A World of Darkness

Based on the game by White Wolf Publishing.

The vampire stalked through the dark corridors of the hotel. Hunger! He had not fed in days, and his body pained with his sanguine desire. His pale finger pressed the round elevator button... surely there would be fresh victims on the dark streets below. Had the others not trapped him in that cursed hotel room for the last few nights, he would already be strong with blood. Feed first, revenge later.

The metal doors parted, and he darted inside. Leaning casually against the wall of the elevator was a small, old man. The man looked at him and smiled.



The tanned old man smiled again, fully seeing that the vampire's eyes were fixed on his wrinkled throat. The vampire couldn't stand waiting any longer; he only imagined the thick blood of the man flowing from his throat and into his mouth. He wanted to drain the life from the ancient's heart in seconds! The Hunger was too great to overcome!

The vampire slammed the 'Elevator Stop' button with one hand as the other gripped the man and wrenched him towards him. Ecstasy overwhelmed the vampire as he prepared to sink his fangs into the man's soft throat.

Instead, he found marble.

The old man chuckled as he easily pushed the vampire from him.

"My, you are a hungry one!" gleamed the man.

The vampire pushed against the man's grip, but was held tight by the man's vise-like hold. Again he struggled. And again the man laughed.

"Who are you?" asked the vampire, stunned with disbelief.

"My name's Khapesh. You should learn to control yourself a little more, young one," answered the dark old man.

This was too much for the vampire. With all of his strength, he tore the man's grip from him, although he had the sinking feeling that the old man had actually let him go first. The vampire backed himself defensively in the corner of the small elevator.

"Are you... are you Kindred as well?" gasped the vampire, suddenly aware that he might have stumbled upon one of the most powerful generations of vampire in existence. An Antediluvian, perhaps? Maybe even Caine himself!

The old man laughed at the thought.

"No, no, no, silly. I am thousands of years older than most of those!"


Mummy characters should be built on 200 to 300 points. Most of these points, however, should concentrate on skills and magical abilities. After all, mummies have lived thousands of years, spending most of their immortal lives studying, garnering arcane knowledge, and practicing their magic.

The most powerful mummies may be 500 or more points (many are 1,000+), although this level is not recommended for player characters. Bane mummies, in particular, are extremely powerful in all aspects.

The Mummy Template 45 points

All mummies automatically have Unaging (15 points), Mummy Immortality (50 points), and at least one level of Sekhem Magery: Necromancy (5 points). All mummies have an automatic Secret (-30 points), for which they would surely be hunted down and destroyed by mortals who know of their existence.



Mummy characters have normal attributes. Indeed, by all standards, they seem to be ordinary humans. However, their magic separates them from the mundane and allows these supernatural ancients to become super-human beings for short periods of time.


Any mummy with ST 20+ is superhuman, capable of lifting hundreds of pounds with ease.

Those few mummies that can achieve ST 50+ are truly amazing, capable of lifting small cars, punching holes in walls, and smashing down mortals with one blow.

Only the most powerful of mummy alchemists can achieve ST 100 or more. These mummies can lift almost 20,000 lbs, leap dozens of feet into the air, and crush a lion in each hand.


Like IQ, the increase of Dexterity does not guarantee a massive increase at all skills. A person with DX 12 and a white belt in karate will not know any more karate when he has a magically-enhanced DX 22, although he will be able to do it a little faster.

Any mummy with DX 20+ is amazingly fast, gaining an extra attack per turn. They can walk tightropes with ease and leap through the trees like Tarzan. All physical skills are at +2.

Mummies with DX 30+ gain Ambidexterity and three attacks per second. All physical skills are at +4.

Mummies with DX 40+ are truly amazing -- they get five attacks per second, and their movement seems like a blur to all that watch them. All physical skills are at +6.


Massive intelligence is extraordinarily useful at times. However, any knowledge gained while magically super-intelligent will be lost when the character returns to normal IQ. In addition, magical skills are not affected by IQ gains, so a character with IQ 32 will not have all her spell's raised to skill 32. However, because the magical gaining of intelligence does not mean that a character's skills have been studied for thousands of more hours, her skills will not increase dramatically with IQ.

A character with IQ 20+ is astoundingly intelligent, capable of recalling the most trivial of facts easily. She also gains Eidetic Memory level one and Lightning Calculator. All mental skills, however, are at +1, as are all Senses.

Those few that can attain IQ 30+ amaze people when the speak. They can perform several separate mental actions at once (read a book, figure a calculus problem, and design a new roleplaying game) and can remember the smallest facts of any mental skill. They gain Eidetic Memory level two and Lightning Calculator. All mental skills are at +2.

Mummies with IQ 40 or more find themselves lost in human society because they are so far above it. They can telepathically link with any one human and gain all of her skills, magical spell knowledge, and memories (although this also gives the character the Split Personality disadvantage) at the victim's skill level. She can also ponder the imponderable and gain incredible insight on little-known facts (true names, the antediluvians, the illuminati). All mental skills are at +3.


Those mummies with HT 20+ are incredibly hardy and are immune from all common diseases. All mummies with HT 20+ will gain the Rapid Healing advantage.

The elite few with HT 30+ are immune from all diseases and poisons, and can endure the warmest and coldest of temperatures (-40F to 140F).

Extremely powerful mummies who gain HT 40+ need no sleep at all, and never spend any fatigue.



Acute Senses

Egyptian magic can boost senses to super-human levels fairly easily.

Anybody with Hearing at 20+ can pick up sounds like a deer. Hearing 30+ gives the ability to hear like a bat, using sonar-like capabilities to range objects. Hearing 40+ can hear people's active thoughts, with an IQ roll.

Anybody with Vision 20+ gains telescopic vision and can see like an eagle. Vision 30+ allows for infrared vision, and can make a contest of IQ versus Obfuscate to notice a Vampire using that power. Vision 40+ allows you to see your opponent's next move in combat; you can Dodge with a DX roll.

Taste and Smell at 20+ allows you to smell like a dog and gain +5 to any Tracking rolls. Taste and Smell at 30+ allows you to detect people's emotions, or to pick up a ``tasteless'' poison in your food. Taste and Smell at 40+ allows you to be able to examine an object and tell where it has been and what kind of person owned it, as well as some other general impressions -- psychometry.


New Advantages

Appearance; varies

Because many mummy characters have the ability to become incredibly beautiful creatures, there are three additional levels of Appearance. Normally, these advantages cannot be purchased, although the GM may allow supers to have these levels of Appearance.

Incredible Appearance gives the benefit of +4 reaction roll from those of the same sex, +8 from those of the opposite sex. 40 points.

Those with Astounding Appearance get +4 reaction roll from those of the same sex, +8 from those of the opposite sex. In addition, they may alter their appearance slightly, perhaps changing hair color, complexion, or figure. 60 points.

Those with Godlike Appearance will utterly astound those of the opposite sex (the same sex may get a Willpower roll to avoid this). They will become totally enraptured with the character -- make a Will roll or faint. If asked to do something against the person's beliefs, an enraptured victim may resist with contest of Will. 80 points.

Ba; 3 points/level

The Egyptians believed that there were nine parts of the soul. The Ba represented the soul's vital force, which slowly drained away while the individual was alive. Once the person died, her Ba was restored in the afterlife. Mummies can then use this gained Ba to join with their Ka and their Khat (body) and rise to life again.

Every mummy starts with a Ba attribute of 5. Additional Ba costs 3 points per level, up to a Ba of 10. If the mummy wishes to start with less Ba, each level below 5 costs -3 points.

Mummy Immortality; 50 points

Mummies are truly immortal creatures. They are not especially resilient to damage like vampires and can die fairly easily. However, when a mummy dies, his Ka and Ba leave the dead body only to return and give it life again. See below for complete details on death and dying.

Ka; 3 points/level

Ka is a part of the character that becomes an earthbound guardian spirit after the character dies. The Ka protects the body as a powerful and vengeful ghost. A mummy's Ka attribute represents her Ka's strength.

