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Campaign Classic: Mythic Egypt


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EGYPTIAN TEMPLATES

 

This section lists several cultural, professional, and racial Templates GMs might find useful in an Ancient Egypt-themed Fantasy Hero campaign. Many of these Templates can be used in conjunction with the various Templates offered in Fantasy Hero.

 

DETECT TRUE NAMES

 

In order to cast an spell that affects the target’s mind, you need to know the True Name of the target. This spell allows the caster to pull the True Name from the target’s mind. The caster must get EGO+40 in order to hear the True Name (which means a total of 48 on the dice for any normal human, and a total of 50 for any starting hero.) Experienced and more powerful magicians will buy more than 12d6 of Telepathy, GM’s should allow for upwards of 14 to 18d6.

 

As this spell is a must for most magicians and priests, it’s presented separately from all other spell lists. In addition, True Names only exist for those beings who have a language. Thus, humans and gods have True Names, plants and animals do not.

 

9	Telepathy 12d6 (Human class of minds); Mandatory Effect (Must 
Always Achieve EGO+40; -1), Only To Detect Target's True Name (-1), 
Extra Time (Full Phase, -½), Concentration (0 DCV; -½), Gestures, 
(throughout casting: -½), Incantations (throughout casting; -½), 
Requires A Magic Skill Roll ( -½), Receive Only (-½), Spell (-½), 
Normal Range (-¼), END 6

 

DJINN

 

Egyptian djinn (pronounced “jin”) are desert-dwelling elf-like beings. In fact, the name is a bit off, as ‘true’ djinn are actually from Arabic and Islamic folklore, myth, and teachings. However, they’re included in Mythic Egypt, so I am presenting them here. A male djinn is a djinni, a female is a djinna. They live all across northern Africa and the Middle East.

 

Djinn are immortal beings of smoke and fire, and are thus immune to the effects of heat, cold, thirst, and hunger. They are all beautiful (the +1 Striking Appearance is just for starters) with hair colors unlike that of any human. Djinn come in five tribes: Blue, Green, Red, Violet (or “Purple,” “Royal,” or “Black,”), and Yellow (or “Golden.”) A djinn’s hair and eye color matches his tribe, although their skins are the typical light-brown of Egyptian desert-dwellers.

 

According to Mythic Egypt, all djinn have the same True Name, and this name is well known among magicians. This makes them rathe vulnerable to certain forms of magic, as many Egyptian spells require the True Name of the target. In none-Egyptian games you could make this a Vulnerability to certain Mental Powers.

 

Most djinn live as desert nomads, but come into human towns to trade. In non-Egyptian Fantasy Hero settings, djinn could be a form of elf, or could be a nature of spirit of some sort. Djinn can interbreed with humans, the offspring will either be human or djinn. The human child of a djinn parent will have at least one level of Life Support: Longevity as well as an 8- Power Skill with magic. In more traditional Fantasy Hero settings, half-djinn may be possible. If so, simply give the half-djinn reduced version of the powers listed in the Racial Template.

 

Djinn Racial Template

[b]Cost	Ability[/b]
24	[i]Immune To Fire:[/i]  Resistant Protection (12 PD/12 ED); Only Works 
Against Natural Cold And Frost (-½)
12	[i]Immune To Fire:[/i]  Resistant Protection (12 ED); Only Works Against 
Natural Fire And Flame (-½)
4	[i]Swift Of Foot:[/i]  Running +4m
5	[i]See By Moon And Star Light:[/i]  UV Perception (Sight Group)
12	[i]Immolation: [/i] Sight Group Images, +4 to PER Rolls, Area Of Effect 
(4m Radius; +¼), Reduced Endurance (0 END; +½); Only To Create 
Light (-1), No Range (-½)
12	[i]Immortal Essence Of Light And Fire:[/i]  LS  (Eating: Character does not 
eat; Longevity: Immortal; Safe in Intense Cold; Safe in Intense Heat)
3	+1/+1d6 Striking Appearance (vs. all characters)
1	Power:  Magic Skill 8-

[b]Total Cost Of Package Abilities:  73

Complications
Value	Complication[/b]
15	Distinctive Features:  exotically-colored hair and eyes(Not 
Concealable; Not Distinctive In Djinn Culture)
20	Social Complication:  True Name Is Widely Known Among Magicians 
(Frequently, Severe)

[b]Total Cost Of Package Complications:  35

OPTIONS
Cost	Options[/b]
+12	Typical Djinn Cultural Skills Package:   AK: [local desert] 11-, KS: 
Djinn History 11-, PS: [choice of occupation] 11-, Stealth 13-, WF:  
Blades

 

SPHINX

 

Sphinxes are a race of shape-shifting were-lions, and only one of a number of similar shape-shifters found in the desert. They have three forms (possibly more), one of which is their normal human form, the other is the form of a lion, and the third, which can be any combination of the two. Thus, a sphinx can look like a human, a great cat, a human-headed lion, a lion-headed human, or a lion-bodied centaur. The sphinx retains all of its intelligence and skills regardless of form, but can only speak if it has a human mouth. A sphinx can only change once every 12 hours. However, if GMs wish to link the sphinx more to the gods Bast and Ra, then a sphinx can only change forms at sunup or sundown, regardless of when the last change in forms occurred.

 

Sphinxes live in lion-like prides, with a single male, several wives, and their children. Single males either roam off by themselves (a good excuse for a sphinx PC) or form bands of brothers and/or cousins (an excellent way for the GM to create a bandit camp.) Sphinxes can also interbreed with humans and lions (provided they are in the right form,) but the offspring will be either fully human, lion, or sphinx. However, in certain Fantasy Hero settings an individual with sphinx parentage could either assume a single alternate form (such as a lion or humanoid-lion) or have special affinity for felines.

 

In human form, a sphinx is tall, well-muscled, with blond or sandy-brown hair and yellow eyes. The males all have beards and most sphinx tribes wear little to no clothing and carry little in the way of gear. As they have no need or use for money, the sphinx place great value on promises, oaths, and services given and received. They also are curious about new things, enjoy riddles, and respect honesty and hunting prowess.

