Celestial Hekau

Celestial Hekau and Supernaturals
New Stars in the Sky (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
Celestial Hekau and Supernaturals
What Will Not Work
Celestial Hekau affects the caster or the world around them. As a general rule, other people can only benefit from Celestial Hekau by proximity to the caster or indirectly.
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.
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.
New Stars in the Sky (Creation)
This provides a guideline for what does or does not fall within the purview of Celestial Hekau.
- Influence: Weather magic and divination are the purview of Celestial Hekau. Altering (actual or perception) and perceiving the past, the future or events at other locations are all aspects of divination. Altering, perceiving, simulating and protecting from weather in all its forms are the aspects of weather magic.
- Mediums: None. Only the occasional divination or weather related focus is used.
- Advantages: Many spells (vs. rituals) and the ability to prepare an effect ahead of time and use it later (Hanging the Stars). The ability to gain insight into the future.
- Limitations: All effects must be explainable as being connected to weather, astrological, or divination methods and phenomena.
New Spells & Rituals
Blink of an Eye (Spell)
Dice Pool: ?? + Celestial
Difficulty: ??
Sekhem: ??
Flash of blinding sunlight emanating from the mummy or from an existing light source.
Flash of Ma'at (Spell)
Dice Pool: ?? + Celestial
Difficulty: ??
Sekhem: ??
Touching the target of the spell with a feather causes the target to be compelled to speak the truth.
Level One Spells & Rituals
Dowsing (Spell)
Dice Pool: ?? + Celestial
Difficulty: ??
Sekhem: ??
Finding water sources (and calling them to you?).
Level Two Spells & Rituals
Shade Ba (Spell)
Dice Pool: ?? + Celestial
Difficulty: ??
Sekhem: ??
Distorts the memories of witnesses to a particular event.
Level Three Spells & Rituals
Guiding Soul of Wepwawet (Ritual)
Dice Pool: Animal Ken + Celestial
Difficulty: ??
Sekhem: ??
An invisible (except to you) animal appropriate to the area will appear and lead you to what you seek.
Level Four Spells & Rituals
Essence of the Divine (Spell)
Dice Pool: Charisma + Celestial
Difficulty: 8 (if used in combination with Channeling to create the anthropomorphic appearance of a diety the difficulty is 6)
Sekhem: ??
Take on visual aspects of a particular deity. Caster has an aura of power about them and their appearance changes to closely match said deity. Misuse of this spell is very harshly dealt with by the judges.
Level Five Spells & Rituals
Ra's Gaze (Ritual)
Dice Pool: ?? + Celestial
Difficulty: 9
Sekhem: 8
With this powerful ritual, the Amenti 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 performed successfully the caster then has the power to, in an instant, call upon a direct ray of sunlight projected from his/her eyes for a number of hours equal to the Amenti's Willlpower. This ray, if it hits a vampire, is considered 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 of 7.