Every mummy starts with a Ka of 5. Additional Ka can be purchased for 3 points per level, up to a maximum of 10. If the mummy wishes to start with less Ba, each level below 5 costs -3 points.

Sekhem; 2 points/level

Sekhem is part of a mummy's vital energy force which is used to cast and control magical spells and enchantments. A mummy begins with a Sekhem equal to the average of his ST and IQ. Each level of Sekhem Magery adds +1 to this number. Therefore, a mummy with ST 12, IQ 15 and Amulet Magery 2, Celestial Magery 4, and Necromancy Magery 5 has a maximum Sekhem of 25.

When a mummy's Sekhem drops below 5, she appears physically drained. Her skin will be pale and sometimes transparent, her features gaunt, her eyes hollow. When Sekhem surpasses 50, the mummy appears divinely powerful -- her eyes glow with burning magic and her face will shine with magical radiance.

Additional Sekhem can be purchased at 2 points/level.

Sekhem Magery; 5 points for the first level; 3 for each additional level

Egyptian magic, although it draws on the same mana as any other magic, is very different from the Hermetic magic cast by European wizards and sorcerers.

Unlike Hermetic magic, Egyptian mages draw their spell energy from their body's magical spirit, their Sekhem. Mummies do not use fatigue in their spell casting, but instead use this magical energy contained within their bodies. And when their Sekhem is drained or unusable, they must draw magical energy from their very soul.

Sekhem Magery, unlike normal Magery, is very specialized. A mage can be very powerful in Amulet magic, but have difficulty with Celestial magic. Each specialty is akin to a "college of magic" -- one cannot learn spells from any of these colleges without first having the appropriate levels of Sekhem Magery.

Sekhem Magery is specialized in five different areas: Amulets, Celestial, Figurines, Hekau (Name Magic), and Necromancy. Each level of Magery costs 5 points for the first level, and 3 points for each additional level, up to level 5. Each level gives the mummy access to more difficult and arcane spell abilities.

Egyptian mages learn spells in the exact same way as other GURPS mages. That is, most spells are separate, Mental/Hard, skills. Sekhem Magery, however, only allows the mummy to understand and use spells, it provides no bonus to the mage's spell skill!

Unaging; 15 points

Mummies do not age; instead, their bodies stay eternally at the age at which they died. Many mummies, in fact, appear like the ancient beings they are. Many Egyptian pharaohs died when they were quite old. Now, as mummies, they will forever appear at that age.

When a mummy dies his body will rot (see sidebar on p.00). The mummy's Ba must reconstruct his body; therefore, a rotted and decayed body will take much longer to return to than one that has been carefully prepared with wrappings or cryogenics.



Mummies will have a lot of points in skills; after all, they have survived the rise and fall of dozens of civilizations, and probably lived, studied, and died in each one.

It is possible to magically enhance skill levels. These magically-enhanced sorcerers will be incredibly skilled at these abilities -- pick a lock in a second, climb a skyscraper with ease, or wield a broadsword with blinding speed.



It was Ra's magic that gave the mummies their eternal life, and it is the same magic that keeps them powerful life after life, death after death.

Egyptian magic is very different from normal Hermetic magic. All Egyptian magic is drawn from outside mana and controlled by the caster's magical energy spirit -- her Sekhem. When a caster's Sekhem drains away, the mummy is powerless and must draw spells from her life soul.


Sekhem is a part of an Egyptian's soul. It represents her capacity to control and use magic. Because spell energy is taken from a caster's Sekhem, it is considered a very important part of the spirit. Sekhem is also very delicate -- spells dwindle it away and spell failures cost the mummy even more Sekhem.

All mummies start out with a maximum Sekhem equal to the average of their IQ and ST, +1 for each level of Sekhem Magery.

Example: Hathshepsut is a fairly powerful mummy sorcerer. He has ST 10 and IQ 16, which gives him a base of 13 Sekhem. He also has Amulet Magery 3, Celestial Magery 1, and Necromancy Magery 4, which adds 8 to his maximum Sekhem for a total of 21.

When a mummy reaches 0 Sekhem, she collapses and falls unconscious until a Sekhem point is regained.

Regaining Sekhem

Sekhem is best regained through careful rest and meditation. A mummy gains back 10% of her Sekhem every day. A successful Meditation roll will double this amount, although a Critical Failure halves it.

Learning Spells

Egyptian spells are learned like normal spells. They are studied either from masters of magic or books of ancient knowledge. Each spell is a separate Mental/Hard skill with prerequisites that must be learned at level 12. Sekhem Magery, however, does not add a bonus to the caster's IQ for learning spells, nor does Eidetic Memory.

Egyptian spells do get bonuses for high skill, just like normal spells. That is, any caster with skill 15+ gets a -1 to all Sekhem energy costs.

The GM may wish to place limits on beginning characters and the spells they start with. If the GM wishes to do this, he may rule that no character can start with more than Ba x10 character points in Magery and spell skills.

Learning New Spells

Learning new spells is extremely difficult, because a lot of the arcane knowledge has been lost through the centuries, and only a handful of ancient sorcerers know the secrets of these spells. Mummies may choose to raise their Sekhem by paying the appropriate amount of character points. This also requires at least one day of meditation.

A mummy can ordinarily improve her spells by just spending the character points to increase her skill. The GM may wish to make already high-skilled characters find a teacher to teach them the more intricate aspects of the spell they wish to improve.

Unlike regular mages, Egyptian sorcerers can increase their level of Magery. This requires finding a very good and willing teacher, and spending double the normal character points than the level would normally cost. Most of these teachers would want some form of payment for their knowledge. Egyptian sorcerers were not known for their generosity with magical knowledge.

Casting Spells

Mummies cast spells differently from their Hermetic counterparts. Because mummies use their bodies as a funnel for magic, failure can be avoided more easily. However, for the same reason, when a mummy does fail a casting, the results are often disastrous.

To cast an Egyptian spell, the mummy rolls against her skill. If she succeeds, the spell is cast and the energy cost subtracted from the mummy's Sekhem. A Critical Success costs the mummy no Sekhem.

If the spell roll fails, the mummy has two options. She may pay the energy cost anyway and let the spell fail, or she may spend additional energy to bring the roll up to what she needed. This costs 3 Sekhem per point.

Example: Ahroun Thoth casts a spell that costs 6 Sekhem. He has a skill of 12. He rolls a 15, failing by 3. He may either pay the 6 Sekhem and let the spell fail, or spend an additional 9 Sekhem (roll failed by 3 x 3 Sekhem/point) to let the spell succeed, for a total cost of 15 Sekhem!

Likewise, a mummy may spend Sekhem to overcome a subject's resistance. This costs 1 Sekhem for each point the mummy needs to raise his skill over the victim's resistance. However, the GM does not tell the player how much Sekhem is required to overcome the victim's resistance. He just says, ``You were resisted,'' or ``There was a Ward.'' The player can then opt to spend extra Sekhem. If the amount of additional Sekhem overcomes the person's resistance, the spell is cast successfully. Otherwise, the person resists.

Example: Ahroun Thoth casts Naming the Heart's Destruction on a vampire with Will 16. Ahroun Thoth has skill 15. He successfully casts the spell. However, the vampire rolls a 7 on his Resistance, making it by 9. Ahroun Thoth only succeeds by 2. The GM tells Ahroun Thoth that his spell is being resisted. Ahroun Thoth must spend at least 5 Sekhem to overcome the vampire's resistance. Thinking the Vampire is not as strong as he really is, Ahroun Thoth only spends 3 Sekhem. The Vampire resists, and is now very angry at the mummy.

With any roll of 17, the spell automatically fails. The Sekhem is spent, and the spell will do something awful -- rebound on the caster, affect a nearby friend, or perhaps an enemy if the spell was helpful. Sometimes, but rarely, it will just plain fail. The GM decides the most appropriate effect, or can roll on the Magic Critical Failure Table. No matter what, though, a demon cannot be summoned, although a millenium-old spirit or shade might.

