There are thousands hacking at the branches of evil
to one who is striking at the root.
- Henry David Thoreau
Walden
Weaknesses
Tî orchestrate a victory over a mummy, it is usually necessary to discover and exploit some vulnerability or weakness in the monster. Often a group with the proper knowledge can utterly destroy a mummy. At other times, a mummy can prove to be indestructible. Even then, the mummy might be laid to rest or temporarily stilled.
Here, I shall discuss what I know about the weaknesses of the ancient dead. I gleaned this information through both research and firsthand experience. Nevertheless, I must warn the reader that what follows is not an irrefutable guide to battling the ancient dead. What I am about to present are methods that have led to success in the past. What might prove efficacious in the future has yet to be revealed. Still, take heart! The mummy hunter's task is to discover the fatal chink in a mummy's defenses. A judicious mix of common sense, courage, and a smidgen of luck makes this goal attainable.
Typical Weaknessess
Just as I began my discussion of the ancient dead's powers by examining those few abilities that seem universal among mummies, I shall begin this discussion with a few weaknesses that also appear some degree in most of the ancient dead.
Be warned, however, that these ordinary weaknesses seldom lead to a mummy's ultimate defeat. Rather, they serve as checks and restraints that allow the hunter time to discover a monster's true and fatal weakness, or to
gather the materials necessary to send the mummy back into slumber.
Elemental Vulnerability
Most ancient dead creatures are vulnerable to attacks based on some form of energy or the elements: fire, cold, electricity, air, earth, and water. Of these, fire is most frequently effective. When used against a very weak mummy, fire can have a mummy's effect. Flames can consume a creature's embalmed body, feeding on the very resins and tinctures that preserve the mummy's tissues.
I believe that a mummy's susceptibility to fire is partially symbolic. In many cultures, fire is part of the funerary ritual, consuming the body and freeing the spirit to ascend to the afterlife. It seems that fire can break a mummy's ties to the physical world and put the creature's spirit to rest, or at least destroy its physical body and force the creature to retire to its tomb and rejuvenate. In nearly all cultures, fire is a great purifier. It banishes disease, consumes rot, and clears away the old to make way for the new. Insofar as a mummy represents a being existing beyond its allotted time, it is no wonder that fire is a mummy's bane.
Of the remaining elements and forms of energy, cold and water seem the least likely to cause a mummy harm. Because a mummy's body is biologically dead, exposure to freezing cold or immersion in water usually have no effect.
However, a naturally preserved mummy that originally froze to death or perished from some ailment brought on by the cold frequently is susceptible to magical cold. This may be the case even with a mummy found lurking on a mountaintop or glacier. So strong is a mummy's tie to its former life that what was a fatal scourge in that life still plagues the creature in death.
Surprisingly enough, mummies found preserved in water usually do not exhibit any special susceptibility to water. The mummy of a person who had drowned, however, might have an aversion to water (see below).
Holy Symbols
Ghosts maintain few connections with their former lives and consequently are not hampered or repulsed by physical manifestations of human faith. It stands to reason, then, that the ancient dead, with their tenacious grasp on the world, would be affected by holy objects. One might also surmise that the ancient dead are restricted from passing through sanctified areas and are subject to damage if a holy or blessed object touches them.
Alas, this is not the case. Holy objects, except for holy symbols wielded by priests or paladins, usually have no effect on the ancient dead at all. The same is true for hallowed ground; unless the area is protected by some potent magical ward or formidable physical barrier, a mummy can invade any sanctified place.
It is true that ghosts are unhindered by consecrated objects and places because of their detachment from the world. Mummies are similarly unaffected by the symbols of human faith because they maintain their hold on the world in complete defiance of all natural and supernatural laws. Mummies are no more deterred by mere holy symbols than thieves are by "no trespassing" signs; the convictions that lie behind holy symbols or sanctified places have ceased to have any import to mummies.
Mummies that have retained priest abilities are an exception. By maintaining links with their deities, these creatures leave themselves vulnerable to the symbols of mortal faith. Holy symbols from faiths that are not those of mummies inflict damage if they strike priestly mummies.
Conversely, touching holy symbols of their own faith actually heals priestly mummies. It is thus possible for priest-mummies to have aversions (as per my later comments on allergens) to certain holy symbols or sanctified ground.
Holy Water
A generous supply of this remarkable liquid is essential for any successful undead hunt. Though the mummy is immune to other blessed or holy objects, holy water has the power to dissolve a mummy's preserved body in the same manner as acid sears living flesh. I believe this is the case because of the sheer power imparted to the water during its creation.
