Necromancy Hekau


Necromancy Symbol

Necromancy Hekau and Supernaturals
More Necromancy (Creation)
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

Necromancy Hekau and Supernaturals

What Will Work

Undead may be affected by any spell that can affect the dead unless noted otherwise. Any spell that can affect the living can affect a living supernatural. Unless the amenti is using Dark Hekau, they cannot 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.

More Necromancy (Creation)

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

New Spells & Rituals

Level One Spells & Rituals

Sight of Anubis (Spell)

Dice Pool: Thanatology + Necromancy
Difficulty: 5
Sekhem: None

When this power is activated the mummy can see into Neter-khertet/Shadowlands/Low or Dark Umbra. What he sees is superimposed unto his normal vision, allowing the mummy to perceive the real world as well. He can see everything that would be normally visible from Neter-khertet. This lasts for one scene.

Level Two Spells & Rituals

Banish Apophis (Spell)

Dice Pool: Charisma + Necromancy
Difficulty: 7
Sekhem: 1

Bonus to Forbiddance.

Sight of Nut (Spell)

Dice Pool: Cosmology + Necromancy
Difficulty: 6
Sekhem: None

When this power is activated the mummy can see into the Spirit Realm/Middle Umbra. What he sees is superimposed unto his normal vision, allowing the mummy to perceive the real world as well. He can see everything that would be normally visible from the Spirit Realm/Middle Umbra. This lasts for one scene.

Sight of Thoth (Spell)

Dice Pool: Meditation + Necromancy
Difficulty: 6
Sekhem: None

When this power is activated the mummy can see into the Astral Realm/High Umbra. What he sees is superimposed unto his normal vision, allowing the mummy to perceive the real world as well. He can see everything that would be normally visible from the Astral Realm/High Umbra. This lasts for one scene.

Level Three Spells & Rituals

Separate Khaibit (Spell)

Dice Pool: Cosmology + Necromancy
Difficulty: 7
Sekhem: 1

This spell functions almost identically to Separate Ka, but the khaibit enters the primal spirit realm of animals and physical beings. This is where it most feels at home. The khaibit, moving and thinking like a being that operates on instincts, observes itís world as sensations, predator and prey relationships, and becomes more movement oriented. Only the Sefekhi do not find this disconcerting as this approximates how they exist day by day.

If the mummy has a khaibit tem-akh, manifesting from the lands of spirits will probably appear as a reflection of the First Life.

Note: Sefekhi can take this as a Level Two Spell.

Separate Sahu (Spell)

Dice Pool: Meditation + Necromancy
Difficulty: 7
Sekhem: 1

This spell functions almost identically to Separate Ka, but the sahu enters the realm of thought (also referred to as the astral realm). This is where it most feels at home, appearing as an idealized image of the amenti's current being (or an idealized combination of the form of the First Life and Second Life).

If the mummy has a sahu tem-akh, manifesting from the lands of spirits will probably appear as a reflection of the First Life.

Note: Sakhmu can take this as a Level Two Spell.

Level Four Spells & Rituals

Level Five Spells & Rituals