If the mummy rolls a natural 18, utter disaster strikes. The mummy becomes a source for the magic that she is casting. Her Ba is reduced to 0 as the mummy shrivels up and dies. Her body immediately drops to -HT.

Colleges of Magic

The normal spells in the GURPS Basic Set, GURPS Magic, and GURPS Grimoire are not usually available to mummies, although the GM can rule otherwise. Mummies have five of their own spell colleges -- Amulets, Celestial, Figurines, Hekau, and Necromancy. Magery is bought separately for each college, and can go as high as Magery 5!

Amulets is the enchantment and creation of magical amulets, devices of protection.

Celestial magic is the magic of the stars, planets, and heavenly bodies.

Figurines is the creation of magical figurines, items which have mystical powers.

Hekau, or Name Magic, is the most powerful of Egyptian magic. It gives command over people and animals, but only if the caster knows their true name.

Finally, Necromancy is the magic of the dead.

Increasing Attributes

Many Egyptian potions, charms, and spells were made to increase a person's physical or mental abilities. There are five spells that can do this; each are called Increase Attribute, and two are available in Amulet magic, the other three in Alchemy.

Each spell or potion must be specialized. When the character gets the spell or elixir, she must specialize in any one attribute, skill, or advantage. Thus, Increase Attribute is not a spell, although Increase ST and Increase Appearance is.

There are three levels of Increase Attribute, with level one being the weakest and level three being the most potent. Because all of the magic involved in these spells use the same energy, a person may not use the same spell more than once on an attribute. In other words, a person with ST 20 because of the level one amulet he is wearing will not get another x2 ST when he puts on another amulet; the stronger amulet is the only one that takes effect. A mummy may use only one amulet and one potion on the same attribute. So, if a mummy drinks an Elixir of Ox Might, which increases her ST x4, and then casts Increase ST which increases her ST x2, she will effectively have a ST x6 (add all multiples together before increasing the attribute). And then if she drinks a level one Intelligence potion, however, his IQ will still increase. The following chart shows how much an attribute is raised when magically enhanced:

Level One
Level Two
Level Three
Run Speed
Any Sense
+1 lvl
+2 lvl
+3 lvl



Amulets must be conceived, created, and enchanted by the caster of the spell. The process is very similar to the creation of magical items as described in the Basic Set.

After the caster has decided what kind of amulet to create, she must physically create the amulet. Amulets vary in size and appearance, but they must be well-fashioned. This requires a craft roll -- Woodworking for wood, Blacksmith for metal, Jeweler for gems, et cetera. A success allows the caster to proceed, failure indicates that the caster must start again.

The casting then begins, where the caster spends hours of her time saying the proper incantations and movements. She will not eat or sleep much during this time, nor can she meditate during the casting to regain Sekhem. She can, however, regain Sekhem normally -- 10% per day.

The caster then puts her Sekhem into the amulet. She does not have to put all of the energy in at once, but can spread it out over several days, weeks, or even years.

At the end of the casting, the mage makes a spell skill roll. Success indicates that the amulet was created successfully, failure means that the mage must start all over again.

Activate Amulet; Regular

This spell activates any amulet an allows the caster to use it. Amulet magic stays on until the caster turns it off, which can be done automatically. The caster rolls against her skill, and subtracts the Magery required for the spell, to activate the amulet. Thus, to activate a Wood Ward spell, which requires Magery 1, is at -1 to activate.

Cost to Cast: 1 per level of Magery the amulet requires.

Prerequisites: Amulet Magery 1.

Simple Ward; Enchantment

This spell allows the caster to create a simple protection amulet. Normally, these amulets protect parts of the body from magic. At the time of the creation, the caster must specify which part of the body the amulet protects. Common one includes the heart (ab), brain (which protects against mind control spells), Ren (protects against Hekau magic using the caster's True name), and the Eye of Horus (protects the caster from illusions and other spells that effect the caster's senses).

Prerequisite: Amulet Magery 1.

Cost to Create: 15 per +1 bonus to the caster's resistance, up to +3.

Wood Ward; Enchantment

A simple yet powerful amulet, Wood Ward protects a mummy from wood. All wooden weapons that hit her body weaken and crumble away. The caster gains PD 3, DR 5 against all wooden weapons, and takes half damage because the wood shatters and doesn't do as much as it normally would.

This spell, however, has its disadvantages. Wooden furniture will collapse the moment the mummy touches it, including chairs, tables, and benches. Woodland and nature spirits are notorious for disliking those who wear Wood Wards.

The mummies are loathe the share this spell, especially to the vampires, who are especially vulnerable to wooden stakes.

Prerequisite: Amulet Magery 1.

Cost to Create: 35. The amulet of this spell must be created from a metal axe head, melted to form the body of the amulet.

Increase (Attribute) I; Enchantment

This charm increases an attribute. See the Increase Attribute chart above for this spell, and all related spells. These enchantments are usually named after powerful Egyptian people, Stamina of Ramses (Fatigue), for instance.

Prerequisites: Amulet Magery 2.

Cost to Create: 50. The amulet must contain the metal from a fallen meteorite. These amulets are only usable by the mages that make them.

Amulet of Cloud Walking; Enchantment

A powerful transportation spell, when the mummy activates this amulet, she slowly rises up into the clouds. Once on the top of the clouds, she designates a destination, and starts walking. Travel time with this spell seems completely random. Sometimes, the trip only takes a few minutes. Other times, it can take a week or more. Expert mages theorize that the trip takes as long or as short as the caster wants.

Prerequisites: Amulet Magery 2.

Cost to Create: 40. The amulet must be fashioned with fresh morning dew and silver.

Metal Ward; Enchantment

Similar to Wood Ward, Metal Ward causes all metal objects to bend and break when touching the caster. Crowbars bend like aluminum foil, bullets splash off the body. The caster gains PD 3, DR 5 against metal, and all further damage is halved because of the metal's softness.

Prerequisites: Amulet Magery 3.

Cost to Create: 60. The amulet must be made with some mercury. Casters have noted that some metallic substances, such as those alloyed with carbon, are not affected by this spell.

Minor Ward; Enchantment

This spell is exactly the same as Simple Ward, except that it can be raised up to +5 on the caster's resistance roll.

Prerequisites: Amulet Magery 3.

Cost to Create: 60 for +4, 100 for +5.

Charm of Invisibility to Animals; Enchantment

Egyptians commonly blessed their dead with a protection amulet meant to make them undetectable to the serpents guarding the Realm of the Dead. This enchantment not only protects the caster from serpents, but makes them undetectable to all animals. Vampires in animal forms are not totally affected by this spell, although the user will seem blurry to the Kindred (Stealth +3, -3 to be hit). Werewolves are affected similarly, except the Lupus which must make Contest of Senses versus the caster's skill to be able to detect the user.

Prerequisite: Amulet Magery 4.

Cost to Create: 150. The amulet must contain the eye of any animal with a cataract.

Nature Ward (VH); Enchantment

A powerful spell, Nature Ward completely protects the amulet user from all forms of nature. She will not get wet during a rainstorm, lightning will route around her, forest fires either part or extinguish in front of her, tidal waves avoid her, et cetera. This charm will not, however, protect a mummy from drowning, magical fireballs, fatigue, or hunger.

Prerequisite: Amulet Magery 4.

Cost to Create: 300. The amulet must contain several ingredients: a lavastone, ice from a glacier, desert sand, and wood from a tree that has been hit by lightning.

Increase (Attribute) II (VH); Enchantment

These spells are commonly named after powerful animals or objects: Power of the Hippopotamus (ST); Speed of the Crocodile (DX); Brightness of the Sun (IQ); Fortitude of the Pyramids (HT). Smile of the Sphinx (Charisma), Torch of Darkness (Alertness +5).

Prerequisite: Amulet Magery 5.

Cost to Create: 600. Like the lower level of Increase Attribute, this amulet must contain the metallic ore of a fallen meteorite. This amulet must also be attuned to one individual.