 

Sphinx Racial Template

[b]Cost	Ability[/b]
5	+5 STR
1	+1 PD
4	[i]Claws:[/i]  HKA 1 point; Reduced Penetration (-1/4)
4	[i]Swift Of Foot:[/i]  Running +4m (20m total)
24	[i]Change Shape Into Lionish Forms:[/i]  Multiform (225 Character Points in 
the most expensive form) (x8 Number Of Forms); Can Only Change 
Shape Every 12 Hours (-1 1/2)

[b]Total Cost Of Package Abilities:  38

Complications
Value	Complication[/b]
10	Distinctive Features:  Sphinx (tall, muscular, yellow eyes, blond or 
sandy-brown hair) (Not Concealable; Not Distinctive In Sphinx Culture)
15	Psychological Complication:  Curious/Seeks Knowledge/High 
Regard For Honesty And Oaths (Common; Strong)

[b]Total Cost Of Package Complications:  25

OPTIONS
Cost	Options[/b]
+8	[i]Typical Sphinx Cultural Skills Package:[/i]   AK: [local desert] 11-, 
KS: Riddles 11-, KS: Sphinx History 11-, Survival (Desert) 11-

 

WERE-CAT

 

The race of were-cats stand no more than three feet in height, about half the size of a normal human. They are slender, brown-skinned, with greenish or yellow eyes, and brindled (i.e. spotted) hair the color of a cat’s coat. As their name implies, they can assume the form of a large (20-25 pound) cat, usually with tiger-stripes or a marmalade pattern to their fur. This transformation can only be done one very 12 hours (or at sunrise and sunset.) Unlike sphinxes, were-cats are not inter-fertile with cats or humans.

 

Were-cats in the wild live in small communities of burrows on the edges of deserts. Some live with humans, acting as a family pet by day and as a helpful house spirit by night. In more populous areas, or those with many magicians, the were-cats will live openly. Were-cats that live with priestess of Bast or with magicians tend to do so openly.

 

As a rule, were-cats are openly candid, even tactless when dealing with others, and can be quite evasive and secretive when they wish. However, if forced to answer a question, they usually speak the truth and can be quite loyal to friends and loved ones.

 

Were-Cat Racial Template

[b]Cost	Ability[/b]
-5	[i]Small Size:[/i]  -5 STR
6	+3 DEX
5	+1 OCV
10	+2 DCV
-4	[i]Short Legs:[/i]  Runing -4m (8m total)
5	[i]Were-Cat's Eyes: [/i] Nightvision
10	[i]Change Shape Into Feline Form:[/i]  Multiform (100 Point cat) (x2 
Number Of Forms); Can Only Change Shape Every 12 Hours (-1 ½)
7	Stealth 14-
2	Survival (Desert) 11-

[b]Total Cost Of Package Abilities:  36

Complications
Value	Complication[/b]
5	Distinctive Features:  Were-Cat (green or yellow eyes and brindled 
hair the same color as the coat of their cat form) (Concealable; Not 
Distinctive In Were-Cat Culture)
10	Negative Reputation:  A Sneaky And Spooky People, Frequently
10	Physical Complication:  Small (around 1m tall; +6m KB) 
(Infrequently; Slightly Impairing)

[b]Total Cost Of Package Complications:  25

OPTIONS
Cost	Options[/b]
+6	[i]Typical Were-Cat Cultural Skills Package:[/i]  AK: [local desert] 11-, 
KS: Bast And How To Worship Her 11-, KS: Were-Cat History 11-

 

EGYPTIAN MAGIC USER

 

Magicians are very commonplace in ancient Egypt. Every neighborhood has at least one, and people call upon them as if they would a doctor or plumber. The typical magician is called up on to remove bad luck and minor curses, find lost items, maintain a person’s good luck, craft love potions, and deal with minor injuries and illnesses. More advanced magicians may tell fortunes and the future, act as full-blown physicians, craft wondrous objects, and even command various djinn (or the elements themselves.)

 

Egyptian magicians may be organized into brotherhoods, guilds, professional associations, and the like. Said groups may require dues, have initiation ceremonies, standard for membership, and so on.

 

Magic User Template

[b]Cost	Ability[/b]
1	Language:  Demotic Writing (literate)
4	[i]Temple Writing:[/i]  Language:  Hieroglyphics And Hieratic (completely 
fluent; literate)
2	PS: [style of magic] 11-
1	PS: [choice of occupation] 8-
5	Power:  Magic Skill 12-
5	Trading 12-
3	Scholar
1	KS: Omens And How To Interpret Them 11-
1	KS: Showmanship 11-
3	KS: [see notes] 11-
[b]Notes:[/b]  Any three of the following Knowledge Skills:  Astrology, 
Fabulous Beings, Foreign Magic, Herbs and Potions, Mathematics and 
Lucky Numbers, The Spirit World

[b]Total Cost Of Package Abilities:  26

Complications
Value	Complication[/b]
5	Hunted:  guild magician belongs to, Infrequently (Mo Pow; NCI; 
Limited Geographical Area; Watching)
10	Psychological Complication:  [see notes] (Common; Moderate)
Notes:  Select one:  Ambitious, Curious, Money-Grubber, Social-
Climber

[b]Total Cost Of Package Complications:  15

OPTIONS
Cost	Options[/b]
1	Positive Reputation:  well-regarded magician ([local populace) 11-, 
+1/+1d6
[b]Notes:[/b]  A must for law-abiding magic users.

EGYPTIAN PRIEST

 

An Egyptian priest act as a conduit to the divine. There are dozens, if not hundreds, of gods, the priest uses his magic to determine the god’s will and then acts upon it. Priests also make sacrifices, offer up prayers, and attempt to spread the influence of their chosen deity among the populace at large.

 

Priest Template

[b]Cost	Ability[/b]
3	High Society 11-
1	Language:  Demotic Writing (literate)
4	[i]Temple Writing: [/i] Language:  Hieroglyphics And Hieratic (completely 
fluent; literate)
2	PS: [style of magic] 11-
1	PS: [choice of occupation] 8-
5	Power:  Magic Skill 12-
3	Trading 11-
3	Scholar
2	KS: Showmanship 11-
2	KS: Theology 11-
3	KS: [see notes] 11-
Notes:  Any three of the following Knowledge Skills:  Astrology, 
History, Mathematics and Lucky Numbers, Omens, The Political World, 
The Spirit World

[b]Total Cost Of Package Abilities:  29

Complications
Value	Complication[/b]
5	Hunted:  local priestly community, Infrequently (Mo Pow; NCI; 
Limited Geographical Area; Watching)
10	Psychological Complication:  [see notes] (Common; Moderate)
Notes:  Select one:  Ambitious, Faithful, Hypocritical, Money-Grubber

[b]Total Cost Of Package Complications:  15[/b]

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Re: Campaign Classic: Mythic Egypt

 

THE TEMPLE OF BAST SPELLS

 

Although commonly thought of as the goddess of cats (which she is) Bast is also the goddess of the dawn and one of the many deities with domain over beauty and pleasure. She is normally served by priestess, who all are beautiful in appearance and somewhat playful in attitude (off-duty priestesses like to gossip and play pranks.) Priestess of Bast tend to get along well with Sphinxes and Were-Cats. As a goddess, bast doesn’t demand a great deal from her clergy, but does request that her priestess protect all cats and honor the sun and the light it brings.

