The Spell of Life is the purview of those dedicated to Set’s ancient enemy, Osiris. While Witches of Echidna are unable to replicate the powers of the Spell, they long ago forged the first steps on a Path of Akhu; named The Revelations of Duat. After teaching Orthodox Setites from Saqqara to Luxor in the precepts, the Gorgons abruptly abandoned Egypt and retreated to Greece. The reasons behind their departure have fallen into apocrypha, if ever they were known.
Shortly after the Gorgons departed Egypt, Cappadocians in the cult of Lazarus arrived to seek sanctuary with sym - pathetic Setites. The Setites — novitiates in the promising Revelations of Duat — turned to Lazarus’ get for further tutelage. The result is a Path of Setite Sorcery tainted with the gifts of Necromancy, often shared between Setites and Cappadocians willing to devote themselves to the study of death and — at the very least — lip service to Anubis or Hades.
Attributes: Strength 4, Dexterity 3, Stamina 5, Charisma 0, Manipulation 0, Appearance 0, Perception 1, Intelligence 0, Wits 1
Abilities: Alertness 2, Athletics 2, Brawl 3, Intimidation 2, Melee 2, Stealth 2
Disciplines: Fortitude 1
Willpower: 5
Health Levels: 7
Note: These sentries commonly have a reserve of seven blood points, and crumble to dust after using them. This blood is dead for the purpose of feeding, so cannot be consumed by vampires.
The sorcerer’s edict must be a single sentence, i.e. “You must guard this tomb from all intruders but me,” or “You must follow this man to his house, and kill him inside.” Ambiguity leads to grave mistakes. In the previous examples, “You must guard this tomb from all intruders,” would lead to even the sorcerer being attacked should he attempt to enter the tomb; and “You must follow this man to his house and kill him,” may lead to the victim’s murder at a premature point, rather than inside the hoped-for building.
The animated corpse remains active permanently without succumbing to decomposition.
A botch on attempting the Pharaoh’s Sentry causes the corpse to rise and mindlessly attack its summoner until destroyed.
Attributes: Strength 5, Dexterity 4, Stamina 5, Charisma 0, Manipulation 0, Appearance 0, Perception 2, Intelligence 0, Wits 2
Abilities: Alertness 2, Athletics 3, Brawl 3, Intimidation 3, Melee 3, Stealth 3
Disciplines: Fortitude 2, Potence 1
Willpower: 7
Health Levels: 8
Note: These sentries commonly have a reserve of eight blood points, and crumble to dust after using them. Storytellers may augment statistics appropriate for the deed imbued in the corpse.
The utility of this power comes through the chaos it causes. A sorcerer who sends a horde of corpses possessed by violent emotion into a town, knows the domain will come apart at the seams.
The spirit from which the deed is drawn for the creation of this powered sentry is aware of its virtues or sins being drained, but without the sorcerer’s aid cannot recover the piece it loses to this power. The sorcerer must spend a blood point to return the deed to the spirit from which it originated, at which point it becomes an unthinking sentry retaining the same statistics, but none of the freedom of thought.
The sentry attacks its master on a botched roll.
Attributes: Strength 6, Dexterity 4, Stamina 6, Charisma 1, Manipulation 1, Appearance 0, Perception 3, Intelligence 1, Wits 2
Abilities: Alertness 3, Athletics 3, Brawl 3, Intimidation 4, Leadership 1, Melee 3, Stealth 3, Survival 2, Academics 1 (Theology), Occult 2
Disciplines: Fortitude 2, Potence 2
Willpower: 9
Health Levels: 12
Note: These are the default statistics for the Proto-Bane Mummy, before additional successes are translated to additional points. These monsters commonly have a reserve of ten blood points, and crumble to dust after using them. They can acquire further blood through eating a vampire or mortal’s flesh. Storytellers may augment statistics appropriate for the deed imbued in the corpse. Proto-Bane Mummies can soak all but aggravated damage.
The Witches of Echidna — certain of an impending doom — are not so apprehensive. Their studies reveal a different route to empowering their servants, and in concordance with Lazarus’ Cappadocians bequeath this research to the Egyptian Setites. With the Sorcery of Life, a form of Proto-Bane Mummy is twisted into life. The practitioners risk their founder’s displeasure creating of these servants, but measure the gamble as one worth taking.
As with Imbue with the Grace of Anubis, the spirit harvested for the creation of this Proto-Bane Mummy is aware of its virtues or sins being stolen. The sorcerer must spend a blood point to return the deed, at which point the corpse becomes an unthinking sentry retaining the same statistics, but none of the freedom of thought or capability to use Disciplines.