dead—Detect Spirits, Ranged, 360 degrees, Transdimensional (Duat, +1/2), Trigger (spirit approaches within a designated area, +1/4), Incantations (-1/4), Requires Hekau skill roll (-1/4), Extra time (20 minutes, no other actions, -2 3/4), Costs Sekhem END to set up (-1/4)
Active Cost: 26
Real Cost: 6

13) Storm Shield—This spell allows the caster to protect himself and friends from the nastiness of Duat.
Storm Shield—6 PD/6 ED/6 MD/ 6 Pow D/1" Force Wall, 0 END (+1/2), No range (-1/2), Only in Duat (-1), Costs Sekhem END to initiate (-1/4), Requires Hekau skill roll (-1/4), Extra Time (full phase, -1/2), Protection extends only to caster and those touching him (-1/4)
Active Cost: 90
Real Cost: 24

14) Bind the Living—When this ritual is performed over a dying person, the dying one's spirit returns as a servant of the caster.
Bind the Living—Summon Wraith, Weak-Willed (-4 to EGO rolls to resist, +1/2), Extra Time (1 day, -4), Incantations (-1/4), Gestures (inscribe on Focus, -1/4), Focus (a dying person, OAF, hard to find, -1 1/2), Requires Hekau skill roll (-1/4), Must spend Active points/10 in Sekhem END for each task assigned to wraith (-1/4)
Active Cost: variable
Real Cost: Active/7.5

15) Death's Hand—With this spell, the caster can deal devastating damummy to foes by channeling the raw force of the Underworld through his hands. Frequent use of this spell turns the caster's hands and arms black.
Death's Hand—2d6 BODY and STUN Drain (at the same time, +1/2), Recovers 5 Active points/month (+2), Side Effect (1d6 BODY Drain, recover 5 active/month, whenever power is used, -1), Side Effect (1d6 Cosmetic Transform, caster to caster with blackened arms and hands, whenever power is used, -1/2), Requires Hekau skill roll (-1/4)
Active Cost: 70
Real Cost: 25

16) Manisfestation—With this spell, a caster in Duat can interact with the world of the living. This spell can also be used on other wraiths, to give them a physical form.
Manisfestation—(a) EDM from Underworld to Earth, (b) 75% Resistant Physical Damummy Reduction, Not versus aggravated damummy or magical attacks (-3/4), Costs Sekhem END to initiate (-1/4)
Limitations in common: Extra Time (30 minutes, -2 1/2), Requires Hekau skill roll (-1/4), Not while physical body is alive (-1/2)
For using this power against others: Use Summon the Dead and add point for the Resistant Physical Damummy Reduction.
Active Cost: 80
Real Cost: 16

17) Separate Ba—With this spell, the caster can detach her Ba from his body. The Ba is far more proficient at travelling through the Umbra.
Separate Ba—as per Separate Ka, but add "to any dimension" (+10 points to base cost), Concentrate (1/2 DCV, -1/4), and Incantations (-1/4)
Active Cost:
Real Cost:

18) Shadow Portal—With this powerful spell, the caster can rip a hole in the fabric of the Underworld and travel through the hole from one place to another far, far away.
Shadow Portal—10" Teleport, 3 Floating Fixed Locations, Usable by others (caster and four others, all can use, +1 1/4), MegaScale (1" = 100 km, scaleable down to 1 km, +1), Gestures (rip Underworld fabric, -1/4), Extra Time (30 minutes, -2 1/2), Requires Hekau skill roll (-1/4), Only in Duat (-1)
Active Cost: 114
Real Cost: 23

19) Amenti's Grace—This ritual allows the caster to create a safe harbor in the dangerous storms of Duat. The harbor can either be of a permanent nature, or a temporary shelter can be created for less Sekhem END.
Amenti's Grace—Summon Base (6 DEF/6 BODY/8 hexes, Invisible to sight), Variable Limitation (lasts one day, -1; or costs additional 3x Sekhem END, -1; -1/2), Incantations (-1/4), Increased END (x3, -1), Extra Time (40 minutes, no other actions, -3), Requires Hekau skill roll (-1/4), Only in Duat (-1)
Active Cost: 30
Real Cost: 4