 

Many of the light-based spells could be turned into spells for priests of Ra, or other sun and light-based deities.

 

The original “spell college” for the Temple of Bast divided things up into Basic, College, and Unique spells. I’ve edited everything into the modern categories of Offensive, Defensive, Movement, and so.

 

OFFENSIVE SPELLS

Call Lion: This spell calls forth a lion from the local desert. Once the lion arrives the caster needs to control it on some fashion (although GMs could allow the priestess to simply add the Advantage Slavishly Loyal (+1).)

 

8	Summon 204-point Lion; OAF (amulet or symbol consecrated to 
Bast; -1), Arrives Under Own Power (-½), Summoned Being Must 
Inhabit Locale (-½), Only When Serving The God’s Purposes (-½), 
Requires A Magic Skill Roll (-½), Extra Time (Full Phase, -½), 
Gestures (-¼), Incantations (-¼), END 4

 

Call Sphinx: As with Call Lion, this summons a Sphinx from the local area. This can be either a Sphinx from the Hero System Bestiary, or a Sphinx as seen in the Racial Templates section. Since the Sphinx is an intelligent being, the priestess will need to bargain with it. If the cause is a worthy one (such as furthering the cause of Bast or to protect felines) the Sphinx will probably be well-disposed to helping out.

 

12	  Summon 300-point Sphinx; OAF (amulet or symbol 
consecrated to Bast; -1), Arrives Under Own Power (-½), Summoned 
Being Must Inhabit Locale (-½), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), Extra Time (Full 
Phase, -½), Gestures (-¼), Incantations (-¼), END 6

6	[b]Claws Of Bast:[/b]  HKA 2d6; OAF (amulet or symbol consecrated to 
Bast; -1), Side Effects, Side Effect (-3 to all DEX Rolls; -½), Only 
When Serving The God's Purposes (-½), Requires A Magic Skill 
Roll (-½), Reduced Penetration (-¼), Extra Time (Full Phase, Only to 
Activate, -¼), Gestures (-¼), Incantations (-¼), Caster's Hands 
Become Lion-Like Paws (-¼), END 3 

10	[b]Dispel:[/b]  Dispel Magic 8d6 (any one Magic spell or power at a 
time; +½), Indirect (beam of sunlight from the sky; +¼); OAF 
(amulet or symbol consecrated to Bast; -1), Only When Serving The 
God’s Purposes (-½), Requires A Magic Skill Roll (-½), Extra Time (Full 
Phase, -½), Gestures (-¼), Incantations (-¼), END 4

 

Enchantment Of Love: As Bast is one of the goddesses of passion, this spell is a popular one among her priestess.

 

16	Mind Control 15d6 (Human class of minds), Telepathic (+¼); Must 
Know Target's True Name (-1 ½), OAF (amulet or symbol consecrated 
to Bast; -1), Set Effect ("Fall in love with [X]"; -½), Only When 
Serving The God's Purposes (-½), Requires A Magic Skill Roll (-½), 
Extra Time (Full Phase, Only to Activate, -¼), Gestures (-¼), 
Incantations (-¼), END 9

 

Feline Friend: This spell works well with Call Lion.

 

10	Mind Control 10d6 (Animal and Sphinx and Were-Cat classes of 
minds), Telepathic (+¼); Must Know Target's True Name (-1 ½), 
Limited Class Of Minds (Felines Only; -1), OAF (amulet or symbol 
consecrated to Bast; -1), Set Effect ("I am your friend"; -½), Only 
When Serving The God's Purposes (-½), Requires A Magic Skill 
Roll (-½), Extra Time (Full Phase, Only to Activate, -¼), 
Gestures (-¼), Incantations (-¼), END 7

 

Heat Mirage: This spell produces a wavering image and works best if used at range, where it won’t be so obvious.

 

6	Sight Group Images, -5 to PER Rolls; OAF (amulet or symbol 
consecrated to Bast; -1), Only When Serving The God's Purposes (-½), 
Requires A Magic Skill Roll (-½), Only Works In Direct Sunlight (-½), 
Extra Time (Full Phase, Only to Activate, -¼), Gestures (-¼), 
Incantations (-¼), END 2

 

Light Eruption: This spell causes a blast of brilliant light to shine forth from the priestesses' body.

 

7	Sight Group Flash 4d6, Area Of Effect (8m Radius Explosion; +¼), 
Personal Immunity (+¼); OAF (amulet or symbol consecrated to 
Bast; -1), No Range (-½), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), Extra Time (Full 
Phase, -½), Gestures (-¼), Incantations (-¼), END 3 

7	[b]Sun Bolt:[/b]  RKA 2d6; OAF (amulet or symbol consecrated to Bast; -1), 
Only When Serving The God’s Purposes (-½), Requires A Magic Skill 
Roll (-½), Extra Time (Full Phase, -½), Gestures (-¼), 
Incantations (-¼), END 3

 

DEFENSIVE SPELLS

Cat's Armor: This spell makes the caster agile, like a cat, and able to partially dodge most blows. Game Masters could make this a form of Combat Luck instead or make it Resistant Damage Reduction.