Major Ward (VH); Enchantment

The most powerful warding spell, this amulet of protection can add up to +10 to the caster's resistance rolls!

Prerequisite: Amulet Magery 5.

Cost to Create: 200 for +6, 300 for +7, 400 for +8, 500 for +9, 600 for +10.


Celestial Magic

The stars were an important part of Egyptian magic. If the stars were not properly aligned, doom could easily befall the caster of any spell. Celestial Magic is the magic of the skies, which draws mana from the stars and planets.

All Celestial Magic is done with rituals, and usually takes quite some time to perform. Because Celestial Magic depends on the stars and planets, all casting must be done at night. If the night is cloudy, penalties will be made to the mage's skill roll.

If a spell's time to cast exceeds nighttime hours, the spell must be cast over several nights. Celestial Magic may not be cast during the day, even if the spell was started in the evening.

Astral Divination; Information

This spell is identical to the Divination spell (p. M48).

Time to Cast: 1 hour.

Cost to Cast: 10

Prerequisites: Celestial Magery 1.

Grip the Water; Regular

This spell allows the caster to take control of a body of water and alter its water level. Extremely large bodies, such as oceans and seas may only be raised or lowered a few inches. Smaller bodies of water -- rivers, lakes, ponds, swimming pools -- can be raised several yards easily. More powerful forms of this spell are rumored to exist, and supposedly can part seas and cause massive tidal waves.

Time to Cast: 7 hours.

Cost to Cast: 3; 2 to maintain

Duration: 1 day.

Prerequisites: Celestial Magery 1. The mage must have a sample of the water that she is affecting.

Weather Magic; Regular

This spell allows the caster to alter the weather on a small scale. Because this is a difficult skill to master, the mage will get penalties to her skill roll depending on what she wants to do, the duration of the effect, and the size of the area she wants to affect.

There are five levels of this spell, one for each level of Magery. Certain weather effects are only available to mages with a certain level of Magery. All penalties are cumulative.

Humidity change
Weather Magic*
Change temperature
Weather Magic **
+/- 10-degrees
Weather Magic***
Light breeze
Weather Magic
Light wind
Weather Magic II
Strong wind
Weather Magic III
Hurricane winds
Weather Magic IV
Massive tsunami storms
Weather Magic V

*: The amount of humidity change varies with the caster's Magery level.

**: Each level of Weather Magic increases the "base" temperature change by 10-degrees. A sorcerer with Weather Magic III could adjust the temperature by 30-degrees for no penalty and 1 energy point. If he wanted to adjust it by more, each additional 10-degrees is at a -1 penalty and +1 cost to cast.

***: The maximum a caster may "boost" his initial temperature change is 10-degrees per level of Weather Magic. Therefore, in the example above, the sorcerer could adjust the temperature a maximum of 60-degrees.



Small town
Weather Magic
Small city
Weather Magic
Large city
Weather Magic
Weather Magic II
Large state
Weather Magic III
Weather Magic IV
Weather Magic IV
Global effects
Weather Magic V

1 hour
Weather Magic
1 day
Weather Magic
1 week
Weather Magic

Example: Sekhat the Powerful, with Celestial Magery 3 and Weather Magic 16, decides to ravage his enemy's home state of Oklahoma (-4 penalty, energy cost 9). He lowers the temperature by 90-degrees (-2 penalty, 3 energy cost) for a day (-2 penalty, energy cost 2). This comes out to total of -8 to his skill, and costing him an expensive 14 Sekhem. Even for Sekhat the Powerful, this will be a difficult spell.

Time to Cast: Equal to the energy point spent in hours.

Prerequisite: Varies. The caster needs a small piece of the dirt or water from the place that he is affecting.

Weather Magic II; Regular

This spell is very similar to the Celestial Magery 1 version of the spell, but allows for greater changes in weather conditions over a larger area.

Prerequisite: Celestial Magery 2.

Read the Stars; Regular

When the caster performs this ritual, he can divinely read the stars and find out the determine the most ideal time for the casting of one specific spell. Once cast, the mage consults her star charts to successfully interpret the stars. She must make an Astrology roll (+1 for excellent charts, -1 or worse for poorly-done ones). For every point by which the roll was made, the caster will gain a bonus to her designated spell on the date that the spell specified.

This spell usually gives a date that can be days, weeks, or even months away. The GM can roll randomly (2d days, weeks, or months) or just pick a date that will fit his campaign story.

Time to Cast: 5 hours.

Cost to Cast: 4.

Duration: Instantaneous.

Prerequisites: Celestial Magery 2. There are no ingredients needed for this spell other than the caster's star charts.

Call the Stars; Area

With this ritual, the caster calls up to the heavens and summons the stars to rain down on an area. Small meteorites will pound the designated area, smashing weak shelters, causing small fires to break out, and endangering anyone living in the area. Anyone caught out in the open must make a Dodge roll every minute or be hit for 5d crushing damage.

Extremely skilled casters (skill 20+) may spend double the energy to rain down larger meteors, some up to 2-feet in diameter. Such meteors will put holes in sturdy buildings, form craters in the ground, and anyone that gets hit will probably be crushed (10d damage).

Time to Cast: 1 hour per energy point expended.

Cost to Cast: 1/10, minimum 1; half to maintain.

Duration: 10 minutes.

Prerequisites: Celestial Magery 3. In order to cast this spell, the caster needs some piece of material that has fallen from the sky (meteorites, Skylab, et cetera).

Weather Magic III; Regular

One of the more potent forms of weather magic, the third level allows powerful casters to make great changes in an area's weather patterns.

Prerequisites: Celestial Magery 3.

Read the Tree of Life; Information

This spell is a more powerful version of Divination. It allows the caster to peer at the Tree of Life, upon which Seshat, the wife of the god Thoth, has written the fate of all mortals, vampires, and werewolves. The caster can obtain pieces of information about a certain individual. Most commonly, this is used to discern when and how a person will die, although bits and pieces of other information can be found. The GM is encouraged to be creative in the use of this spell.

Time to Cast: 2 hours.

Cost to Cast: 15.

Prerequisites: Celestial Magery 4.

Weather Magic IV (VH); Regular

An extremely powerful spell, the fourth level of Weather Magic allows powerful mages to ravage a whole country with weather changes.

Prerequisites: Celestial Magery 4. The caster needs to add to the ingredients a piece of the effect that she plans. For example, if Bathsheba wants to cause a monsoon in Hawaii, she will need water from a monsoon.

Apep Thrashes the Ground (VH); Area

According the Egyptian legend, Apep was a mighty serpent that tried to prevent the sun from rising every day. This spell summons the powers of the giant snake to utterly destroy an area.

This powerful spell causes the earth's plates to shift, generating massive earthquakes that measure 8.0-10.0 on the Richter Scale. All buildings in the area will collapse, unless they are extremely earthquake-proof. Anyone in a collapsing building will take 7d crushing damage. Cracks open in the earth, swallowing people, cars, and small houses. If the area is next to a coastline, massive tidal waves will flood the area. Fires break loose, power lines fall, and manufacturing plants might explode.

Even the area outside of the spell's radius will be affected by this spell. All structures will take major damage if they are within double the spell's normal area. The damage continues to spread -- people 100 times the radius away will feel a tremor in the ground.

Time to Cast: 1 hour for each energy point used in the spell.

Cost to Cast: 1/5.

Duration: The earthquake itself lasts only several minutes, although the resulting fires, flooding, and building collapsing will last longer.

Notes: The crushed skull of a snake killed in an earthquake is necessary to cast this powerful spell. Use of this spell is at -5 if the quake is not directed at an existing faultline.

Weather Magic V (VH); Regular

The most powerful type of weather magic, the fifth level allows powerful casters to globally change the world's weather.

Prerequisites: Celestial Magery 5.

Notes: Absolutely no ingredients are needed for this spell.



The ancient Egyptians typically decorated their tombs with both small and large figurines and status. They believed that these status could spring to life to protect the occupant of the tomb. Some figurines were designed to contain a mummy's Ka, so that the guardian spirit could occupy a body while separated from the Ba.

