Feast of the Dead

A Companion for WoD: Mummy

Compiled by Rasmus Hansson

Alchemy

Drops of Darkness

Level: 4
Difficulty: 7
Effect level: 60
Key ingredient: Blood from a corpse

This terrible potion is indeed a liquid curse. The one who drinks this tasteless and odorless brew will slowly deteriorate into nothingness. All virtues, beginning with Self-control, will drop by one point per week. Willpower and Humanity will drop with one point per (4 + Stamina) days. Then the attributes will deteriorate as well, as soon as the Willpower hits 1 or less. First Social attributes will go down, then Mental and finally Physical, all stopping at one, except Stamina, the last of the attributes to be lowered by this potion. Stamina drops to 0, and the victim dies. The only way to prevent this from happening is wearing an Amulet of the Pure Body at all times, that will stop the process as long as the amulet is worn. The effects can be nullified by a successful Restore the Body, or similar magic. No conventional medicine will work.

Amulets

Simple Shield Ward

Level: 1
Difficulty: 6
Effect level: Desired ward rating x 5
Key ingredients: Jade

This ward protects against direct magical attack such as Pulse of the Electro-Stream (Forces Rote) or Lure of Flames (Thaumaturgical Path). This ward can have a maximum rating of 8 (as other simple wards) and operates as other Wards with respect to resistance rolls.

Amulet of the Pure Body

Level: 3
Difficulty: 8
Effect level: 150
Key ingredient: Carnelian

This amulet keeps you in good health. While wearing it you heal one body-level per hour, and you are immune to all diseases. This amulet does not make you immune to poisons, and if you die while wearing it, you do not heal.

Minor Shield Ward

Level: 3
Difficulty: 7
Effect level: Desired ward rating x 7

This operates as Simple Shield Ward but with a maximum rating of 25.

Saving the Strength

Level: 4
Difficulty: 7
Effect level: 100
Key ingredients: Hair from the caster, sand

With this spell, the caster can store some of his/her Sekhem in the amulet, and then use it later as a battery. Once the Effect level has been reached, the caster may start to channel Sekhem into the amulet. The amount of Sekhem that can be stored in the amulet varies with the original Sekhem of the caster. No magician may ever have more then (Original Sekhem x 2) stored in amulets or elsewhere at one time. This means that you can create one amulet containing your maximum store, or three with the maximum divided. An amulet may not be "recharged" once you have begun tapping power from it. This is a good amulet to have around, when it offers an emergency reserve of power, and maybe the unexpected edge in a battle between magicians.

Major Shield Ward

Level: 5
Difficulty: 9
Effect level: Desired ward rating x 9

As Simple Shield Ward with a maximum rating of 50.

Celestial

Pointing the Finger of Ra

Level: 5
Difficulty: 9
Effect level: 85
Key ingredients: Hair or other sample from a vampire

With this powerful ritual, the most recent to be added to Egyptian Magic, the magician can call upon the sun to shine, even through clouds, indoors, or at night. This spell's soul purpose is to harm and hopefully kill vampires, especially the Followers of Set, who are exceptionally vulnerable to sunlight. If the ritual is preformed successfully, the caster then has the power to, in an instant, call upon a direct ray of sunlight projected from his/her eyes within (caster's Willpower) hours. This ray, if it hits a vampire, is classed as direct sunlight, unobscured, and will inflict aggravated wounds. The ray is powered by Sekhem, and the caster must spend a point of Sekhem every round beyond the first he/she wishes it to continue. During the ritual, as an added bonus, there is a faint glow of the rising sun about the caster, so that any vampire who gets close must be ready to deal with both Rotschreck and sunlight with a difficulty-number of 7.

Figurines

War Cat

Level: 3
Difficulty: 7
Effect level: 30
Key ingredient: Fur from a domestic cat

This spell creates an Egyptian War Cat -- a breed of domestic cat originally used as a weapon of war by Egyptian Charioteers. The figurines can be one of two types depending upon the fur used. If the fur of a domestic cat is used, consult the left column for statistics, if the cat was feral, consult the right column.

Domestic: Str: 1, Dex: 3, Sta: 3, Per: 3, Int: 2, Wit: 3
Feral: Str: 3, Dex: 3, Sta: 3, Per: 3, Int: 2, Wit: 3
Willpower: 6/8
Health levels: 4/5
Attack: 1 damage/ 2 damage
Talents: Alertness: 1/3
Athletics: 2/2
Dodge: 3/3
Brawl: 3/3
Climbing (trees): 5/7
Weight: 15 ibs. / 30 ibs.

Furthermore, if the fur came from a Bubasti, Caecilian, Qualmi, or Tiberii Bastet, the figurines attacks will do aggravated damage to shapeshifters and kindred.

Hekau

Asking the Machine

Level: 1
Difficulty: 4
Effect level: 20

This spell is actually three separate spells; one for mechanical, electrical and electronic devices. First you name the type of device, then the incantation of control. The device will preform any action it is normally capable of.

Asking the Stone

Level: 2
Difficulty: 4
Effect level: 25

You can reshape any kind of mineral or metal into any for you please. First you name it, then you add an incantation of control or change. You can reshape it, cause moving parts to move, etc...