 

3	Resistant Protection (4 PD/3 ED); OAF (amulet or symbol consecrated 
to Bast; -1), Costs Endurance (-½), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), Gestures (-¼), 
Incantations (-¼), Extra Time (Full Phase, Only to Activate, -¼), 
END 1

8	[b]Sun's Blessing:[/b]  Resistant Protection (12 ED) (Protect Carried Items); 
OAF (amulet or symbol consecrated to Bast; -1), Only When Serving 
The God's Purposes (-½), Requires A Magic Skill Roll (-½), Extra Time 
(Full Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼) 
plus LS  (Safe in Intense Cold; Safe in Intense Heat); OAF (amulet or 
symbol consecrated to Bast; -1), Costs Endurance (-½), Linked 
(Resistant Protection; -½), Only When Serving The God's 
Purposes (-½), Requires A Magic Skill Roll (-½), Extra Time (Full 
Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼), END 1

 

MOVEMENT SPELLS

2	[b]Cat-Like Pounce:[/b]  Leaping +20m OAF (amulet or symbol consecrated 
to Bast; -1), Extra Time (Full Phase, -½), Only When Serving The 
God's Purposes (-½), Requires A Magic Skill Roll (-½), Gestures (-¼), 
Incantations (-¼), END 1

 

Cat's Paws: As this spell is meant to allow the caster to land on her feet like a cat, it can be prepped ahead of time and cast when needed.

 

7	Flight 32m, Delayed Effect (+¼); Gliding (-1), Only To Slow Falls 
(cannot hover, cannot move at noncombat speeds; -1), OAF (amulet or 
symbol consecrated to Bast; -1), Only When Serving The God's 
Purposes (-½), Requires A Magic Skill Roll (-½), Extra Time (Full 
Phase, Only to Activate, -¼), Gestures (-¼), Incantations (-¼)

3	[b]Speed Of The Cheetah:[/b]  Running +12m; OAF (amulet or symbol 
consecrated to Bast; -1), Increased Endurance Cost (x2 END; -½), 
Only When Serving The God's Purposes (-½), Requires A Magic Skill 
Roll (-½), Extra Time (Full Phase, Only to Activate, -¼), 
Gestures (-¼), Incantations (-¼), END 2

 

SENSORY SPELLS

1	[b]Cat's Eyes:[/b]  Nightvision; OAF (amulet or symbol consecrated to 
Bast; -1), Only When Serving The God's Purposes (-½), Requires A 
Magic Skill Roll (-½), Extra Time (Full Phase, Only to Activate, -¼), 
Gestures (-¼), Incantations (-¼), Caster's Eyes Become Cat-Like (-0)

 

Empathic Vision: Emotional states will appear as colored auras. The stronger the state, the brighter the aura. Game Masters may want to substitute Aura Vision from Pulp Hero.

 

2	Detect Emotions (INT Roll) (Sight Group), Discriminatory; OAF (amulet 
or symbol consecrated to Bast; -1), Costs Endurance (-½), Only When 
Serving The God’s Purposes (-½), Requires A Magic Skill Roll (-½), 
Extra Time (Full Phase, -½), Gestures (-¼), Incantations (-¼), END 1

2	[b]Mystic Light:[/b]  Detect Magic (INT Roll) (Sight Group), Discriminatory; 
OAF (amulet or symbol consecrated to Bast; -1), Costs 
Endurance (-½), Only When Serving The God’s Purposes (-½), 
Requires A Magic Skill Roll (-½), Extra Time (Full Phase, -½), 
Gestures (-¼), Incantations (-¼), END 1

 

MISCELLANEOUS SPELLS

Commune: This spell allows the caster to link minds with the goddess Bast. It takes a long involved ritual (details are left up to the GM, but it might require multiple priestesses, cats, sacrifices, and so on) but does allow the caster to speak directly to her patron and ask questions. Bast, being a goddess, may be disinclined to answer, may be busy, or may be make requests of the caster in return of answered questions.

 

5	Mind Link , Divine class of minds, Bast, No LOS Needed, Unlimited 
range in this dimension and can reach into other dimensions, 
Transdimensional (lands of the Gods; +½); Extra Time (1 Day, Only to 
Activate, Character May Take No Other Actions, -2 ¼), OAF (amulet or 
symbol consecrated to Bast; -1), Costs Endurance (-½), Gestures, 
Requires Gestures throughout (-½), Incantations (Requires 
Incantations throughout; -½), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), END 4

Holy Feline Form: This spell allows the caster to take the form of a feline. It might be a lion, house cat, Sphinx, or whatever the caster chooses. The form taken should have the caster’s INT, EGO, and O/DMCV, as well as any relevant Skills.

 

10	Multiform (250 Character Points in the most expensive form); OAF 
(amulet or symbol consecrated to Bast; -1), Extra Time (1 Minute, 
Only to Activate, -¾), Costs Endurance (Only To Change; -½), Only 
When Serving The God’s Purposes (-½), Requires A Magic Skill 
Roll (-½), Gestures (-¼), Incantations (-¼), END 5

 

Physical Perfection: This spell gives the caster the physique and general appearance of a goddess. The effect add 6 levels of Striking Appearance to the target, this fades to five levels after the first day, four levels after the second, and so on.

 

6	+6/+6d6 Striking Appearance (vs. all characters); OAF (amulet or 
symbol consecrated to Bast; -1), Striking Appearance Fades At A Rate 
Of +1d6 Per Day (-½), Only When Serving The God’s Purposes (-½), 
Requires A Magic Skill Roll (-½), Costs Endurance (Only Costs END to 
Activate; -¼), Gestures (-¼), Incantations (-¼), Extra Time (Full 
Phase, Only to Activate, -¼), 1 Continuing Charge lasting 1 
Week (+½), END 3

4	[b]Tongue Of Felines:[/b]  Telepathy 4d6 (Animal class of minds); Limited 
Class Of Minds (Felines Only; -1), OAF (amulet or symbol consecrated 
to Bast; -1), No Range (-½), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), Communication 
Only (-¼), Gestures (-¼), Incantations (-¼), Extra Time (Full Phase, 
Only to Activate, -¼), END 2

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Re: Campaign Classic: Mythic Egypt

 

THE TEMPLE OF SET SPELLS

 

Set is the god of darkness, destruction, drought, and war. He is also the god of evil, in all its forms, and his priests are no different. The men and women who serve set do so body and soul and will commit any deed, no matter how foul, in his service. Set’s greatest desire (aside from becoming ruler o the gods) is to hold great power over mortals and deny their worship to the other gods. Thus he plots and schemes and his priests inflict pain and harm on the people of Egypt.

 

As Set is a rather vindictive god, his spells can cause the caster great pain and hardship if miscast. Smart priests buy down the Requires A Skill Roll Limitation, and even buy it off if they can. Game Masters could even make this a mark of rank in the priesthood. Novices have to buy RASR at -1 per 5 Active Points, journeymen -1 per 10 Active Points, masters -1 per 20 Active Points, and a blessed few don’t need it at all. Also note some of the spells have huge Active and Real Point costs. Game Masters may want to make them into a form of ritual magic and require the Skill Roll be split among all participants (or make it so lesser priests can use their Skill Roll as a complimentary to the main caster, else no one is going to be casting some of these spells!)