20) Animate Corpse—This ritual creates a "shambler" (Mummy: the Resurrection p. 209) from someone's corpse.
Animate Corpse—Summon Zombie ("shambler"), Focus (corpse, OAF, -1), Extra Time (40 minutes, -2 3/4), Gestures (-1/4), Incantations (-1/4), Requires Hekau skill roll (-1/4)
Active Cost: Variable
Real Cost: Active/5.5

21) Khaibit's Embrace—The caster summons the target's own khaibit to form a cocoon around the target and send him into a deep coma.
Khaibit's Embrace—(a) 4 DEF/4d6 Entangle, stops normal sight (+15 points.), Cannot form barriers (-1/4), Incantations (-1/4), Requires Hekau skill roll (-1/4), Extra Time (1 Turn, -1), No range (-1/4), Must grab face with both hands (-1/2), (b) 1d6 Major Transformation, being to being in unkillable trance-like state, undone when Entangle removed, Continuous (+1), 0 END (+1/2), Limited target (humanoids, -1/4), Linked to Entangle (-1/2)
Active Cost: (a) 45, (b) 37
Real Cost: (a) 12, (b) 21

22) Sever Soul—This spell severs the silver cord connecting an astrally projected character from his body. Initial tugging on the cord does a little bit of damummy, and once it's broken, the character can't MegaScale-teleport back to his body.
Sever Soul—(a) 1d6 Mind Scan, +12 to the Attack roll, Cumulative (+1/2), Only to target Energy Blast and Suppress (-1), Must be within sight of the target's physical body (-1/2), Extra Time (1 Turn-post-segment 12, no other actions -1 1/2), Concentration (0 DCV, -1/2), Requires Hekau skill roll (-1/4), (b) 1d6 Energy Blast, BOECV (+1), Only against out-of-body characters (-1), Gestures (-1/4), Incantations (-1/4), (c) 7d6 Suppress Teleportation, BOECV (+1), Reduced END (0; +1/2), Persistent (+1/2), Only to suppress teleportation needed to return to one's body while in Duat (-1 1/2), Gestures (-1/4), Incantations (-1/4), Costs END to set up (-1/4), Must roll 4—6 on Energy Blast die to take effect (-1), Linked to Energy Blast (-1/4)
Active Cost: (a) 72, (b) 10, (c) 105
Real Cost: (a) 15, (b) 4, (c) 23

23) Sin-Eating—With this brief ritual, the caster can consume another's "inner demons" (strong Psych. Lims.) and redirect them towards positive ends, resulting in a filling of the Sekhem tank.
Sin-Eating—(a) 1d6 Major Transform, person to person without one powerful negative emotion, BOECV (+1), Incantations (-1/4), Requires Hekau skill roll (-1/4), Extra Time (5 minutes, no other actions, -2 1/4), (b) 1d6 END Healing, Charges (8, charges only recover after a fresh application of this spell, -1), Must act out Psych. Lim. symbolically or literally for each charge (-1/2)
Active Cost: (a) 20, (b) 10
Real Cost: (a) 5, (b) 4

24) Call the Khaibit—This ritual, when performed over a dying person, purifies his soul such that his ghost departs in peace at the time of dying, while all his base, dark emotions remain behind in the form of the khaibit. The khaibit remains bound to the place of dying and is in thrall to the caster.
Call the Khaibit—Summon Khaibit, Weak-willed (-4 to EGO rolls for resistance, +1/2), Focus (Dying person, OAF, Hard to find, -1 1/2), Extra Time (5 minutes, no other actions, -2 1/4), Incantations (-1/4), Requires Hekau skill roll (-1/4)
Active Cost: variable
Real Cost: Active/5.25

25) Entrap the Ba—With a specially prepared focus, the caster can suck the spirit of the target of this spell into the focus. Non-mummies are sent into a coma by this action, whereas mummies merely lose the ability to resurrect.
Entrap the Ba—3d6 Suppress Healing or STUN, one at a time (+1/4), Continuous (undone if focus is destroyed, +1), Reduced END (0; +1/2), Persistent (+1/2), Suppress Healing only removes Resurrection adder (-1), Power/statistic suppressed determined by the nature of the target (mummy versus non-mummy, -1/4), Incantations (-1/4), Focus (OAF, expendable, -1 1/4), Must touch target with Focus (-1/4), Requires Hekau skill roll (-1/4)
Active Cost: 64
Real Cost: 15

