Charms: Create wind, Updraft. Disorient
A Djinn can create winds, ranging from small gusts to huge storms, carry away people or objects and change landmarks so that travellers get lost.
They live just on the other side of the Gauntlet, perpetually watching the affairs of humans and fey (they get along fabulously with the Eshu) and learning their secrets. According to the myth they were created before mankind by Allah but lacked souls, something they deeply envy the humans. According to the Al- Anam sura of the Quran, it is forbidden for the Watchers and humans to interact with each other. While the elder watchers (if elder has any meaning among immortals) respect the Will of Allah and remain faithful (according to the Al-Djinn sura even the Watchers can reach salvation) there are some Watchers who instead seek to escape their existence and gladly deal with humans or other beings. They can create marvellous things, teach profound secrets and generally aid people, but their works are often subtly cursed with ill luck even when they mean no harm.
Some Watchers have attempted, after much eloquence, to trade some of their power for the soul of a person. In the few cases it has occurred, the Watcher became fully human (and with ordinary human capabilities and frailties), while the human became an immaterial Watcher - powerful but forever cut off from mankind. On the other hand, some Arabian mages have learned how to summon and imprison Watchers into talismans such as lamps, flasks or rings, forcing them to do their owner's bidding.
Charms: as Master mages, usually very skilled in Matter. They can shapeshift into whatever they desire.
Normally it resides on the Island of the Ka, an enchanted island in the umbral ocean. The island is a veritable garden of eden filled with ripe figs, grapes, vegetables, cucumbers and an abundance of fish and wildfowl. According to the myth there were originally 75 similar snakes, but all but one were destroyed by a falling star. Today it seldom leaves the island, but some old spells still bind it to intervene to protect.
Charm: Airt sense, Armor, Healing, Materialize, Mind speech, Master level Matter and Life.
Charms: armour, flood, tracking
Charms: Cause Disease
By using this charm, the Camel can induce a contagious disease in a victim. Causing a cold or bowel unrest requires 2 points of Power, while incurable diseases such as AIDS requires 20 points of Power. The victim can resist the disease with his or her Stamina, difficulty depending on the disease. The Camel gains one point of power for each health-level lost due to disease in their vicinity.
Charms varies, but common angelic charms include: Armour, Healing, Cleanse the blight, Influence (advice or conscience), Spirit Static.
It is unknown how old it is, but according to some hermetic scholars it is much older than the pyramids, possibly dating back to the ancient times when the gods walked the earth and the desert flowered. According to one myth, it remained behind when the age of gods ended in the Aeon of Leo to guard the land against some unknown threat. According to another theory, it is awaiting the time when the gods will return. The Sphinx isn't telling.
While it most of the time just watches the Nile, anybody approaching the pyramids with a destructive intent in the Umbra is attacked with ferocious force. It seldom speaks, but when it does it usually speaks in riddles and mysteries, often mentioning the constellations of the stars and the Nile.
Tarot Card: the Wheel of Fortune
Charms: almost anything
Charms: Curse/Bless (as the Entropy sphere).
An Osirian consists of several souls joined together in a complex way (se Aurelius excellent essay The Constituent Parts of Identity for details):
Sekhem: the Quintessence making up the individual. To remain in existence an Osirian needs a source of Quintessence, either by being buried in a sacred place, by being given regular sacrifices or by being admitted to the Kingdom of Reeds, which acts as a source of Quintessence (in turn empowered by the pyramids).
Khu: the Avatar. The Khu is not bound by the ritual, and can be reborn by following Ra on his eternal cycle of rebirths. However, the Khu of an will aid it as long as it exists, even if the Khu currently is the avatar of somebody else.
Ab: The heart, the Essence of the Avatar. During mummification all the organs except the heart are removed. The heart acts as the nexus between the body and spiritual aspects and ties them together. It was magickally strengthened by placing a heart scarab amulet in the bindings; if this is removed the link to the body is broken and the can never manifest physically.
Ba: The psyche, the conscious mind of the person. Together with the Ka it could travel through the Umbras, but once in the Reed kingdom the Ba could remain there alone, leaving the Ka to guard the tomb.
Khaibit: The Shadow, the dark part of the mind that wants to bring oblivion or dissolution. This aspect must be weakened or defeated enough in order to make the last through the Hall of two Truths - if it is too strong the heart will be heavier than the feather of truth, and the person will become immediately be engulfed by the Devourer.
Ka: the ephemeral form, the double of the body in the Umbra. The rituals aim at strengthening it enough to become able to withstand the harsh tests of the afterlife, and once the is complete to guard the grave.
Khat: the physical body. As long as the mummy was sufficiently intact, the could inhabit it. It was also possible to inhabit statues of oneself, as long as they had been consecrated by the Ritual of the Opening of the Mouth.
Söhu: The entropic double, the corpus of existence in the netherworld. This is the aspect needed to exist in the Tuat.
It is often erroneously believed that osirians are created solely by the ritual of embalming. This is only a part of the process, albeit crucial for the to be able to return to the world into a proper body. The other parts are the necessary will and beliefs to remain a single entity and not to disperse into nothingness (or to unite with the solar light), and the arduous journey of purification that has to be undertaken to gain recognition at the court of Osiris. If the latter is not done, the will never find his way to the sanctuary of the Reed Kingdom and will be forever exposed to the dangers and denizens of the Tuat; full osirians can instantly reform in safety of the kingdom if attacked. In order to complete the journey many dangers and tests must be overcome, and knowledge of the Book of the Dead is crucial.
Throughout history the secret of osirification has been sought by many, but powerful groups have hid it; today it is likely only the Priestesses of Isis and possibly the Watchers know it. Several mages are known to have undergone reconstructions of the ritual, but the eventual success is unknown.
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