 

As with the Temple of Bast, the original “spell college” for the Temple of Set divided things up into Basic, College, and Unique spells. I’ve edited everything into the modern categories of Offensive, Defensive, Movement, and so.

 

As a final note, many of these spells won’t work on another priest of Set. This isn’t considered Personal Immunity, but more in line with Only When Serving The God’s Purposes. Of course, as mentioned, Set is an unpleasant god, and might revoke that ‘immunity’ at any time.

 

OFFENSIVE SPELLS

Clouds Of Set: This spell produces a cloud of dust that only the caster can see through. Miscasting the spell gets the caster a face-full of dust himself.

 

9	Darkness to Sight Group 6m radius, Personal Immunity (+¼); OAF 
(amulet or symbol consecrated to Set; -1), Only When Serving The 
God’s Purposes (-½), Requires A Magic Skill Roll (-½), Side Effects 
(character takes 6d6 Sight Group Flash; -½), Gestures (-¼), 
Incantations (-¼), END 4

 

Corruption: This evil and insidious spell slowly turns the target into a devoted slave of Set. It will need to be cast over a period of days to fully work, meaning the caster needs to be ikeep close contact with his target.

 

4	Major Transform 1d6 (normal human into a human devoted to the 
cause of Set, healed back by being blessed by a priest), AVAD (Mental 
Defense; +0), ACV (uses OMCV against DMCV; +¼), Partial Transform 
(+½), Invisible Power Effects (Fully Invisible; +1); 1 Charge (-2), Must 
Know Target's True Name (-1 ½), OAF (amulet or symbol consecrated 
to Set; -1), Only When Serving The God’s Purposes (-½), Requires A 
Magic Skill Roll (-½), Side Effects (character takes 3d6 Mental 
Blast; -½), Gestures (-¼), Incantations (-¼), [1]

18	[b]Curse Of Weakness:[/b]  Drain STR 4d6, Delayed Return Rate (points 
return at the rate of 5 per Minute; +1); Side Effects (character takes 
the 4d6 Drain himself; -1), OAF (amulet or symbol consecrated to 
Set; -1), Only When Serving The God’s Purposes (-½), Requires A 
Magic Skill Roll (-½), Gestures (-¼), Incantations (-¼), END 8

18	[b]Curse Of Clumsiness:[/b]  Drain DEX 4d6, Delayed Return Rate (points 
return at the rate of 5 per Minute; +1); Side Effects (character takes 
the 4d6 Drain himself; -1), OAF (amulet or symbol consecrated to 
Set; -1), Only When Serving The God’s Purposes (-½), Requires A 
Magic Skill Roll (-½), Gestures (-¼), Incantations (-¼), END 8

16	[b]Dispel:[/b]  Dispel Magic 14d6, (any one Magic spell or power at a 
time; +½); OAF (amulet or symbol consecrated to Set; -1), Only 
When Serving The God’s Purposes (-½), Requires A Magic Skill 
Roll (-½), Side Effects (character takes 3d6 Mental Blast; -½), 
Gestures (-¼), Incantations (-¼), END 6

8	[b]Domination:[/b]  Mind Control 10d6 (Human class of minds); Must Know 
Target's True Name (-1 ½), Side Effects (character takes 5d6 Mental 
Blast; -1), OAF (amulet or symbol consecrated to Set; -1), Only When 
Serving The God’s Purposes (-½), Requires A Magic Skill Roll (-½), 
Gestures (-¼), Incantations (-¼), END 5

 

Eye Of Set: This spell puts the target under the ever-watchful eye of Set, making him quickly age and wither and possibly die. Due to the cost of the spell (both in Active Points and END) it is best used as a form of Ritual Magic. It might be a form of torture, or used as a form of blackmail (do as we ask or we’ll do to you what we did to your slave here.) It may also be used to execute those who have attracted Set’s attention and displeasure.

 

66	Drain BODY 4d6, Delayed Return Rate (points return at the rate of 5 
per Month; +2 ¾); OAF (amulet or symbol consecrated to Set; -1), 
Requires A Magic Skill Roll (-½), Only When Serving The God’s 
Purposes (-½), No Range (-½), Gestures (-¼), Incantations (-¼), Side 
Effects (character takes 6d6 Mental Blast; -¼) plus Drain CON 4d6, 
Delayed Return Rate (points return at the rate of 5 per Month; +2 ¾); 
OAF (amulet or symbol consecrated to Set; -1), Requires A Magic Skill 
Roll (-½), Only When Serving The God’s Purposes (-½), No 
Range (-½), Linked (Drain; -½), Gestures (-¼), Incantations (-¼), 
Side Effects (character takes 6d6 Mental Blast; -¼), END 30

 

Form Of The Beast: This spell allows the priest to assume the form of a animal sacred to Set. It could be a boar, a crocodile, or a Set Beast (a dog-like or wolf-like creature.) The choice must be made when the spell is purchased by the caster. The caster becomes almost beast-like once the spell is cast and may forget he’s really a man if he remains transformed for too long.

 

9	Multiform (300 Character Points in the most expensive form), 
Reversion (+0); Extra Time (1 Turn (Post-Segment 12), -1 ¼), 
Personality Loss First Roll After 1 Hour (-1), OAF (amulet or symbol 
consecrated to Set; -1), Only When Serving The God’s Purposes (-½), 
Requires A Magic Skill Roll (-½), Side Effects (character takes 1d6 
BODY Drain that returns 5 points per year; -½), Costs Endurance 
(Only To Change; -½), Gestures (-¼), Incantations (-¼), END 6

 

Storms Of Set: This spell produces a miniature sand storm. Getting it wrong results in a face-full of sand.

 

16	Blast 4d6, Area Of Effect (8m Radius Explosion; +¼), 
Personal Immunity (+¼), Reduced Endurance (½ END; +¼), 
Constant (+½), Penetrating (+½), Uncontrolled (+½); OAF (amulet or 
symbol consecrated to Set; -1), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), Side Effects 
(character takes 6d6 Sight Group Flash; -½), Gestures (-¼), 
Incantations (-¼), END 3

 

Summon Ka Mummy: A ka mummy is animated by the ka portion of a deceased person’s spirit or soul. They may animate due to the deceased being unwilling to go, upset about something, or due to a spell like this. A ka mummy is best represented by the lich character sheet on page 284 of the Hero System Bestiary, minus the magical power pool. Skills should reflect what the mummy knew in life. This spell only summons the mummy, what the caster does once it arrives is up to him. If he miscasts the spell, the mummy still arrives, it just wants to kill the caster (then leave.)