26) Heart of Life—This ritual allows the caster to specify a piece of himself, hidden away in a special vessel, as the starting material for regeneration and resurrection in the case that his body is vaporized.
Heart of Life—1d6 Major Transform, piece of body to focus for Resurrection (undone if container is disturbed), Charges (1, recovers only when Resurrection occurs, -3), Extra Time (1 hr, -3), Limited target (piece of one's own body, -1/4), Focus (IIF, expendable, -1/2), Requires Hekau skill roll (-1/4)
Active Cost: 15
Real Cost: 2

27) Panoply of Shadow—The caster brings his khaibit forth to cloak him and provide him with formidable protection,
Panoply of Shadow—(a) 5 point Combat Skill Levels, DCV only, 1 per 2 points in Balance, Trigger (incantation, +1/4), (b) Force Field, 2 PD/2 ED per point in Balance, Trigger (incantation, +1/4)
Limitations: Must be used before next new moon (-1/4), Extra Time (1 hr, -3, Requires Hekau skill roll (-1/4), Costs Sekhem END to initiate (-1/4)
Active Cost: variable
Real Cost: Active/4.75

28) Reshape the Lost Soul—This ritual allows the caster to perform psychic surgery on ghosts, replacing their current Passions with other Passions.
Reshape the Lost Soul—1d6 Major Transform (Psionic Surgery versus wraiths), BOECV (+1), Transdimensional (+1/2), Incantations (-1/4), Requires Hekau skill roll (-1/4), Limited target (wraiths, -1/2), Extra Time (full phase, -1/2), Costs Sekhem END to initiate (-1/4)
Active Cost: 60
Real Cost: 22

29) Scouring Oblivion—This ritual rids a target's body of all injury, poison, and disease.
Scouring Oblivion—(a) 7d6 BODY Healing, (b) Life Support: Immunity to all diseases and poisons, Usable by others (1 other, Ranged, Persistent, +1 1/4), Charges (1, lasts one month, +1/2), Linked to BODY Healing (-1/2), Costs Sekhem END to initiate (-1/4)
Limitations in common: Extra Time (1 hour, no other actions, -3 1/4), Requires Hekau skill roll (-1/4), Gestures (-1/4)
Active Cost: (a) 70, (b) 55
Real Cost: (a) 15, (b) 10

F) Nomenclature—The Hekau rolls needed for these spells are taken at the -1/2 (-1/10 Active Points) level. Skills related to the target of the spell can serve as supplementary skill rolls.

1) Asking the Trees—With this incantation, the caster uses the ren for plant life to gain control over plant growth and movement.
Asking the Trees—(a) Change Environment (plant growth and movement), 1 hex, +1 effect (5 point level), Vary Combat Effects (+10), Reduced END (0; +1/2), Requires plant life for effects to take place (-1/2), Requires Hekau skill roll (-1/2), Incantations (-1/4), (b) 15 STR Telekinesis, Reduced END (0; +1/2), Area Effect (1 hex, +1/2), Requires plant life for effects (-1/2), Telekinesis restricted to what's possible with plants (-1/2), Requires Hekau skill roll (-1/2), Incantations (-1/4)
Active Cost: (a) 30, (b) 44
Real Cost: (a) 13, (b) 16

2) Forgetting the Stone/Forgetting the Tree—With these incantations, the caster can erase objects of mineral or plant fiber from the Book of Thoth.
Forgetting the Stone/Forgetting the Tree—3d6 BODY Drain, Ranged (-1/2), No effect if BODY of target is not exceeded (-1/2), Only versus stone/metal or plant fiber/wood (-1/2, or -1/4 if both incantations are known), Incantations (-1/4), Requires Hekau skill roll (-1/2)
Active Cost: 45
Real Cost: 16, or 18 for both incantations