Unfortunately, the more powerful the mummy, the less effective holy water is against it; a very powerful mummy might be entirely immune to holy water. However, holy water serves only to destroy a mummy's body, but it does not prevent rejuvenation.
Further, a mummy hunter must be sure that the creature actually is splashed by holy water. This usually means opening a flask and hurling the contents. Tossing a stoppered vial at a mummy is not a good idea, as the vial is unlikely to shatter if it strikes. Instead, the vial usually bounces off and falls to the floor, where it might break. The mummy is not harmed at all unless the water actually touches it. Hurling a stoppered vial at the floor, wall, or ceiling near a mummy might make a generous splash that sprays the mummy with holy water, but the effects might be reduced and there is still a chance the vial won't break.
Spells
Spells are perhaps the most potent and versatile weapons in a mummy hunter's arsenal. They possess many virtues, not the least of which are their abilities to work at a distance (as it often pays to stay as far from an undead opponent as is practicable) and be renewed (assuming the spellcaster survives to acquire spells once again).
Unfortunately, the often unpredictable nature of magic, combined with the mysterious power of the ancient dead, can result in the unexpected, and even in disaster. Worse yet, I am given to understand that wise spellcasters never count on their magic to work perfectly in our own world and realms. Therefore, one should never consider any given spell to be a panacea in a battle with a mummy, let alone any other creature of darkness. Even when the arcane seems to be the ideal solution, I would strenuously urge the spellcaster to test his incantation from a safe distance before facing the enemy at close quarters.
Recall as well that many ancient dead are quite resistant, if not immune, to any number of spells. See my notes regarding magic resistance in the preceding chapter.
Turning Undead
In spite of the ancient dead's general immunity to holy objects and places, a priest or paladin can still drive away these undead. A priest's power over the undead stems from the priest's own force of will, backed by the power of a deity. To my knowledge, no undead creature is completely immune to this ability.
Undead turning is not infallible, however. The more powerful the undead, the more difficult it is for a
priest to summon enough spiritual energy to destroy or drive them off. The more powerful undead cannot be completely destroyed by this method, and very powerful undead, including mummies of third rank or higher, are not even driven off; they simply become unable to attack the priest.
Weapons
As noted in Chapter Two, specially constructed and enchanted weapons can inflict damage on a mummy's body. I must reiterate, however, that only a very weak mummy can be permanently destroyed in this fashion.
Salient Weaknessess
Thus far, I have discussed those few methods that are at least somewhat effective in combating the majority of the ancient dead. If a mummy hunter is lucky, these methods will be sufficient to destroy the foe. Luck, however, is an undependable ally.
A powerful mummy can be defeated only by discovering a vulnerability - frequently one that is unique to that mummy. For purposes of discussion, I have divided all these vulnerabilities into five general categories: allergens, bonds, dependence, exotic weapons, and spells of retirement. I have added a sixth category, latent powers, which does not provide the key to a mummy's defeat but is important to all mummy hunters nevertheless.
Please understand that I speak in general terms here. These vulnerabilities exist, but the particulars of each one vary from mummy to mummy. It is a mummy hunter's task to discover these particulars and determine how to exploit them.
Allergens
In my previous works I described various items that are useful for battling the undead. A typical vampire is repulsed by common objects such as mirrors and garlic, whereas some ghosts are repulsed by objects important in their lives (the exact object varying from ghost to ghost). Like ghosts, some mummies are repulsed by substances or items that were important to them in life. I call such items allergens. No two mummies share the exact same allergen, and a great number of mummies have no allergens at all.
The most striking example of this variation in my journal is the case of the Ghost Clan. This misnamed band of no less than twenty-eight mummies was a gang of murderous highland bandits in life. All were blood relatives. The bulk of them proved to be minor creatures; my party overcame them by outright attack.
The three leaders, however, were far more powerful. One proved to be fascinated (a term I explain below) by its own family badge. We laid the creature to rest by placing its body, along with the badge, in a suitable grave. Another could not bear the sound of a drumbeat, apparently because the soldiers who defeated the clan marched to drums. The third was equally discomfited by the whine of bagpipes, which had keened throughout the battle in a vain attempt to rally the clan's fleeing troops.
My companions and I discovered these weaknesses mainly by discussing the clan's final defeat with the victorious soldiers' descendants. These three mummies had a similar history, and each met death under the same circumstances. It was the particular individual's feelings and personality that determined that mummy's allergen. One was stripped of its clan symbol and wanted it back. One feared the pounding drums that brought it death. And one loathed the bagpipes that failed to bring aid in its hour of need. The details of each bandit's history had a huge impact on the resulting mummy.