 

16	Summon 400-point Ka Mummy; Side Effects (Ka Mummy seeks out 
character in order to kill him; -1), OAF (amulet or symbol consecrated 
to Set; -1), Arrives Under Own Power (-½), Only When Serving The 
God’s Purposes (-½), Requires A Magic Skill Roll (-½), Gestures (-¼), 
Incantations (-¼), END 8

 

Visions Of Pain: This spell reaches into the target’s mind and pulls out his worst fears. Game Masters could scrap the Telepathy part of the spell, although that’s useful if the caster wants to prepare other tortures for his target.

 

17	Telepathy 12d6 (Human class of minds); Must Know Target's True 
Name (-1 ½), OAF (amulet or symbol consecrated to Set; -1), No 
Conscious Control (only to find target's worst fear; -1), Only When 
Serving The God’s Purposes (-½), Requires A Magic Skill Roll (-½), 
Receive Only (-½), Gestures (-¼), Incantations (-¼) plus Mental 
Illusions 12d6 (Human class of minds); Must Know Target's True 
Name (-1 ½), Side Effects (character takes 12d6 Mental Illusions 
himself; -1), OAF (amulet or symbol consecrated to Set; -1), No 
Conscious Control (only to show target his worst fears; -1), Only When 
Serving The God’s Purposes (-½), Requires A Magic Skill Roll (-½), 
Linked (Telepathy; -½), Gestures (-¼), Incantations (-¼)	12 

9	[b]Wave Of Pain:[/b]  Mental Blast 4d6 (Human class of minds); Side Effects 
(character takes the 4d6 Mental Blast himself; -1), OAF (amulet or 
symbol consecrated to Set; -1), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), Gestures (-¼), 
Incantations (-¼), END 4

 

Wrath Of Set: This spell takes the form of a bolt of lightning from the sky. Miscast it and the caster gets the bolt himself.

 

15	RKA 2d6, +1 Increased STUN Multiplier (+¼), Indirect (sky above the 
target; +¼), No Range Modifier (+½); OAF (amulet or symbol 
consecrated to Set; -1), Only When Serving The God’s Purposes (-½), 
Requires A Magic Skill Roll (-½), Side Effects (character takes 2d6 
RKA; -½), Gestures (-¼), Incantations (-¼), END 6

 

DEFENSIVE SPELLS

Hand Of Set: This spell produces a mystic barrier. The exact appearance is up to the GM. Despite its name, it probably doesn’t look like a giant god-like hand.

 

10	Barrier 8 PD/8 ED, 0 BODY (up to 12m long, 2m tall, and ½m thick); 
OAF (amulet or symbol consecrated to Set; -1), Only When Serving 
The God’s Purposes (-½), Requires A Magic Skill Roll (-½), Side Effects 
(character is pulled to the ground by 30 STR TK and squeezed; -½), 
Gestures (-¼), Incantations (-¼), END 4

 

SENSORY SPELLS

5	[b]Detect Magic:[/b]  Detect Magic 11- (no Sense Group), Discriminatory, 
Increased Arc Of Perception (360 Degrees), Range; OAF (amulet or 
symbol consecrated to Set; -1), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), Side Effects 
(character takes 1d6 RKA; -½), Gestures (-¼), Incantations (-¼)

7	[b]Set's Visions:[/b]  Precognitive Clairsentience (Sight Group); Precognition 
Only (-1), OAF (amulet or symbol consecrated to Set; -1), Only When 
Serving The God’s Purposes (-½), Requires A Magic Skill Roll (-½), 
Side Effects (character takes 3d6 Mental Blast; -½), Only Shows 
Events Where The Cause Of Set Can Be Furthered (-½), 
Gestures (-¼), Incantations (-¼),  END 4

 

MISCELLANEOUS SPELLS

Summon Set: This spells forcibly summons Set to this plane. The 3,000 points is a rough estimate for a god, based on character sheets for various god-like beings seen in other HERO System products. The spells requires a whole team of priests, a human sacrifice, and a day-long ritual. Miscasting the spell results in the caster getting sent to Set’s domain. Odds are he won’t be coming back. Even if the spell is cast and Set arrives, he won’t be too happy. Unless given a good reason (and it better be good) for his summoning, Set my just kill everyone in sight as an object lesson.

 

51	Summon 3000-point Set; Extra Time (1 Day, Character May Take No 
Other Actions, -4 ¼), OAF Expendable (Extremely Difficult to obtain 
new Focus; human sacrifice; -2), Gestures(throughout casting, 
Requires both hands; -1), Side Effects (character is sent to Set's plane 
of existence; -1), Required Multiple Users (12 people; -1), Incantations 
(throughout casting; -½), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½),  END 60 

5	[b]The Turning Of Eyes:[/b]  Invisibility to Sight Group ; OAF (amulet or 
symbol consecrated to Set; -1), Only When Serving The God’s 
Purposes (-½), Requires A Magic Skill Roll (-½), Gestures (-¼), 
Incantations (-¼), Side Effects (+4 PER Images outlining 
character; -¼), END 2

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Re: Campaign Classic: Mythic Egypt

 

EGYPTIAN MAGIC ITEMS

 

Amulet Of Essence Shielding: This amulet will protect against any spells cast by general magicians.

 

18	Resistant Protection (12 PD/12 ED/12 Power Defense); OAF (-1), Only 
Works Against Magical Attacks That Aren't Divine And/Or Mental In 
Nature (-1)

 

Amulet Of Channel Shielding: This amulet protects against spells cast by priests.

 

29	Resistant Protection (12 PD/12 ED/12 Mental Defense/12 Power 
Defense); OAF (-1), Only Works Against Divine Magics (-½)

 

Amulet Of Mind Shielding: This amulet protects against mental magics. Note that amulets can be worn together and will combine defenses against the proper spells (this is why mummies and the like were festooned with charms when buried.)

 

10	Mental Defense (20 points total); OAF (-1)

 

Bast's Playful Child: This statue turns into a lion. Game Masters may want to make the lion highly intelligent (add in the Smart Template) and give it the Divine Template as well.

