Alchemy Hekau


Alchemy Symbol

Alchemy Hekau and Supernaturals
New Alchemies (Creation)
New Spells & Rituals

Level One Spells and Rituals
Level Two Spells and Rituals
Level Three Spells and Rituals
Level Four Spells and Rituals
Level Five Spells and Rituals

Alchemy Hekau and Supernaturals

What Will Work

Any potion, salve, etc. will work for or against any living supernatural if it works on an animal. Vampires and other undead can be affected by anything that can affect inanimate objects. These effects are always one shot or limited duration. Many potions are designed specifically to affect enemies. Unless they are created using Dark Hekau, they will not benefit a corrupt being.

What Will Not Work

No agent of Apophis can benefit from hekau unless it is Dark Hekau. This includes all vampires, risen and other forms of animated, non-living beings (regardless of whether their souls are corrupt). This also includes Bane Mummies, Black Spiral Dancers, Formori, Nephandi, Spectres, Thallain, and Demons.

The "In Game" Reason

Since all of the Undying have had, and still do have, allies amongst some of the other supernaturals who also seek to rid the world of corruption and bring things back into balance, the Undying need to have something to offer and must be able to thank those who aid them.

The Undying are not the best magicians, warriors or spies so what distinguishes them? What they do best is prepare and bolster their ranks with power and protection. They can make themselves formidable opponents that are easy to underestimate and they can choose carefully whom they will aid with their power.

The most long lasting and powerful of the Hekau are reserved for the Undying and their human allies as the other supernaturals do have their own magics.

The "Out of Game" Reason

It seems silly for mummies to not be able to assist fellow PCs in a mixed game or not allow a powerful mummy that a group of non-mummy PCs encounters to assist them in some way without coming along on their journey. In addition, like the fae, they are great community-minded characters, so allowing them to combine and mix abilities makes sense, as long as it does not go against Ma'at.

As for "magic items" and other more-or-less permanent effects, for balance reasons they are best left in the hands of those that they were meant for.

Legendary items that still have power from the era of Ancient Egypt are the only real exception to these rules. After all, many supernaturals aided Egypt in it's prime and they all worked magic in similar ways. Since then time and belief have eroded this commonality.

Getting Around the Rules

This does not prevent the research and creation of alternate spells and (primarily) rituals that will benefit other supernaturals. These variations on existing Hekau must be purchased separately to affect different types of supernaturals. Vampires, and other forms of undead, cannot benefit from any Hekau.

In system terms the different groups that can be affected are based on their soul type and resulting mechanics: the central Advantages. All beings that have a soul have Willpower. Supernaturals will also have other reserves (see sidebar).

New Alchemies (Creation)

This provides a guideline for what does or does not fall within the purview of alchemy.

New Spells & Rituals

Level One Spells & Rituals

Enumerate (Spell)

Dice Pool: Perception + Alchemy
Difficulty: 6 (up to a thousand), 7 (up to a million), 8 (up to a billion), 9 (anything more)
Sekhem: 1

A spell that counts large numbers of items quickly (grains of sand, etc.).

Flash (Ritual)

Dice Pool: Medicine + Alchemy
Difficulty: 7
Sekhem: 1

Using a powder, potion or other form of deliverable, blind and inflict pain upon enemies with this chemical. The victim will not be able to see for a number of rounds equal to the number of successes on the ritual or the mummies Balance (whichever is higher). During this time the victim will also be at -2 dice to all actions (cumulative with wound penalties from damage). The only way to cancel the effect before then is to destroy the material.

Level Two Spells & Rituals

Essence of Isis (Ritual)

Dice Pool: Medicine + Alchemy
Difficulty: 7
Sekhem: 2

The Essence of Isis encourages fertility and health in the body. For a number of days equal to the mummy's Stamina + successes rolled on the ritual, the living being that consumes the potion gains the effects of the Spark of Life Merit and chance of conception doubles. If a child is born while it's mother is under the effects of this potion then any comblications to either mother or child are reduced by half in severity.

Essence of Nephthys (Ritual)

Dice Pool: Medicine + Alchemy
Difficulty: 7
Sekhem: 2

The Essence of Nephthys protects the body against foreign essence (i.e. disease, pregnancy, parasites, poison, etc.). The essence must be consumed prior to being exposed to the contaminant. The protection lasts for a number of weeks equal to the mummy's Stamina + successes rolled in weeks (it does not matter if the potion is consumed by someone other than the mummy). A toxin that deals damage to the body will instead deal it to the potion, subtracting successes. Once all successes (including Stamina) are removed the potion ceases to function.

Potion of Inquisition (Ritual)

Dice Pool: Intuition + Alchemy
Difficulty: 7
Sekhem: 2

This potion must be consumed for it to work. For the next hour the target must answer truthfully any questions that are asked of them. They are -2 dice to resist answering questions, but they may resist. This potion is best used with a persuasive Amenti.

Level Three Spells & Rituals

Cleansing Potion (Ritual)

Dice Pool: Medicine + Alchemy
Difficulty: 7
Sekhem: 3

Removes Toxins from the body.

Cloak of Nut (Ritual)

Dice Pool: Stealth + Alchemy
Difficulty: 7
Sekhem: 2

This potion starts out as a powder that activates when coming into contact with water, or a potion that starts as soon as it is exposed to air for a full round. When activated, the Cloak of Nut rapidly becomes a fog covering an area approximately 15' x 15'. Anyone attempting to perceive in/into this fog subtracts a number of dice equal to the successes rolled on the ritual (minimum of 1 die).

Singular Eye Salve (Ritual)

Dice Pool: Alertness + Alchemy
Difficulty: 7
Sekhem: 4

Allows sensing of a type of item within a range equal to the successes rolled x 10 feet regardless of things in the way. Only one sense may be used at a time (almost always vision). The potion (or salve) must be applied over or next to the source of the sense being used as normal for it to function properly.

Level Four Spells & Rituals

Level Five Spells & Rituals