Updated: 18 October 1998
Hekau Path of Necromancy
This Path is fully Described in World of Darkness: Mummy, p96. Kindred praticing it will find some Rituals for original Hekau won't work, like anything that affect the Ka or the Ba of a Kindred. Others Rituals inspired other well-known Rituals or Discipline Powers.
* Detect the Wraith's Presence
Difficulty: 5
Cost: 1/3 Sekhem
This power enable the magician to see Wraiths as if they weren't invisible.
System: 1 Sekhem for 1 Scene or 3 for 1 Night.
This power was created in the 16th Century, when the Giovanni's
outrageous uses of Wraiths as spies became known to Meryt-Neith.
only Wraiths who had crossed the Shroud can be detected.
* Eyes of the Wraith
Difficulty: 4
Cost: 1 Sekhem
This power enable the magician to peer into the other world (i.e.: the Shadowland from the land of the living, or the land of the living from the Shadowland). The magician can switch which world she wants to see.
System: 1 Sekhem for 1 Scene.
This power was absorbed by some obscure Bloodline of the
Tal'mahe'Ra into their Bloodline Discipline (See Nihilistics,
from the Dirty Secrets of the Black Hand)
** : Consume the Dead
Difficulty: 6
Cost: None
This power is usable only by Kindred using the Hekau Thaumaturgy. With this power, the Kindred can feed from a Wraith's Corpus. The Kindred must be able to drink from the wraith's body, and this DOESN'T incapacitate the Wraith with extasy.
System: 1 Corpus equals to 1 Blood Point.
This power was be absorbed by some obscure Bloodline of the
Tal'mahe'Ra into their Bloodline Discipline (See Nihilistics,
from the Dirty Secrets of the Black Hand)
** : Whispers from Beyond the Grave
Difficulty: 6+
Cost: 1 Sekhem per question
This power summons the shade of a corpses, enabling it to appear in the skinlands (i.e.: the real world) to answer questions. Note that time since the body's death is important, as Wraiths tend to Transcend or to disappear in the Oblivion. Worse, a Specter can appear instead of the body's soul...
The Wraith is only able to appear in his now normal Wraith form, and talk in a eerie voice, nothing more (unless the Wraith itself has this power). The Wraith won't automatically tell the whole truth unless the number of successes in the Path Roll is greater than the Wraith's Willpower. This power can be combined with the Path of Veille's Dark Truth Ritual.
System: 1 Question per Sekhem.
The Magician must have at least some remains of the body whose
Wraith's he want to question. Not every remain will do. At least
the skull (or head) or the heart must be possessed.
A Botch will call a specter, who will be able to materialize himself totally through this Ritual's power (i.e.: The Specter is material, gathering matter from the Sekhem used by the magician: 1 sekhem equal to 1 Health Level). The Specter can try to masquerade as the Wraith called, and then attack (or flee) when she will believe she is material enough. Those Health Levels are treated as Corpus Levels. The Specter will loose 1 Health Level each sunrise.
*** : Mummify
Difficulty: 6
Cost: 1 Sekhem
This text enable the magician to take the almost invulnerable form of a Mummy. The problem is that only a great influx of magical energy will revive him from his death-like state (i.e.: a drop of Kindred Vitae, 1-Point worth of Sekhem/Quintessence in any form, of even, for Kindred only, a single drop of Blood.).
System: See Serpentis *** in the Vampire Player
Guide, p141, or Vampire: The Dark Ages, p163.
This Ritual was absorbed by the newly created Followers of Set
into their Serpentis Discipline (some still wonder why...).
**** : Shadow Gate
Difficulty: 8
Cost: 3 Sekhem
This Ritual enable the magician to disappear from the Land of the Living, and enter the Shadowlands in the ''same geographical spot''.
System: 3 Sekhem.