 

30	Summon 204-point Lion, Slavishly Devoted (+1); OAF (statue of a 
lion; -1), Incantations (throughout casting; -½), Extra Time (Full 
Phase, Only to Activate, -¼), END 8

 

Beauty Cream: By applying this cream, anyone can look more attractive—for a few days anyway. The cream is mostly made by priestesses of Bast.

 

1	+2/+2d6 Striking Appearance (vs. all characters), Delayed 
Effect (+¼); Extra Time (6 Hours, to brew; -3 ½), Extra Time 
(1 Minute to apply to character; -1 ½), OAF Fragile (-1 ¼), 
Concentration, throughout brewing (0 DCV; -1), Striking Appearance 
Fades At A Rate Of +1d6 Per Day (-½), 4 Continuing Charges lasting 1 
Day each (-0)

 

Bed Post Guardians: These carved bed posts not only protect against bad dreams, but will cry out if anyone approaches. Obviously, one can easily alter this magic item into other types of furniture—a throne warded against mind controlling magics and enchanted to warn of assassins and the like.

 

28	+30 Mental Defense; Only To Stop Bad Dreams, Nightmares, Or 
Dream/Sleep-Related Powers (-2), OIF Bulky (carved bed-post 
guardian; -1) plus Hearing Group Images, +4 to PER Rolls, 
Persistent (+¼), Reduced Endurance (0 END; +½), Trigger (person 
other than the bed's owner comes within 3m of  the bed; +¾); OIF 
Bulky (carved bed-post guardian; -1)

 

Chameleon Paint: This body paint makes the user vanish into the background.

 

3	Invisibility to Sight Group , Delayed Effect (+¼); Extra Time (6 Hours, 
to brew; -3 ½), Extra Time (1 Minute to apply to character; -1 ½), 
OAF Fragile (-1 ¼), Concentration, throughout brewing (0 DCV; -1), 
Chameleon (-½), 3 Continuing Charges lasting 1 Minute each (-½), 
[3 cc]

 

Enchanted Crocodile: This statue becomes a friendly crocodile. See the entry under Bast's Playful Child for more.

 

24	Summon 161-point Crocodile, Slavishly Devoted (+1); OAF (statue of 
a Crocodile; -1), Incantations (throughout casting; -½), Extra Time 
(Full Phase, Only to Activate, -¼), END 7

 

Enchanted Hieroglyphics: These hieroglyphs will transport whomever they catch into the location of the GM’s choice. Getting back is up to the GM. Although there may be similar hieroglyphs in the new location that will send the individuals back to where they came from.

 

21	Extra-Dimensional Movement (location depicted in hieroglyphics), x8 
Increased Weight, Area Of Effect (4m Radius; +¼), Trigger (person 
touches the hieroglyphs or reads them aloud  ; +¼), Usable As 
Attack (+1 ¼); 1 Charge (-2), OIF Immobile (-1 ½), [1]

 

Enchanted Kopesh: A kopesh is an ancient bronze sword used during the Egyptian era. This weapon is far, far more dangerous than the real one.

 

23	HKA 2d6, Required Hands (+0), Reduced Endurance (0 END; +½); 
OAF (-1) plus +1 OCV; OAF (-1)

 

Heat Salve: This cream allows the wearer to survive the desert heat.

 

1	LS  (Safe in Intense Cold; Safe in Intense Heat), Delayed Effect (+¼); 
Extra Time (6 Hours, to brew; -3 ½), Extra Time (1 Minute to apply to 
character; -1 ½), OAF Fragile (-1 ¼), Concentration, throughout 
brewing (0 DCV; -1), 3 Continuing Charges lasting 1 Day each (-0), 
[3 cc]

 

Ka Mummy Burial Scroll: This scroll allows the reader to control a specific ka mummy. See the section on Temple of Set spells for more on a ka mummy.

 

13	Mind Control 12d6 (Human class of minds), Delayed Effect (+¼), 
Reduced Endurance (0 END; +½); Extra Time (6 Hours, to scribe 
scroll; -3 ½), OAF Fragile (scroll; -1 ¼), Limited Class Of Minds (Only 
Works On Specifically-Named Ka Mummy; -1), Concentration (0 DCV; 
to scribe; -½), Incantations (must read scroll; -¼), Requires Light To 
Use (-¼)

 

Ornament Of Shielding: This small ornament is normally worked into a throne or chariot, protecting whomever sits in the throne of rides in the chariot.

 

27	Resistant Protection (8 PD/8 ED), Usable Nearby (+1); IIF Bulky 
(decorative metal plaque; -¾)

 

Purse Guardian: Much like the Bed Post Guardian, this enchanted pouch is meant to defend against thieves and pickpockets.

 

24	Detect Thief 14- (Touch Group); OAF (pouch or purse; -1) plus 
Hearing Group Images, +4 to PER Rolls, Persistent (+¼), Reduced 
Endurance (0 END; +½), Trigger (thief touches pouch or purse; +¾); 
OAF (pouch or purse; -1)

 

Reed Amulet: This simple reed amulet will protect the wearer from almost any attack or weapon.

 

14	Resistant Protection (8 PD/8 ED); IAF Fragile (reed amulet; -¾)

 

Ring Of Magic Detection: This simple metal ring is set with a black stone. The stone changes color depending on the type, intensity, and nature of any magical spells in the vicinity.

 

18	Detect Magic 16- (no Sense Group), Discriminatory, Increased Arc Of 
Perception (360 Degrees), Range, Sense; OIF (ring; -½)

 

Rune Stones: The engraved stones store magical energy and can power a magician’s spells.

 

12	Endurance Reserve (60 END, 0 REC) Reserve:  OAF (-1) plus 
Absorption 12 BODY (energy, END Reserve); OAF (-1), Limited Special 
Effect (magic spells; -½)

 

Sandals Of Sand Walking: These sandals allow the wearer to cross sand with ease. Game Masters could also make snowshoes and skis for adventures taking place in colder regions.

 

13	Flight 24m, No Turn Mode (+¼), Reduced Endurance (½ END; +¼); 
Only To Move Across The Surface Of Sand (-1), OIF (sandals; -½), 
Only In Contact With A Surface (-¼), END 1

Scarab Of The Scorpion: Chance the name and GMs can easily create a protective item against just about an animal venom in existence.