Like Amulet Magic, Figurine Magic must be created with careful ritual.

After the caster has decided what kind of figurine to create, she must physically create the statue. This requires a successful Sculpting or Woodcarving roll to create a figurine that looks like what the caster intended.

The casting then begins as she funnels her Sekhem into the newly-created figurine. She does not have to put all of the energy in at once, but can spread it out over several days, weeks, or even years.

At the end of the casting, the mage makes a spell skill roll. Success indicates that the figurine was successfully enchanted, failure means that the mage must start all over again from scratch.

All figurines must be activated in order to be used. The figurine then transforms (taking 1 second per level of Magery required) and can carry out orders. In order for a figuring to stay in "live" form, the caster must expend energy. If she does not, the figurine will revert to its original form after the Duration is over. High skill subtracts from the total Sekhem required to maintain all of the mage's figurines. So, if a caster with Lesser Animals-16 had four figurine cats acting as messengers, it would cost her 3 Sekhem per hour.

If a figurine is destroyed or killed, in either live form or figurine form, the magical item is ruined.

Activate Figurine; Regular

This spell activates any figurine. Casters may not activate figurines that require more Magery to create than they actually have. However, if a caster fails to successfully activate a figurine, he ruins the figurine's magical abilities forever.

Cost to Cast: Equal to the level of Magery required to create the figurine.

Prerequisites: Amulet Magery 1.

Lesser Animals; Enchantment

This spell allows the mage to create a figurine of a small, household animal. Typical figurines include rats, cats, fish, and birds. These animals will obey the caster as if they were well-trained animals. They can carry out simple commands, such as bringing messages, making noise if someone is coming, or chewing through bindings.

Cost to Create: 10.

Cost to Maintain: 1 per hour.

Duration: 1 hour.

Prerequisites: Figurine Magery 1.

Notes: The figurine must contain a small part of the animal which it represents -- fish scales, cat whiskers, et cetera.

Ushabti; Enchantment

The ushabti were figurines of workers that tended the fields of the afterlife. These small figurines will become servants of the caster. Each one has attributes of 10, and will act as simple servants. They are useless as guardians, as they do not know how to fight or defend themselves.

Cost to Create: 10.

Cost to Maintain: 1 per week.

Duration: 1 week.

Prerequisites: Figurine Magery 1.

Notes: The ushabti figurine must be made from either wood or onyx, and must contain the sweat of a field worker.

Animals; Enchantment

This spell allows the mage to cast larger, deadlier animals. Common examples include dogs, barracuda, cobras, and asps. These animals will fight to the death to defend the caster, as well as perform more menial tasks.

Cost to Create: 15.

Cost to Maintain: 2 per hour.

Duration: 1 hour.

Prerequisites: Figurine Magery 2.

Notes: The figurine must contain a small part of the animal which it represents -- barracuda teeth, dog hair, et cetera.

Objects; Enchantment

This spell allows the caster to create a miniature figuring of any inanimate object. However, because this spell was designed during the earlier Egyptian dynasties, it may not represent highly-technical objects (all objects are limited to TL2). Beds, swords, chairs, and chariots are all very common. No object larger than a double bed may be created with this spell.

Cost to Create: 10.

Cost to Maintain: 1 per day.

Duration: 1 day.

Prerequisites: Figurine Magery 2.

Notes: The figurine must be extremely well-crafted miniatures of the actual device. The caster must make his Sculpting roll by at least 5.

Foreman Ushabti; Enchantment

This spell creates a foreman worker than can oversee up to ten other ushabti. He has attributes of 12, and can ensure that the ushabti do their work.

Cost to Create: 15.

Cost to Maintain: 2 per week.

Duration: 1 week.

Prerequisites: Figurine Magery 3.

Notes: The ushabti foreman figurine must be made from either wood or onyx, and must contain the blood of a field worker.


Minor Structures; Enchantment

This spell is designed to create figurines of small structures -- small houses, boats, wagons, et cetera. The spell can, however, create more technologically advanced structures -- automobiles, speedboats, et cetera. For each Tech Level over 2, subtract 1 from the caster's skill.

Cost to Create: 25.

Cost to Maintain: 2 per hour.

Duration: 1 hour.

Prerequisites: Figurine Magery 3.

Notes: The figurine must contain a sample of what it represents.

Smart Animals (VH); Enchantment

This spell is very similar to the Simple Animals spell, except that all animal figurines created with this spell will have an IQ 7. The can communicate to the caster in short telepathic bursts, which can be confusing if the animal is scared or hurried. These animals can act as spies, messengers, and sentries very easily.

Cost to Create: 25.

Cost to Maintain: 1 per hour.

Duration: 1 hour.

Prerequisites: Figurine Magery 3.

Notes: The figurine must contain a piece of a similar animal's brain.

Large Animals; Enchantment

This spell allows a mage to create virtually any sort of animal in figurine form. Size doesn't matter -- she could just as easily create a deer tick as a hippopotamus or a blue whale.

Cost to Create: 50.

Cost to Maintain: 3 per hour.

Duration: 1 hour.

Prerequisites: Figurine Magery 4.

Notes: The figurine must contain a small part of the animal which it represents -- whale blubber, shark teeth, et cetera.

Mimic Minor Structures; Enchantment

This figurine must be fashioned after a specific house, car, or similar structure. When activated, it does not enlarge to full size, but rather makes a spiritual link with the original structure. Whatever the caster does to the figurine will happen to the model. Thus, if a mummy pulls off the wheel of her model of a Ford Model T, a wheel will pop off the original one. Buildings can be crushed, caught on fire, and "resculpted" with this spell.

Cost to Create: 40.

Cost to Maintain: 1 per minute.

Duration: 1 minute.

Prerequisites: Figurine Magery 4.

Notes: The figurine must contain a sample of what it represents.

Ka Statue (VH); Enchantment

When cast on a life-size statue of a specific person, this spell causes the figurine to become a receptacle for that person's Ka. Casting this spell causes the mage to lose a point of Ka and Ba.

When the specified person dies, he may choose to wander as a ghost, or inhabit the Ka Statue. When he possesses the statue, he gets ST+50, DX-4, and PD 2, DR 6. This stone golem can now protect the mummy's dead body much more effectively.

Cost to Create: 60.

Duration: Until the Ka chooses to leave the statue.

Prerequisites: Figurine Magery 5.

Notes: Not only must the Ka Statue contain part of the person it is designed after, but it must also be sculpted extremely well. All Sculpture rolls must succeed by at least 5.

Large Structures; Enchantment

This spell allows the caster to create almost any size construction. Extremely large or complex structures (pyramids, aircraft carriers) cost double the energy cost to create. The caster is at -1 for every TL above 2.

Cost to Create: 50.

Cost to Maintain: 3 per hour.

Duration: 1 hour.

Prerequisites: Figurine Magery 5.

Notes: The figurine must contain a sample of what it represents.

Mimic Human (VH); Enchantment

This powerful spell allows a mage to create a figurine duplicate of an individual, and, when activated, allows her to control that individual. Every time the figurine is activated, the victim can resist with Will. If failed, the mummy may control the individual for one minute. Every physical aspect of the person can be controlled, excluding speech. The mummy may tear off limbs, set the person ablaze, or grind him into the dirt. The victim may make another Will roll to resist if he survives the first minute.

Cost to Create: 75.

Cost to Maintain: Half the victim's Will.

Duration: 1 minute.

Prerequisites: Figurine Magery 5.

Notes: The figurine must contain a sample of who it represents.

Mimic Large Structures (VH); Enchantment

This spell is similar to the Mimic Minor Structures enchantment. Virtually any size structure can be duplicated (although at -1 per TL over 2). Extremely large structures cost double the normal Sekhem cost. Because these structures are naturally larger and stronger, they take more effort to totally destroy.

Cost to Create: 75.

Cost to Maintain: 4 per minute.

Duration: 1 minute.

Prerequisites: Figurine Magery 5.