Animate the Unliving

Level: 3
Difficulty: 5
Effect level: 30

You may animate any non-living substance. First you name the substance, then use an incantation of animation and control. You can them make a chair walk, clothes to attack or impede the wearer, doors to keep themselves shut, and so on.

Restore the Body

Level: 3
Difficulty: 6
Effect level: 30

This spell restores the body of the target to health. Each success restores one body level. Since these spells work only on the body, there is a separate spell for humans, one for each type of animal, one for Garou, and one for Kindred. The spell can heal both poison, disease, and aggravated damage, as well as ordinary injury.

Call the Children

Level: 4
Difficulty: 6
Effect level: 25

This spell allows the caster to call upon any allies or friends he or she has within (Ka x2) km. The "Child" will be summoned through strange notes, signs, or dreams, and will know who is calling and where the caster is. If the "Child" responds, however, is another matter.

Life to the Drawing

Level: 4
Difficulty: 7
Effect level: 85

With this spell, the caster gives life to a drawing or a painting. The object in the painting assumes a size the caster chooses, and will then take action according to the caster's wishes. Where the object was in the drawing is now just a blank spot. The spell lasts for (caster's Willpower) hours and when it runs out, or the object is killed through accident or physical attack, it returns to the drawing. The amount of work the object can do, and the amount of damage it can withstand depends on that it is, and it's size.

Command Spirit

Level: 5
Difficulty: 5
Effect level: 40

This spell allows you to command the denizens of the Umbra, and works in the same way as Command Animal or Command the Thinking. There is a separate name for each kind of spirit; air elementals, gafflings, ghosts, pattern spiders, etc...

Necromancy

Summon Spirit

Level: 3
Difficulty: Power of spirit/10
Effect level: Gauntlet x2

This spell allows the caster to summon any spirit from the Umbra. The number of successes determines the spirits reaction to being summoned.

SuccessesEffect
1Spirit comes and in initially hostile
2Spirit comes quickly, and is neutral in its attitude
3Spirit comes immediately and is neutral
4Spirit comes immediately and is benign
5Spirit comes immediately and is friendly

Grant Life in Death

Level: 5
Difficulty: 9
Effect level: 50
Key ingredients: a recently dead

This spell interrupts the chain of events in death, granting a little extra time for the recently dead. The spell must be cast at the moment of death or a maximum of two hours after that. The dead will then no longer be dead, and has (caster's Willpower) hours "extra". The body may still be more or less destroyed, and the person may not look like a million dollars, but he/she gets a chance to correct the wrongs and possibly say good-bye to the ones he/she loves. This spell will not work on Kindred or Immortals from the Shadow War.


Simple, Minor, and Major Shield Ward, and War Cat are taken from "Spells for Mummy" by Andrew Crams

Amulet of the Pure Body, Animate the Unliving, Asking the Machine, Asking the Stone, Command Spirit, Restore the Body and Summon Spirit are taken from "Mummy Stuff" by John Snead (jsnead@netcom.com)

Call the Children, Drops of Darkness, Grant Life in Death, Life to the Drawing, Pointing the Finger of Ra, and Saving the Strength by Rasmus Hansson, written for this work


The Claws of the Dead

By Rasmus Hansson

This is a ritual weapon used by mummies to defend themselves when they are dead. The weapon is a cylinder placed on each finger with a short claw, like a nail. The claw is under 1/2" long and the entire weapon is made of bronze or another metal. There are several magic spells and seals on the weapon, making it very potent indeed. Four are placed on each hand of the dead body of the mummy, and the weapon exists both in the physical world and the spiritual. This means that the Ka can use the claws against spirits and astral intruders without having to manifest itself in the physical world. The claws inflict aggravated damage on vampires, Garou, and Sleepwalkers. It inflicts a damage of (Str + 2) and the difficulty of hitting is 5. Using the claws, the mummy gains a die in initiative. A mummy can also create claws for himself, if they should be lost by using an Amulet-ritual (level 4, diff 6, effect-level 100) and must then have a large amount of gold and bronze present.

The Red of Dawn

By Rasmus Hansson

This is the mummy way of quick awakening. It can only be performed with a mummy that has the necromancy-spell Grant Life in Death and Hekau at least three. The mummy also has to have Ka at least 6, and Willpower 6 or more. The power lets the mummy do a quick-start in life, resurrect without healing all wounds, and stay alive for a short period of time, before going back to the underworld. The mummy, being dead, can simply wake up, literary be flung from its tomb, and defend itself in its full power. The mummy is 'alive' for Willpower hours and can use all magic, weapons and full communication-skills. The mummy may not be a pretty sight, though, as it may be partially destroyed, not healed, and wrapped in bandages and ceremonial armour, crowns and so on. For every hour the mummy is 'alive', he/she must spend a point of Ba. If the Ba drops to zero, the body is still alive, but no magic or communication can be used. The body can still move and act, and a good thing to do would be to return to the tomb. Once there, unless the Ba is completely depleted, the Ba goes to zero, and the mummy has to get more in order to heal. Resurrection is then made with a +1 difficulty. Only one awakening such as this may be performed per 'death-period'.