 

2	LS  (Immunity: Venom from Scorpions); IAF (amulet; -½)

 

Sphinx Drink: This potion turns the imbiber into a Sphinx (see the Racial Templates) for one day. The new form should retain the drinker’s INT, EGO, and O/DMCV as well as an relevant Skills.

 

8	Multiform (250 Character Point Sphinx), Delayed Effect (+¼); Extra 
Time (6 Hours, to brew; -3 ½), OAF Fragile (-1 ¼), Concentration, 
throughout brewing (0 DCV; -1), Extra Time (1 Turn to take effect 
after being drunk; -¾), 1 Continuing Charge lasting 1 Day (-0), [1 cc]

 

Staff Of Ra: This powerful artifact allows the wielder to tap into the power of Ra, the sun god. Such as staff in the hands of a priest of Ra might have even more or greater powers.

 

	[i]Staff Of Ra[/i], all slots OAF (-1)	
17	1)  [i]Sun Bolt:[/i]  RKA 2d6, No Range Modifier (+½), Reduced Endurance 
(0 END; +½); OAF (-1), Requires A Roll (Magic Skill roll; -½), Extra 
Time (Full Phase, -½), Gestures (-¼), Incantations (-¼)
12	2)  [i]Heat Mirage:[/i]  Sight Group Images, -5 to PER Rolls, Area Of Effect 
(4m Radius; +¼), Reduced Endurance (0 END; +½); OAF (-1), 
Requires A Roll (Magic Skill roll; -½), Extra Time (Full Phase, -½), 
Gestures (-¼), Incantations (-¼)
10	3)  [i]Solar Shield:[/i]  Resistant Protection (6 PD/6 ED/6 Mental Defense/6 
Power Defense); OAF (-1), Requires A Roll (Magic Skill roll; -½), Extra 
Time (Full Phase, -½), Gestures (-¼), Incantations (-¼)
5	4)  [i]Eyes Of Ra:[/i]  Sight Group Flash Defense (10 points); OAF (-1)	0
2	5)  [i]Warmth Of Ra:[/i]  LS  (Safe in Intense Cold; Safe in Intense Heat); 
OAF (-1)

Stoneskin: The cream provides some protection against attacks.

 

2	Resistant Protection (5 PD/5 ED), Delayed Effect (+¼); Extra Time (6 
Hours, to brew; -3 ½), Extra Time (1 Minute to apply to 
character; -1 ½), OAF Fragile (-1 ¼), Concentration, throughout 
brewing (0 DCV; -1), 3 Continuing Charges lasting 1 Minute each (-½), 
[3 cc]

 

Table Guardian: Similar to other Guardians, this one wards against poisons.

 

30	Detect Poison 14- (no Sense Group), Increased Arc Of Perception (360 
Degrees), Range, Sense; OAF (small chime; -1) plus Hearing Group 
Images, +4 to PER Rolls, Persistent (+¼), Reduced Endurance 
(0 END; +½), Trigger (poison detected; +¾); OAF (small chime; -1)

 

Torch Of Ra: The lamp (with three candles) physically repels the undead.

 

14	+50 PRE; Only For Turning Undead (-1), OAF (lamp; -1), 3 Continuing 
Charges lasting 1 Minute each (-½)

 

Wand Of Focus: Wands like this could be used in almost any settings. In order to help with a certain type of magic, the wand may need specific components when made. For example, a wand meant to help with fire spells might require a phoenix feather to be worked into it.

 

4	+5 with Power: [Name of] Magic Skill; OAF (-1), Gestures (-¼), 
Incantations (-¼)

 

Wine Of Wound Mending: This healing draught can be brewed up in advance, then given out when needed.

 

2	Healing BODY 1d6, Delayed Effect (+¼); Extra Time (6 Hours, to 
brew; -3 ½), OAF Fragile (-1 ¼), Concentration, throughout brewing 
(0 DCV; -1), 8 Charges (-½)	[8]

 

True Ahnk: Made by the gods, there are only nine of these in existence (or so it’s said.) Each one allows totally master of a certain type of magic, as well as other powers. Suggested magic types include: any Elemental Magic (especially air, fire, water, and earth), Divination, Druidry, Sorcery, and Thaumaturgy.

 

[i]150	Cast Great Spells:[/i]  Variable Power Pool (Magic Pool), 100 base + 100 
control cost, No Skill Roll Required (+1), Powers Can Be Changed As A 
Zero-Phase Action (+1); Limited Special Effect (magic spells belonging 
to a specific arcana; -1); all slots OAF (True Ahnk; -1) 
125	[i]Heal All Wounds:[/i]  Healing Characteristics 5d6, All Characteristics 
Simultaneously (+4); OAF (True Ahnk; -1), END 25
40	[i]Raise The Dead:[/i]  Healing BODY 6d6, Resurrection; OAF (True 
Ahnk; -1), END 8

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Re: Campaign Classic: Mythic Egypt

 

I like it a lot Susano, Egyptian eh? Hmmm...

 

Egypt - DC Database

http://dc.wikia.com/wiki/Egypt

 

Egypt - Marvel Database

http://marvel.wikia.com/Egypt

 

Egypt - Comicvine

http://www.comicvine.com/egypt/34-55877/

 

Ancient Egyptian Mythology & Religion

http://en.wikipedia.org/wiki/Egyptian_mythology#Mythology

 

Ancient Egyptian RPGs

http://index.rpg.net/display-search.phtml?key=background&value=Ancient%2BEgypt&sort=system

 

Ancient Egyption Bestiary

http://www.reshafim.org.il/ad/egypt/bestiary/index.html

 

Ancient Egypt in Fiction

http://en.wikipedia.org/wiki/Category:Ancient_Egypt_in_fiction

 

Glossary of Ancient Egypt Artifacts

http://en.wikipedia.org/wiki/Glossary_of_ancient_Egypt_artifacts

 

 

Cheers

 

 

QM

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Re: Campaign Classic: Mythic Egypt

 

If he doesn't' date=' I do. But he posted earlier that since Steve is working on Mythic Hero at the moment, converting Mythic Greece now would be... poor timing.[/quote']

 

Actually, I will be presenting my take on some Mythic Greece material. A few Templates, some magic items, and some heroic powers. No gods or monsters. Once Mythic Hero is out I could go back and offer a take on any gods and the like that Steve doesn't cover. I also will be presenting some Robin Hood professional Templates as well.

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