Presentation
In most cases, an allergen has no effect unless an opponent consciously presents the item in a forthright, forceful way. The allergen must be held toward a mummy in a clear, direct, and courageous manner.
An allergen's effect depends on a mummy's power. A mummy of low rank is usually unable to approach within 50 or 60 feet of an opponent presenting the item. More powerful mummies are less effected. Very powerful mummies might attack the presenter, though even in these cases the mummy will strive to eliminate the item that triggers the aversion in preference to anything else. Be warned, however, that aversion does not render a mummy helpless. The creature can still attempt to maneuver around a person presenting an allergen, or it can launch ranged attacks. If possible, these attacks will be directed at the person presenting the allergen, as the mummy seeks to remove the offending item.
A final warning: Absolute dependence on an allergen is a recipe for disaster. Even with exhaustive research, it is very difficult to determine exactly what item might be an allergen, and there is no guarantee that any particular mummy actually has this weakness. Trusting one's fate to an untested allergen is an excellent shortcut to death - or worse.
Wards
It is possible to use an allergen to erect a barrier against a mummy. In some cases, the mere presence of the item is sufficient to keep a mummy at bay. For example, my companions and I found the Ghost Clan mummy with the aversion to drumbeats could not approach us so long as we maintained a spirited marching cadence on a drum.
In other cases, a line or circle of items can create a ward that shuts out a mummy. Be warned, however, special care is required to construct an effective ward. In one case, I determined that the mummy of an ambitious woman, who had risen from humble origins to a position of wealth, had an aversion to brooms. Apparently this was because brooms reminded the woman of her days of labor as a common housemaid. A broom simply lying on the ground had no effect, but a broom held upright or at an angle, with bristles down and the handle facing the mummy, was effective. The mummy was unable to open any portal sealed by leaning a broom against it. I surmise the broom's angle was significant since a broom is held upright during normal use.
It is unwise to depend on the power of wards. Any mummy can ignore an improperly created ward, and some mummies seem altogether unaffected by them. Occasionally a mummy that has been thwarted by a ward will return after a time to test it again. The smaller the protected area, the more secure a ward seems to be.
Fascination
In a few mummies, an allergen produces an effect that is exactly the opposite of aversion. These creatures are actually attracted to certain objects. When such items are presented, a mummy might stand transfixed for a short time, or it might attack, trying to obtain the item. Such items often are an integral part of a spell of retirement (see below). Allergens that cause fascination should not be used to create wards, for obvious reasons.
Bonds
A fair number of mummies are bound to certain places, objects, or other creatures. It is possible for several mummies to be bound to the same thing, but one should not depend upon the chance, even with a group of mummies encountered together.
Knowing the item to which a certain mummy is bound can be helpful in anticipating the creature's actions - and in remaining out of its reach. A mummy bound to an ancient temple, for example, cannot leave the site to harry its hunters in their distant camp.
In some cases, gaining control over an item that binds a mummy also grants control over the mummy. If the reader should ever be in this position, I strongly recommend using the control to quickly lay the foe to rest. Exercising prolonged control over an undead creature often triggers unforeseen consequences.
A mummy frequently can be destroyed or badly weakened by demolishing the object to which it is bound (see my later notes on dependence). In other cases, severing the bond frees the mummys which is seldom grateful for its newfound freedom to wander.
Place
Mummies bound to certain locations are usually created or servitor creatures, deliberately placed there as guardians or stewards. It may be possible to visit a place without arousing its guardians, particularly if visitors are respectful and refrain from vandalism or theft of any kind. Other guardians ruthlessly attack all intruders. Visitors might placate guardian mummies by performing special rites or rituals. These rituals can be highly complex and thus difficult to complete properly. They might require venerating evil deities or performing other dark acts. Such actions bring dreadful punishments.
A mummy bound to a particular place cannot leave it and generally does whatever is required to protect the area. However, 1 am compelled to point out that the ancient dead are not overly precise in their interpretations of their guardianship. A mummy bound to a certain building and charged with protecting it might normally confine itself to the building's interior, but if the building were subjected to an assault from the outside, the mummy might have the ability to leave and travel freely outdoors, so long as it kept the building in sight. Similarly, a mummy encountered within a ruined castle might not be bound to the castle itself, but to all the territory formerly under the castle's sway.