Notes: The figurine must contain a sample of what it represents.



Hekau is by far the strongest of Egyptian magic. It makes use of true names -- an inseparable part of any man, object or animal. Once a sorcerer knows a true name, she has almost ultimate power over that object.

Every classification has a true name-- once a mage knows the true name for crocodiles, she can cast a Hekau spell on any crocodile. There is one exception to this rule-- human beings. Every human has an individual true name, her ren, which is usually her full birth name. In modern society, true names are easy to come by; just look at someone's driver's license and you'll find all you need to know.

Even if a person keep her true name an absolute secret, there is still danger from Hekau magic. There are well-known true names for individual organs, such as the Ab, or heart. So, if a mummy mage doesn't know that your full name is John Delaware Dennison, he can still cast Naming the Heart's Destruction and cause your heart to explode within your chest cavity.

Hekau magic is fairly easy to use and fast to cast -- the only rituals or ingredients needed is the true name spoken aloud. However, Hekau magic is also very draining, requiring great amounts of Sekhem to use properly.

Each Hekau spell is learned separately. For example, the spell Forgetting the Stone must be learned separately for every type of mineral the mage wishes to destroy. Thus, she may learn Forgetting the Steel, Forgetting the Diamonds, and Forgetting the Iron, each as a separate spell.

Mummies and Egyptian sorcerers horde their knowledge of true names. Often these names are kept in carefully guarded and protected tomes of ancient knowledge.

Asking the Trees; Regular

With this spell, the caster may command a specific type of plant or vegetation to do her bidding. She may give it one simple command, which the plant will follow, even animating slightly if needed. Tree branches might fall on opponents, vines entangle them, and grass hide tracks.

Cost to Cast: 4.

Duration: Instantaneous.

Prerequisites: Hekau Magery 1.

Forgetting the Stone; Regular

This spell erases the true name of any one mineral, ore, or metal from reality's memory, causing the substance to vanish entirely.

Cost to Cast: 6 per yard.

Duration: Permanent.

Prerequisites: Hekau Magery 1.

Naming the Warning; Regular

When an animal's true name is spoken aloud in its presence with this spell, it will attempt to flee from the caster in total fear, recognizing that the mage is a powerful Hekau sorcerer. Animals that cannot flee and are threatened will attack the nearest threat to run from the mage. Any supernatural creature in animal form (a Garou, for instance) may resist with Will to avoid the effects of this spell.

Cost to Cast: 5.

Duration: Permanent, although supernatural creatures get a Will roll every time they see the caster to avoid the effects.

Prerequisite: Hekau Magery 1.

Command Animal; Regular

This spell allows a caster to control the actions of any one type of animal. The animal is commanded with verbal commands, and will flee with fear the moment the caster releases her grip on the animal (see Naming the Warning, above). If the caster attempts to take control of a beast that is controlled by somebody else, they must make a Contest of Skills.

Cost to Cast: 10.

Duration: 1 hour for every point by which the roll was made.

Prerequisite: Hekau Magery 2.

Inviting the Stone In; Regular

An extremely simple and crude transformation spell, this allows the caster to transform herself into some sort of crude mineral substance. Her skin will change color and become hard, gaining +3 PD and +10 DR (some substances will have more or less, depending on the nature of the substance). The transformation takes 3 seconds. The caster basically becomes an inanimate lump of material, equal to her original mass, and totally unrecognizable as human. She cannot see, and all her other senses are at -4. Chipping or cracking the mineral substance will harm the transformed caster.

Cost to Cast: 12.

Duration: As long as the caster wishes.

Prerequisite: Hekau Magery 2.

Becoming the Tree; Regular

A slightly more subtle spell than Inviting the Stone In, the two spells share the same qualities, except that in Becoming the Tree, the caster turns into a full-sized plant. Thus, if the character became a weed, she would be about five inches tall. Oaks and redwoods would also be full-sized. The caster gains +1 PD and +3 DR. The transformation takes about a minute to complete. Like Inviting the Stone In, the caster cannot see, but can use her other senses at -4.

Cost to Cast: 11.

Duration: As long as the caster wishes.

Prerequisite: Hekau Magery 2.


Forgetting the Tree; Regular

This spell is exactly the same as Forgetting the Stone, but affects wooden objects, trees, and plants.

Cost to Cast: 8 per yard of solid material. Crops and grass can be cleared out at the same cost per acre.

Duration: Permanent.

Prerequisites: Hekau Magery 2.

Become Animal; Regular

This spell is very similar to the Shapeshifting spell. The caster will transform into any one type of animal, and remain in that form for as long as she wishes. It takes anywhere from 1 to 10 seconds to transform, depending on the nature of the animal.

Every day the caster stays in animal form, she must make a Will roll minus one for every day spent transformed. Failure indicates that her IQ immediately drops to the IQ of the actual animal. The caster has completely gained the mentality of the beast, and must act as such. Every new moon the caster may make a Willpower -5 roll to resume her original shape.

Cost to Cast: 14.

Duration: See above.

Prerequisites: Hekau Magery 3.

Command the Thinking; Regular

This spell allows the caster to weave an individual's true name into a spell of charming. Like the Command Animal spell, the caster may control the individual with verbal commands; the moment the victim is released, he will flee from the sorceress in fear. If the sorceress commands the victim to harm himself or break his ethics, he may try to resist that one command with a Contest of Will versus the caster's skill.

Cost to Cast: Equal to the victim's Will.

Duration: Until released.

Prerequisites: Hekau Magery 3.

Naming the Organ's Destruction (VH); Regular

This extremely deadly spell will destroy one of the target's organs. Loss of an eye will blind, lungs, heart, or brain will kill almost immediately, any other organs will usually cause slow death. The victim may resist with HT.

Destroying a supernatural creature's organs will not necessarily kill him automatically. Loss of major organs causes 5d of aggravated damage to Vampires and Garou. Loss of a minor organ (pancreas, kidney) will do 3d damage.

Cost to Cast: 20.

Duration: Instantaneous.

Prerequisites: Hekau Magery 4.

Whispers to My Body; Regular

This is an extremely powerful spell that allows the caster to transform herself into anything she wishes when she speaks her own true name with that of metamorphosis. Her flesh could become liquid, her fingers could become lockpicks. If the caster makes a DX roll when attacked, she can bend and form her body around the attack, taking one-quarter normal damage. However, if the caster allows a part of her to be separated from her main body, it will hurt just as much and be just as deadly as if someone else cut it off.

Cost to Cast: 20; 3 to maintain

Duration: One minute.

Prerequisites: Hekau Magery 4.

Forgetting the Person's Name; Regular

Because the ancient Egyptians believed that when a person's name was forgotten and spoken no more, that person's soul would fade forever from existence. Common punishments for the living (and sometimes the dead) would be to erase their name from all monuments and records. This horrible Hekau spell does just that -- it totally erases the victim's name from reality, dooming them to fade into oblivion. The victim may resist with Will. If he succeeds, the caster must immediately make her own Will roll or suffer from temporary amnesia. This amnesia can last from several days to several centuries.

Mummy magicians hypothesize that this spell is the only way to end their own existence. They do not know whether they then pass on to the spirit realms forever, or if they truly do fade from existence.

Cost to Cast: 60.

Duration: Instantaneous.

Prerequisites: Hekau Magery 5.



While the Europeans believed that necromancy was the heart of evil itself, ancient Egyptians believed otherwise. To them, it was an honorable, albeit macabre, way of life. After all, Egyptians were not as concerned with creating zombies and skeletons as they were with preserving their dead and preparing them for the afterlife.

All mummies begin with Necromancy Magery 1. Because the higher levels of Necromancy become truly bizarre and gruesome, many necromancers will probably be partially insane, if not stark lunatics. Anyone with Magery 2 in Necromancy will have a bizarre quirk concerning the field. Any characters starting with Necromancy Magery 3 or more must have at least a -10 point mental disadvantage -- Delusions, Paranoia, Odious Personal Habits, and Megalomania are particularly common. Magery 4 requires a -15 point disadvantage, and Magery 5 requires a -20 point disadvantage. Every new spell or level of Magery the character gains in this field during game play will cause him to make a Will roll or gain another -5 point disadvantage. Expert necromancers are usually quite insane and many are quite unstable.