3) Name the Secret—By studying the ren of a particular person or object, the caster can learn its hidden weaknesses and strengths. Requires one hour or more of study (the more complex the item or person, the longer the required period of study).
Name the Secret—(a) Detect Flaws, Weaknesses, and Hidden Strengths, Ranged, Discriminatory, Requires Hekau skill roll (-1/2), Requires one hour or more of study, depending on the subject (-3)
Active Cost: 25
Real Cost: 5

4) Naming the Warning/Command the Beast—These incantations allow the caster to control animals. Naming the Warning only serves to cow animals into non-functional submission, while Command the Beast allows a greater latitude over what the caster can make the animal do.
Naming the Warning/Command the Beast—8d6 Mind Control, telepathic command (+1/4), Limited Commands (flee or cower next to me, only for Naming the Warning, -1/2), Incantations (-1/4), Requires Hekau skill roll (-1/2), Half effect versus supernaturals in animal form or animals under magical control (-1/4)
Active Cost: 50
Real Cost: 20 (Naming the Warning), 25
(Command the Beast)

5) Becoming the Stone/Tree/Animal, Whispers to the Body—These incantations allow the caster to change his shape to any kind and form of mineral (Becoming the Stone), any kind or form of plant life (Becoming the Tree), any kind or form of animal (Becoming the Animal), or to change the shape of his body or part of his body to anything (Whispers to the Body). The components of the multipower described below are purchased to reflect the spell(s) known by the caster.
Becoming the Stone/Tree/Animal, Whispers to the Body—(a) Shapeshift versus Sight and Touch into any type/form of mineral, plant, or animal (+10 points) or into any shape (+20 points), Costs END only to change shape (+1/4), Incantations (-1/4), Requires Hekau skill roll (-1/2), Side Effect (2d6 Major Transfomation, partial effect (+1/2), person to person with animal's personality, each day EGO roll failed after character's Balance rating in days after changing to an animal shape, -1/4), Cannot speak or move in immobile/inarticulate shapes (-1/2)
Active Cost: 29 (Becoming the Stone/Tree/Animal) or 41 (Whispers to the Body)

Real Cost: 12 (Becoming the Stone/Tree/Animal) or 16 (Whispers to the Body)

Multipower for Shapeshifting Nomenclature Hekau:
40 point pool, all powers take Requires Hekau skill roll (-1/2), Linked to Shapeshifting (-1/4) Cost: 23
Flexible slot 1: Desolidification (affected by energy attacks), Cannot pass through solid objects (-1/2) Cost: 3
Flexible slot 2: 40 points. Shrinking Cost: 5
Flexible slot 3: 8 PD/8 ED Armor Cost: 3
Flexible slot 4: +10 BODY (for simulating difficulty in breaking rock/mineral forms) Cost: 2
Flexible slot 5: Life Support (Expanded Breathing—Breathe Underwater) Cost: 1
Flexible slot 6: 20" Flight Cost: 5
Flexible slot 7: 1d6 HKA (more with STR) Cost: 2
Flexible slot 8: +4d6 HA Cost: 2
Total Cost: 46

7) Cloud the Name—This ritual allows the caster to change a person's unique individual ren, making it more difficult to use naming magic against him, and possibly changing his fortunes and personality in subtle ways.
Cloud the Name—1d6 Major Transform, person to person with different individual ren, BOECV (+1), Extra Time (1 minute, no other actions, -1 3/4), Requires Hekau roll (-1/2), Limited target (sentient beings, -1/4), Incantations (-1/4)
Active Cost: 30
Real Cost: 8

8) Mend Flesh—This cantrip repairs damummyd flesh. Only works with living flesh.
Mend Flesh—3d6 Simplified Healing, Only versus living flesh (-1/4), Incantations (-1/4), Requires Hekau skill roll (-1/2)
Active Cost: 30
Real Cost: 13

9) Command Thoughts—This powerful spell allows the caster to control sentient beings.
Command Thoughts—10d6 Mind Control, Incantations (-1/4), Requires Hekau skill roll (-1/2)
Active Cost: 50
Real Cost: 29