Object
A mummy is frequently bound to an object, and sometimes one is bound to several objects. I call these objects focus items. Focus items are likely to be things the mummy owned or coveted in life, which often were interred with the mummy after death. Indeed, it is not uncommon for a powerful mummy to be bound to each and every item contained in its tomb. This phenomenon is quite in keeping with the nature of mummies, as they are forever obsessed with the material comforts of the world. It does not matter that they can no longer enjoy such comforts.
In rare cases, a mummy is bound to some item that was hurtful to it in life, such as the weapon that killed it, a special tool owned by a rival, or a personal possession that failed to live up to its expectations. In these cases, the mummy usually has an aversion to or is fascinated by the item.
One such case immediately springs to mind: the tale of Hugh Ignolia, an aspiring artist in Il Aluk. Ignolia became obsessed with completing a massive, epic painting that he hoped to present to Lord Azalin. The artist expended a considerable fortune assembling the finest materials for the work, including some exquisite paintbrushes made from rare and exotic materials imported from distant lands. True to his nature, Lord Azalin ridiculed the artist when Ignolia presented his painting, and the poor wretch was driven mad. When Ignolia rose from the grave, he set about retrieving his rare paintbrushes, even though these implements had only led him to disappointment and madness. My colleagues and I used one of the brushes to seal Ignolia into his tomb.
In very rare cases, a person possessing a focus item has some control over a mummy. While such control can be useful when confronting the mummy and laying it to rest, the mummy not unsurprisingly resents any effort to control it. It always seeks to subvert the intent of any orders it is given and gain control of the focus item to obtain its freedom.
Even if a focus item does not grant the owner control, a mummy always seeks to protect it. The theft of a focus item from a tomb is always a serious matter. Such thefts are considered grave robbing in most cultures; worse, a mummy will go to any length to retrieve its focus item. Further, the mummy always knows a focus item's near-exact location, though it does not always know who has the item or how powerful or well protected the holder is. The destruction of a focus item may end a mummy's ability to unfailingly track the grave robber, but the mummy will not rest until it recovers the item. If the item is destroyed before it is recovered, the thief earns the mummy's eternal enmity.
A clever mummy hunter might use a focus item to entrap a mummy in preparation for an attack, or to distract it while some vital research into the mummy's background is completed.
Creature
It is not uncommon for a mummy to be bound to some other creature, usually to the being that created it. Just as a living lord or lady commands the loyalty of family and serfs, so too might an ancient dead's creator command obeisance from its undead servants.
Control over a mummy might be granted to the holder of a particular office or title, and it can be passed down through several generations. The reigning high priest at a temple, for example, might inherit control over that temple's guardian mummies. Care must be taken, however, to be certain where the binding actually lies, with either the title or a physical item that the titleholder also inherited.
Dependence
Some mummies are not entirely self-sufficient. They require something extra to maintain their ties to the world. I have noted three types of dependence during my campaigns against the ancient dead: object, substance, and action
A mummy that has withstood the most potent direct assaults can be extremely vulnerable to attacks that exploit its dependence. The reader should not assume an indirect campaign is necessarily easier or safer than a pitched battle. The virtue of attacking a mummy through its dependence lies solely in the fact that indirect attacks have a better chance to succeed, provided the mummy hunters have done their research properly. Usually, the best clue that one is following the correct scent is the increasing in deadly counterattacks from the mummy, which seeks to protect itself.
Objects
Mummies are frequently each interred with one or more symbolic objects that represents the creature's powers. I call these spirit items. Many spirit items are also focus items, as detailed earlier.
A spirit item is usually found with a deliberately created mummy, though an ancient dead that has risen through force of will sometimes has a spirit item as well. Destroying a spirit item does not destroy the mummy's spirit - that rests in the mummy's preserved body. Instead, some aspect of the mummy's being is diminished or destroyed.
A spirit item might represent the mummy's force of will, but it usually represents that mummy's typical or salient powers. I am reminded of the case of the Feathered Hunter. This creature could change its shape and also summon swarms of biting, stinging ants. When my colleagues and I located its earth-and-log tomb, we found pipes carved from soapstone, a collection of stone tools, and many clay bottles decorated with grinning faces. When we began selectively destroying these items, the mummy appeared and attacked fiercely.
Fortunately, we had chosen our targets well, and the mummy was unable to either change shape or summon ants. At last unhindered, our party defeated the creature, which could not rejuvenate once we had destroyed the clay bottles.