This power was absorbed by the Sorcerers of the Tal'mahe'Ra,
who created a Thaumaturical Ritual version, as well as other
enhanced versions. (See the Dirty Secrets of the Black Hand)
***** : Familiar
Difficulty: Animal's Willpower
Cost: 1 Sekhem
The magician chose a Familiar. The chosen animal conscience will be removed (i.e.: the animal will be killed in some way), and the conscience of the magicien will inhabit the two bodies in the same time, controlling the two without problems of coordination. This power was created by Kindred, and so, Kindred Vitae is needed to transform the animal into a Familiar.
System: 1 Willpower Point, plus 1 Blood Point per Animal's Willpower point
Every goes as if the magician wanted the animal to be Embraced:
She uses a Willpower point and removes (a Kindred would drink) all
the animal blood, and waits more than the five minutes (less
would make an animal-Kindred). Should the magician kill the
animal just for using as a Familiar, then she would have to
succeed a Conscience Roll if his Humanity is greater or equal to,
or suffer Degeneration (Conscience/Integrity and Humanity loss).
Then she must feed the blood on the tongue of the animal and succeed in the Path Roll.
The Player must now create a new character sheet with his animal's Traits in the physical Traits, and his own in the mental ones (The Social are left to the Storyteller's whim).
The magician win the following benefits:
Of course, there are disadvantages, too:
Authorized animals are: cats, dogs, falcons, bats, crows, ravens, mouses, normal birds, lizards (!), etc.. Forget the tigers, Garou, normal humans etc..
Note: It is said that a High level Ritual can enhance the power of this Level of Necromancy, and so, affect greater Familiars, and perhaps even humans. Most the veilleurs believes it to be impossible, but some wonder at the possibility... Few know that this kind of Rituals were created thousands years before the creation of the Path of Veille...
***** : The Test of Maat
Difficulty: 3
Cost: 3 Sekhem
This power was created by Kindred, and for Kindred only (even if it is believed a more powerful Ritual enable the use of this power on mortal creatures!). The magician can remove the Heart via this Hekau Ritual, without any problem (unless the victim is mortal: In that case, the mortal will die because of the stopping of blood circulation in his system. Note that even if an artificial heart was used on him before his death, his own heart would have to be protected from decay. Another Necromantic Ritual can be used...). But with the heart is destroyed, so is the victim. Note that if a mortal heart start to decay, the mortal will seem to suffer from a general gangrenous desease, uncurable, of course...
System: See Serpentis *****.
This power was absorbed by the newly created Followers of Set
into the Serpentis Discipline. For all but the comments written
above, the power is the same (including the calming effect of
removing one's heart!).
***** * : Great Animal's Familiar
Difficulty: Animal's Willpower
Cost: 1 Sekhem
This ritual is similar to the simplier ''Familiar'', with the exception that now greater animals, like apes, wolves, tigers (!), eagles, dolphins, etc., can be ''used''.
System:
See ''Familiar''.
***** ** : Breath of Anubis
Difficulty: 6
Cost: 3 Sekhem
This power permits Meryt-Neith to kill all living creature whitin the zone of effect. Only the ones she choose to no affect are protected, if she can touch or see them. Forensics will show that their heart is totally necrosed, and unless someone has an artificial heart, he is not immunized to this power.
System: 1+ Willpower point
The Kindred must use a Willpower Point and then succeed in
the Path Roll. The zone of effect is equal to 1 meter per
success. Anyone within the zone (unless protected,
see above) must then roll Stamina+Athletics, Diff: 8.
Times used | Willpower cost |
---|---|
Once | 1 |
Twice | 2 |
Thrice | 4 |
+1 | x2 |
This power affect the heart, and so can't affect a mortal unless his heart is in the range of the power...
***** ** : Human familiar
Difficulty: Human's Willpower+3
Cost: 1 Sekhem
This ritual is similar to the simplier ''Familiar'', with the exception that now non-awakened or semi-awakened (like Kinfolk, Ghouls, Sorcerers, etc.) humans can be ''used''. The semi-awakened lose their powers, through. Most mortals would be able to learn Disciplines at the cost of a Caitiff Discipline, trough Ghouls could learn Potence and the other Disciplines it mastered at the cost of a Clan Discipline, and that Hedge Mages could learn Hekau or Tremere Thaumaturgy at the cost of a Clan Discipline.