Body Preservation; Regular

Usually cast when a mummy is about to die, this spell preserves the mummy's body perfectly for about 50 years. After that time period, though, decay sets in.

Time to Cast: 1 day.

Cost to Cast: 5.

Duration: 50 years.

Prerequisites: Necromancy Magery 1. The mummy needs natron to successful cast this spell.

Separate Ka; Regular

This spell will cause the mummy's Ka to be released from his body, which then slumps over and will appear fairly lifeless and comatose. The Ka is then free to wander anywhere within 500 yards of the mummy's body. The Ka is totally insubstantial, and usually remains invisible, although it can turn itself visibly ghostlike for a brief amount of time.

Cost to Cast: 3.

Cost to Maintain: 3.

Duration: 1 hour.

Prerequisites: Necromancy Magery 1.

Revisit Death; Regular

When cast on a corpse, the sorceress will be able to see a replay of the corpse's death. Exactly how much information is given depends on how old the corpse is and how quickly he died.

Time to Cast: 10 minutes.

Cost to Cast: 6.

Duration: Instantaneous.

Prerequisites: Necromancy Magery 2. Either a hyena’s tooth or vulture's feather is needed to cast this spell.

Separate Ba; Regular

Similar to the Separate Ka spell, this spell releases the mummy's Ba, which then enters the spirit world in astral travel, connected to his body only by a thin silvery thread.

Cost to Cast: 7.

Cost to Maintain: 4.

Duration: 1 hour.

Prerequisites: Necromancy Magery 3.

Animate Corpse; Special

A truly terrifying spell, this allows the caster to bring a corpse to life as a zombie (see p.00). It will automatically follow the caster's commands and attack without abandon if ordered to do so.

Time to Cast: 5 minutes.

Cost to Cast: 16. 3 to maintain.

Duration: 1 hour.

Prerequisites: Necromancy Magery 4.

Notes: Obviously, the caster needs a corpse (animal or human) to use this spell. He also needs to either massage the corpse's heart or breathe into its mouth to animate it.

Khaibit; Special

Dark necromancy at its best, this spell is cast over the body of a dying individual. At the moment of death, the Khaibit, or shadow double, emerges from the body containing all of the person's negative emotions -- hate, lust, greed, et cetera. This shadowy creature slinks from wall to wall, causing poltergeist-like effects, and whispering to all those who come near it. Luckily, it is bound to the area that its body died in. These creatures are totally evil, and love to kill, maim, and cause mayhem.

Some say that this is actually a good spell, because the soul of the person who died can now go to the afterlife without any negative thoughts. Whether this is true has yet to be confirmed. This ceremony must be performed in a dark area.

Time to Cast: 5 minutes.

Cost to Cast: 25.

Duration: Permanent.

Prerequisites: Necromancy Magery 4.


Reshaping the Lost Soul; Regular

This powerful spell allows the mummy caster to turn a ghost or spirit from its original purpose. It can free such creatures from their haunting and torments, or it can be used to give them new ones. For example, if a ghost is haunting the attic of a century-old house, the caster could redirect and force it to haunt only the basement, or a nearby tree, or the White House. This spell may be resisted with Will.

Time to Cast: 1 minute.

Cost to Cast: 25.

Duration: Permanent.

Prerequisites: Necromancy Magery 5.

Notes: Ashes from a cremated murderer are necessary for this spell.



Egyptians studied alchemy, just as their European counterparts would do centuries later. Egyptians concentrated on love potions, augmenting elixirs, and healing ointments, rather than turning lead into gold or making money from their brews.

Creating Alchemical Potions

In order to create an alchemical potion or elixir, a mummy must have the alchemy skill. Each elixir listed below has a time to create it and a skill penalty. Powerful potions will take longer to make and be harder to create successfully.

There is one facet of Egyptian alchemy that is very different from European alchemy. While normal alchemists relied on the magic of the ingredients they were using, Egyptians used their own magical energy to enchant potions (their Sekhem). Each potion has a minimum Sekhem to create one batch. Spending an extra addition 50% Sekhem will create another batch. Doubling the cost will create three batches, and this continues in this fashion.

Modified Alchemy-15 subtracts 1 from the Sekhem cost, Alchemy-20 subtracts 2.

Because Egyptian elixirs rely on a lot of rituals, chemical knowledge, and ancient secrets, each potion is learned as a separate maneuver, based on the mummy's Alchemy skill.


Every alchemical elixir has a default from Alchemy skill. For example, Drink of Seven Days' Rest has a default of Alchemy-3. Therefore, if Mendes has Alchemy-14, he has a Drink of Seven Days' Rest skill of 11.

Maneuver defaults can be improved by spending character points. Each maneuver is rated either Average or Hard, the latter being more expensive to increase. The maximum a maneuver's skill can be, though, is equal to Alchemy.

0 points
0 points
1/2 point
1 point
1 point
2 points
2 points
4 points
4 points
6 points

Further increases cost 2 points per level.

Increase (Attribute) I (Hard); Defaults to Alchemy -2

Most of these are named after animals: Eyes of the Cat (Vision); Salve of the Serpent's Tongue (Charisma); Heart of the Horse (HT).

The effects of this potion lasts one hour, six hours for a single skill, or a day for Charisma or Appearance. It takes 5 days to make, and costs 3 Sekhem.

Drink of the Seven Days' Rest (Average); Defaults to Alchemy -2

This elixir restores all lost Fatigue to the user and makes her immune from sleep deprivation for three days. Eye mucous from a sleeping infant is needed to mix this potion.

This elixir takes four days to make, and costs 3 Sekhem.

Potion of Numbness (Average); Defaults to Alchemy -2

This potion, commonly mixed for warriors, imbibes the user with the High Pain Threshold advantage. A live mosquito is a key ingredient for this elixir.

This elixir lasts for 1d hours, takes four days to create, and costs 2 Sekhem.

Potion of Passion (Hard); Defaults to Alchemy -2

This potion is the simplest love potion. It's user will become helpless to his emotions, rapidly switching between passion, love, and rage. He will fail all further Will rolls to control himself automatically, and will wantonly start heated arguments and fights. Any mental disadvantages he has will automatically activate. The victim may make a Will roll against the alchemist's skill to avoid the effects of this spell. Every hour, the victim may shake off the effects with a Will-5 roll.

Any bodily fluid from a male water buffalo taken during mating season is needed for this elixir. It can be made in 6 days, and takes 5 Sekhem.

Perfume of Longing (Average); Defaults to Alchemy -3

This potion only works on females (although male versions are rumored to exist), and increases their Appearance by two levels. Therefore, Average ladies will become Beautiful, Very Beautiful women becomes Astoundingly Beautiful (see p.00). The effect lasts six hours.

Crushed lotus petals are required. It takes 6 days to create, and costs 8 Sekhem.

Drink of Health (Average); Defaults to Alchemy-3

This healing drink will heal the user 1d hit points. A person may only drink one Drink of Health a day.

The key ingredient for this potion is pus from a gangrenous wound. It takes 6 days to make, and costs 6 Sekhem. Once brewed, this potion only stays effective for a month.

Increase (Attribute) II (Hard); Defaults to Alchemy -4

Most of these are named after nature's finest creatures or plants: Beauty of the Lotus (Appearance); Draught of the Ox (Fatigue); Tonic of Ten Thousand Laborers (ST).

The effects of this potion lasts only 30 minutes, an hour if it affects a single skill, or six hours for Charisma or Appearance. It takes a week to make, and costs 10 Sekhem.

Pharaoh's Peace Elixir (Average); Defaults to Alchemy -4

The legend behind this salve is quite interesting. It is told that Ramses II recently returned from a great war campaign, when all 100 members of his harem were jealous for his attention. Frustrated at his inability to satisfy all of the women, he commanded his alchemist to find an answer.

