Amulets Hekau


Amulets Symbol

Amulets Hekau and Supernaturals
New Amulets (Creation)
Rules for Wards
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

Amulets Hekau and Supernaturals

What Will Not Work

Virtually permanent and very powerful, amulets are only able to aid humans, amenti (and other undying), animals and plants. Amulets will also work on areas (see rules for this below) in which case any being that is not corrupt may benefit.

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).

Rules for Wards

Complete and advanced rules for wards can be found here.

New Amulets (Creation)

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

New Spells & Rituals

Level One Spells & Rituals

Simple Vessel of Ra (Ritual)

Dice Pool: Occult + Amulets
Difficulty: 7
Sekhem: 3; 1 to recharge

Stores sunlight which can then be discharged with a word of power. Requires 8 hours of daylight to fully charge. Each time the word of power is used some of the sunlight is released in a burst that will deal one die of aggravated, unsoakable damage to vampires and anything else that has a weakness to sunlight. Amulet has to be within sight to activate. The amulet has two charges. Saying the word of power does not take an action but cannot be done more than once a round.

Threshold of Alarm (Ritual)

Dice Pool: Alertness + Amulets
Difficulty: ??
Sekhem: 5; 1 Sekhem to reset the ward

This ward is designed to alert a person or people when the ward is triggered. In addition to anyone within or touching the ward knowing that it has been triggered, if any of them are asleep, they are instantly awake. A spoken alarm may be included and is in the voice of the amenti performing the ritual.

Level Two Spells & Rituals

Banish Apophis (Apep) (Ritual)

Dice Pool: Meditation + Amulets
Difficulty: 7
Sekhem: 4

The number of successes gained during the ritual provides a bonus to Forbiddance for a duration equal to the Amentiís Willpower in hours starting immediately after the ritual is enacted.

Lesser Vessel of Ra (Ritual)

Dice Pool: Perception + Amulets
Difficulty: 7
Sekhem: 3

Same as Simple Vessel of Ra except that the amulet has four charges.

Level Three Spells & Rituals

Amulet of the Pure Body (Ritual)

Dice Pool: Medicine + Amulets
Difficulty: 8
Sekhem: 15

This amulet keeps you in good health. While wearing it you heal one health 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 any faster than you would otherwise.

Arcane Ward (Ritual)

Dice Pool: Subterfuge + Amulets
Difficulty: 8
Sekhem: 10

Warding item so that it is not perceived. Any attempts to perceive the item in any fashion are at -5 dice. Once the item has been noticed, this will continue to function for purposes of preventing someone from determining if it is magical or has other unusual properties. This may not be performed on a living being.

Life Ward of Isis (Ritual)

Dice Pool: Medicine + Amulets
Difficulty: 7
Sekhem: 12

Wards the wearer against non-magical diseases, parasites, pregnancy, and other forms minute invasion to the body. In addition, it provides 1 soak die vs. high speed projectiles such as bullets and arrows, but not against slower attacks (melee weapons, etc.).

Sekhmet's Vision (Ritual)

Dice Pool: Medicine + Amulets; Alertness + Amulets to activate
Difficulty: 8
Sekhem: 5; 1 to activate

Able to sense weakness in your target. Gains +2 dice verses that target for the scene. Must be a type of amulet that can be worn near the eyes.

Level Four Spells & Rituals

Charm of Clouded Perception (Ritual)

Dice Pool: Stealth + Amulets
Difficulty: 8
Sekhem: 20

The wearer of this amulet has an Arcane rating of 5 as long as it is activated. This subtracts 5 dice from any perception roll to spot the wearer, and adds five dice to the mummies stealth dice pool. Full details of Arcane are provided in the backgrounds section of Mage.

Greater Vessel of Ra (Ritual)

Dice Pool: Occult + Amulets
Difficulty: 7
Sekhem: 9; 1 to recharge

Same as Simple Vessel of Ra except that the amulet has eight charges.

Major Vessel of Ra (Ritual)

Dice Pool: Occult + Amulets
Difficulty: 8
Sekhem: 8; 3 to recharge

Stores sunlight that can then be discharged with a word of power. Requires 8 hours of daylight to fully charge. When the word of power is used, the sunlight is released in a burst that will deal three dice of aggravated, unsoakable damage to vampires and anything else that has a weakness to sunlight. Amulet has to be within sight to activate. Saying the word of power does not take an action.

Ward of Doom (Ritual)

Dice Pool: Alertness + Amulets
Difficulty: 8
Sekhem: Special

This ward is one of the primary causes of legends of great traps at the doorways to the tombs of Ancient Egypt. This allows a spell or ritual to be cast ahead of time on the warded item that will be released when the ward comes in contact with a being, type of being or other definition set at the time this ritual is performed. This functions similarly to the Celestial Hekau "Hanging the Stars".

Two points of Sekhem are required for each level of the spell or ritual being added into the ward (in addition to the cost of the other spell or ritual.

Level Five Spells & Rituals

Amulet of Vital Health (Ritual)

Dice Pool: Medicine + Amulets
Difficulty: 9
Sekhem: 30

Under the influence of this powerful charm the magician may heal at a remarkably rapid pace. Non-aggravated wounds heal at the rate of one health level per turn of rest. If the mummy is doing something physically taxing then a successful Stamina roll difficulty 6 is required. Aggravated wounds heal at the rate of one per 6 hours of rest.

Princely Vessel of Ra (Ritual)

Dice Pool: Occult + Amulets
Difficulty: 7
Sekhem: 11; 5 to recharge

Same as Simple Vessel of Ra except that the amulet has ten charges.

Princely Wrath of Ra (Ritual)

Dice Pool: Occult + Amulets
Difficulty: 8
Sekhem: 14; 5 to recharge

Same as Major Wrath of Ra except that the sunlight is released in a burst that will deal five dice of aggravated, unsoakable damage to vampires and anything else that has a weakness to sunlight.

Talisman of Umbral Passage (High, Middle or Low) (Ritual)

Dice Pool: Cosmology + Amulets
Difficulty: Construction: 9, Activation: Local Gauntlet or Shroud Rating
Sekhem: 35

By activating this amulet the sorcerer may "step sideways" into one of the Umbral realms. The wearer will find themselves physically present in the umbra, although the power of the amulet means that they can physically affect creatures of Ephemera or Plasm. The wearer can choose to appear in the either the Shadowlands/Neter-khertet (Near Low Umbra) or the Near Umbra in the place corresponding with the physical location they are in. Note that a mummy in the Umbra soaks damage with her Ka rating.

When learning this ritual, Low, Middle or High umbra must be chosen. Additional rituals can be selected to gain the other two.