System:
See ''Familiar''. Of course, the Humanity Roll should be harder...
***** *** : Awakened Familiar
Difficulty:Awakened Willpower + 5
Cost: 1 Sekhem
This ritual is similar to the simplier ''Familiar'', with the exception that now, awakened mortal creatures, like Lupines and Magi can be ''used''. The Awakened lose their powers, through. So a Mage would lose her mastery over True Magick (but would be able to learn Tremere Thaumaturgy and Hekau Thaumaturgy at the cost of a Clan Discipline), and a Garou would lose her Gifts and Rites (through it would keep her metamorphosis powers).
System:
See ''Familiar''. Of course, the Humanity Roll should be harder...
***** *** : Enhanced Test of Maat
Difficulty: 3
Cost: 3 Sekhem
This power is the same as the level 5 Hekau Ritual Test of Maat, but can be used on mortals who still need their heart to live. The heart will continue to beat, and the blood will be magically propelled into the victim's artery. There is no need to protect the heart from decay, as it is mystically fed by the blood it mystically propels...
System: See Test of Maat.
***** *** : Judgement of Thot
Difficulty: 9
Cost: 5 Sekhem
By using Sekhem and Kindred Vitae, the magician can give back semblance of life to a corpse, calling back its soul from the Realm of the Dead. The body must no be older than one year, through that can vary with its degree of decay (if the body was preserved, or mummified, the lenght can increase greatly). This power is the one behind the existence of Neith-Iqeret, known by the greek name given to her by the ptolemaic historian Manethon: Nitocris, last (female) Pharao of the Sixth Dynasty, and the first Knight of Hecate, serving her Lady as a Wraith from the Realm of the Dead...
System: At least 7 Blood Points
The Kindred's vitae must be poured over the body by night,
at the end of an hour long ritual under a storm's raging
effects (it can be a sand storm, a snow blizzard, or a
rain storm, it does not matter). After 24 hours, the body,
inhabited once more by its soul, animates itself, with all
the traits he had when alive, but for the following exceptions:
***** **** : Immortal Familiar
Difficulty: ?
Cost: ?
This ritual is similar to the simplier ''Familiar'', with the exception that now, Kindred and Immortal Sorcerers (See World of Darkness: Sorcerer) can be ''used''. They Awakened lose their powers (all but Celerity, Potence and Fortitude), through. So an Immortal Sorcerer would lose her mastery over Hedge Magic, and a Kindred lose Disciplines like Thaumaturgy, Auspex, Dominate, Protean, etc. (through it could raised them up to their former level at the cost of a Clan Discipline). Note that in this Ritual, the creature must be alive when the Ritual starts, and she is symbolicaly killed before its completion.
System:
See ''Familiar''. Of course, the Humanity Roll should be harder...
A Kindred used as such would keep its Generation. Note that the
Kindred used must be weaker in Generation than the Kindred who
will become her ''master'', and it keeps its true Generation
(and so Generation limitations but into the Path of Veille and
Auspex).
***** ***** : Mummy Familiar
This Ritual is only speculation, as no one ever created it. (Set could have, if he cared to explore this Hekau Path). Mummy would not be immune to its effects, but other powerful creatures, like demons, banes, etc. would be affected too. Note that the results could surprise the magician (And what if the Mummy body keeps its cycle of Life and Death, and bring its magician Master through it?).
System:
None, as this Ritual's existence is pure speculation.
***** ***** : Rite of Dark Rebirth
Difficulty: Unknown
Cost: Unkown
While Meryt-Neith never succeeded reaching this level of power, Set succeeded, and created by using this Hekau Path the Mummies known as Bane Mummies. Still, the results were considered partial failures, and Set only created seven Bane Mummies.
System: Unknown.
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