The Pharaoh's Peace elixir increases a man's Charisma by +5 and his Appearance by two levels. He is also given increased sexual endurance. A woman's tears is required for this potion, which takes a week to make and costs 7 Sekhem. This potion's effect lasts one day.

Elixir of Good Body (Hard); Defaults to Alchemy-5

When this potion is taken, the user falls into a heavy sleep which lasts two days. Victims who do not want to fall asleep may resist Will versus the caster's skill. Any damaged organs or crippled limbs are completely recovered, bad eyesight restored, all diseases gone, and all HT healed.

If a character uses this potion to buy off disadvantages, he must still spend the appropriate number of character points. A piece from any segmented creature that can regenerate (crabs, worms, lizard tails) is needed for this elixir. It takes 8 days to create, costs 12 Sekhem to empower, and will only stay potent for a day.

Eyes of Desire (Hard); Defaults to Alchemy -5

An extremely potent love ointment, this is applied to a woman's eyes as makeup. Any male that she desires and looks at her must make a Contest of Will versus the alchemist's skill. If she wins the contest, the male will reflect the woman's feelings exactly. So, if a woman really desires a certain man, he will desire her back. If she just wants to use him, he will have no respect for her. To project feelings other than her true ones, the woman must make a Will-4 roll. The male's feeling towards the woman are permanent, although the ointment wears off after she sees the first man she desires.

Butterfly wings are required for this spell. It takes 8 days to prepare, and costs 20 Sekhem.

Increase (Attribute) III (Hard); Defaults to Alchemy -6

Most of these are named after Egypt's pantheon: Mind of Thoth (IQ); Might of Ra (ST); Cunning of Set (Fast-Talk).

The effects of this potion lasts only 10 minutes, a half-hour if it affects a single skill, or an hour for Charisma or Appearance. It takes a week to make, and costs 25 Sekhem. This mixture will only remain potent for a single month.

Potion of Vile Body (Hard); Defaults to Alchemy -6

When this elixir is taken, the user's bodily fluids transform into terrible poisons. The user is immune to the effect from these poisons, although all others are not. Her spit becomes acid, which she can shoot up to HT feet away for 3d of aggravated damage. Her tears dissolve any known material. Her blood becomes a deadly acid; knives will sink in and dissolve, vampires take 1d damage per Blood Point taken. Lastly, her breath becomes a deadly gas, paralyzing anyone who fails to make a Contest of HT versus the alchemist's skill. This paralysis lasts 20-HT hours. The effects of this potion last but ten minutes.

This alchemical mixture requires the venom of four different animals. It takes 8 weeks to make, and costs the caster 25 Sekhem.


The Cycle

Like vampires, mummies are immortal. However, their immortality lies not in an ability that allows them to live forever. Rather, their immortality allows them to die and to constantly return to life shortly thereafter.

Even though it is nearly impossible to kill a mummy forever, mummy characters have their fair share of problems. They are not immune to damage, and cannot heal themselves any easier than their human counterparts. Even though they do not physically age beyond the age at which they first died, they do lose spiritual energy over the years and pass on to the spirit world. Worst of all, a mummy that dies in a rather nasty manner may spend hundreds of years reconstructing it's destroyed Khat, or body.

Death and Spiritual Release

A mummy will die when his Ba reaches 0. Ba loss can happen in many ways -- some spells require the use of Ba. In addition, after HT years of living, a mummy loses a Ba point. The GM may wish to assign penalties to the character's effective HT if she is under a lot of stress, abuses drugs or alcohol, or wants to pass away quickly.

Extremely traumatic experiences also cause the character to make a Will roll or lose a point of Ba. For example, if a character takes more than HT damage from a fight, she must make a Will roll or lose a point of Ba. Extremely inhumane actions, especially those that violate the Egyptians' ideals of Love, Honor, and Truth will cause a point of Ba loss.

And, of course, if a mummy takes enough damage from wounds, just like any human, she will die. Her Ba will not, however, drop to 0, even though she will still die.

After a character has died, the Ba soars through the spirit world and must find a way to gain back Ba. See the sidebars for ways to do this. Once a character has gained a point of Ba, or has a maximum Ba of 10, she may attempt to reconnect with her Ka and her Khat (her body).

To reconnect, the character must make a HT + Ba roll. The amount by which the roll was made will heal the character's body that many points of damage, and cost the mummy one point of Ba. In order for the Ka, Ba, and Khat to be restored, the body must be whole and totally healed. This may also include roaming around the world looking for pieces of the body. Once the body is healed, a final HT + Ba roll will rejoin all of her spirits and bring life back to her body.

Example: Sokaris was gunned down by Mafia agents, leaving her body a mess. She has HT 13 and was brought down to -21 when she died. She gains a point of Ba in the spirit world, leaving her with a total Ba of 8. She rolls 3d against a 21 (HT + Ba) and gets a 9, making the roll by 12. Her body is now at -9 and she has 7 Ba left. She rolls again, now against a 20, makes it by 10, restoring her to 1 HT. She rolls one more time against a 19, makes it by 12, restoring her to her full 13 HT. She rolls against her HT + Ba, now a combined 18, succeeds, and is resurrected. This whole process cost her three Ba, and took about a year.

Obviously, restoring the body can take some time. The GM can rule exactly how much time it takes, but for the players wanting to know exactly how much time it will take their mummy character to revive herself, use the table in the sidebar.

It also takes additional time to recover Ba -- see the sidebar for more details. Mummies that died naturally, of course, do not need to heal their bodies (unless they have decayed over a long period of time) and can return to them as soon as they recover their Ba. Some mummies, however, enjoy staying in the spirit world for an extended period of time. They may stay as long as they like.

A dead body will also decay, causing more damage. See the sidebar on p.00 for details.


The trauma of dying and resurrection is not an easy one to bear, even for a mummy that has endured it several times. Carefully studied information is easily forgotten, as is the character's memory of the past.

After a mummy comes back to life, she must make an IQ roll (+1 for each level of Eidetic Memory) for each skill she has over her IQ. On a failure, the skill drops down to her IQ level and all character points are lost. After all skill checks have been made, one last IQ roll is made. All mummies will forget a bit of the past, and the amount by which they made or failed the roll is a guideline for just how much they remember or forget. A critical failure means complete amnesia -- nothing can be remembered at all!

Any character with IQ 20 or more through Amulet magic is immune to these skill checks.



Non-Egyptian Magic

Non-Egyptian magic works with and against normal magic. However, because normal mages are not trained to use their own Sekhem in magic, Egyptian spells are extremely difficult for them. The Energy cost for normal spells are doubled for non-Egyptians, or multiplied times ten for Enchantment spells! However, most mummies never teach their magic to anyone else, so it would be very difficult for a mage to find a mummy teacher, anyway.

For a mage to learn to use Sekhem is very difficult because she was not raised with the very concepts of the Ka and Ba. Only with extreme study, meditation, a patient teacher, and several character points can a Hermetic mage learn to use Egyptian Magery.

It is easier for an Egyptian to learn Hermetic magic, although many would not want to. Of course, these Egyptians would also need to be born with normal Magical Aptitude to make use of these spells, in addition to her Sekhem Mageries.

Recovering from Death

Recovering from death is no easy task! See how many Ba points were used to recover, and roll to see how long it took the character to recover.

Ba Used
Revival Time
1 point
3d days
2 points
3d weeks
3 points
3d months
4 points
6d months
5 points
1d years
6 points
3d years
7 points
3dx10 years
8 points
1d centuries
9 points
2d centuries
10+ points
3d centuries


A body will decay unless it is carefully preserved by Egyptian mummification techniques, necromancy, or high-tech cryogenic freezers. Any body stored in this fashion will simply not decay very much -- 1 hit point per century.

An unpreserved body will lose 1 hit point every week after death. If left outside in the wild, this damage is every day. Once a body reaches -50 hit points, there's not much left except for a skeleton, some hair, and maybe a few patches of muscle.

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