10) Name of Hekau—With this incantation, the caster uses the ren of magic and the mystical to dispel and suppress magic and supernatural abilities. When applied against non-Hekau, non-vampiric sorcery, the Dispel dice combine with the Dispel dice of "Upholding Ma'at".
Name of Hekau—(a) 11d6 Dispel versus magic and magical abilities, one effect at a time (+1/4), (b) 10d6 Suppress versus magic and magical abilities
Limitations in common: Incantations (-1/4), Requires Hekau skill roll (-1/2), Extra Time (full phase, -1/2)
Active Cost: (a) 41, (b) 50
Real Cost: (a) 18, (b) 22

11) Whispers to the Heart—This spell allows the caster to create emotions in its targets.
Whispers to the Heart—10d6 Mind Control, telepathic command (+1/4), Empathic control (-1/2), Not versus ghosts (-1/4), Incantations (-1/4), Requires Hekau skill roll (-1/2)
Active Cost: 62
Real Cost: 25

12) Enslave—This powerful ritual transforms a target into a loyal and devoted servant.
Enslave—2d6 Major Transform, living being to slave, BOECV (+1), Continuous (+1), Uncontrolled (+1/2), Requires Hekau skill roll (-1/2), Incantations (-1/4), Extra Time (20 minutes, no other actions, -2 3/4)
Active Cost: 105
Real Cost: 23

13) Fortify Flesh—This cantrip gives a character's skin the consistency of stone.
Fortify Flesh—5 PD/5 ED Armor, Nonpersistent (-1/4), Costs Sekhem END to initiate (-1/4), Incantations (-1/4), Requires Hekau skill roll (-1/2)
Active Cost: 15
Real Cost: 7

14) Naming the Body's Destruction—This powerful spell enables the caster to use the ren for individual body parts and erase a target's body parts from the Book of Thoth.
Naming the Body's Destruction—(a) 2d6 BODY Drain, Ranged (+1/2), Indirect (+1/4), Recovers 5 Active/month (+2), Reduced END (0; +1/2), Continuous (+1), Uncontrolled (+1/2; ends when targeted body part is gone), Must target body parts (-1/4), Affected by Hit location modifiers (-1/2), Requires Sekhem END to initiate (-1/4), Incantations (-1/4), Requires Hekau skill roll (-1/2), Extra Time (full phase, -1/2), (b) +18 Penalty Skill Levels with hitting with Naming the Body's Destruction
Active Cost: (a) 115
Real Cost: (a) 35, (b) 27

15) Speaking All Names—With a vocabulary sample, the caster can read and understand any unknown or unfamiliar language
Speaking All Names—Universal Translator, Nonpersistent (-1/4), Requires Hekau roll (-1/2), Requires a vocabulary sample (-1/2), Extra Time (40 minutes, no other actions, -3), Costs Sekhem END (-1/2)
Active Cost: 20
Real Cost: 3

16) Forgetting the Person—This extremely powerful ritual completely erases a target's existence.
Forgetting the Person—EDM to alternate dimension where one person never existed, Difficult to Dispel (3x, +3/4), Incantations (-1/4), Requires Hekau skill roll at -1/5 Active points (-1), Side Effect (15d6 Major Transform, caster to caster with one less point of Balance, reversed by making amends, whenever the power is used, -2), Extra Time (50 minutes, no other actions, -3 1/4), Increased END cost (10x, -4)
Active Cost: 35
Real Cost: 3

17) Ptah's Word—With this powerful ritual, the caster can incarnate ren for various objects. Products of modern technology cannot be produced with ritual.
Ptah's Word—Variable Power Pool, Control Cost takes the following: Changing Powers takes an hour-long ritual (-1/2), Only to make objects (not technological items, -3/4)
For a 30 point VPP: Cost is 30 points + 7 points = 37.

18) Word of Authority—Using the voice of the pharoahs, the caster can command everyone within earshot to perform a single-sentence command.
Word of Authority—10d6 Mind Control, Area Effect (4x radius, nonselective target, +1 1/4), Incantations (-1/4), Requires Hekau skill roll (-1/2), Only single-sentence commands that can be executed immediately (-1/4)
Active Cost: 112
Real Cost: 56