Patient research is essential when dealing with spirit items, as the methods for destroying them are often linked to a mummy's history. As the mummy described above had abhorred drunkenness in life, the clay bottles in the tomb had to be filled with strong beer before they could be smashed. Only repeated blows from an enchanted weapon broke the soapstone pipes.
It is not always necessary to destroy a spirit item to weaken a mummy. Often, removing an item from the tomb is sufficient. This course is frequently perilous, because if the item is also a focus item, the mummy can unfailingly track the thieves.
Elixirs
A mummy might need periodic exposure to a certain substance, which I call an elixir, to maintain its powers. If the supply of an elixir is interdicted, the mummy becomes weak and vulnerable. In some cases, an elixir might be so necessary as to cause fascination in the mummy that requires it. Indeed, an allergen can be mixed with an elixir; if the tainted elixir is applied to the mummy in the normal fashion, it suffers a traumatic shock that immobilizes it for a time.
Elixirs are as varied as the ancient dead themselves. I have encountered mummies that sought the fresh leaves of rare trees, common pine boughs, spices, resins, and beeswax. Elixirs are nearly always associated with the embalming process that initially preserved the mummy's body, and not with its life or death. This makes identifying a particular mummy's elixir difficult, as one must either locate the records of the priest who embalmed the mummy, or study the mummy's tomb and the surrounding area for traces of the substance. In one case I identified a mummy's elixir by studying a merchant's shipping records. The mummy had been purchasing its elixir, an herbal extract from a tropical flower, on the open market through agents, who shipped it to various locations near the tomb.
Maintenance Rituals
In certain very rare cases, a mummy has to perform a ritual (or compel others to do so) to use its powers; I call these maintenance rituals. It is very difficult to exploit this kind of dependence, but knowing about it can be useful to a mummy hunter, as it
allows one to predict some of the mummy's actions with reasonable certainty. If, for example, a mummy must observe the sunrise every seventh day, it is not difficult to guess what the creature will be doing at least one morning a week. While this knowledge has limited use, a successful hunter never disregards even the smallest advantage.
Even rarer are mummies that derive their powers from veneration by the living. My encounter with one mummy and its living allies was one of the most bizarre episodes in my long career.
We spent days in the claustrophobic depths of the catacombs, carefully charting their innumerable twists, turns, and intersections. Geddar and Jameld (an elf ranger with a particular interest in the ancient dead) carefully studied the moss-slick wall, searching for a hidden value that would open a door into the mummy's lair. For three days we did not see the sun. In fact, we had quitted our rooms at the local inn and for all anyone in the town knew, we had left altogether. We felt it prudent not to be seen by the townsfolk entering and leaning the catacombs. This precaution was wise, though we had no idea just how necessary it would prove.
Our search finally revealed a hidden portal, and we eagerly traversed the passage beyond, hoping to enter the mummy's burial chamber and unveil some vital secret that we might exploit to its undoing. What we found instead was a vast and profane temple. The mammoth chamber's lofty vaults soared above our heads and disappeared Into smoky darkness. In the light of guttering oil lamps (whose charnel stench suggested the oil came from a singularly vile source), we saw the mummy, robed as an unholy priest. Before it stood an altar upon which lay the three embalmed bodies of the brigands who had attacked our camp. In the flickering shadows surrounding this altar stood fully three dozen people, including our former host at the inn. The bodies and the onlookers were draped in the same funereal garb.
We watched in horrid fascination as the mummy performed a ritual over the bodies, accompanied by a throaty and vulgar chant from the assembly. Soon the corpses stirred with unlife, and an awestruck hush fell over the temple.
The crowd did not shrink from the newly wakened mummies; rather, they embraced the mummies as lost friends. Indeed, a strong family resemblance was noted between the creatures and two onlookers, an altogether innocent-looking bourgeois couple. After the worshipers fawned over the new creatures, they turned to the robed mummy, prostrating themselves and singing its praises. The
sight was so blasphemous we could hardly bear it.
After trailing the cultists back to town, we presented ourselves at the inn once more. Entering that place, which once seemed so full of comfort and bonhomie, sent a shiver down my spine. The innkeeper smiled and welcomed us in the way of all innkeepers. He bobbed his head and exclaimed how glad he was business had brought us back to his house. He could little guess our business concerned the dark pact into which he had secretly entered.
Setting Claudia to distract the fellow with idle chat, Jameld and I managed a surreptitious look around. Our search revealed a small effigy of the robed mummy. Most illuminating of all was a tall closet where two mummies stood. These undead creatures resented being disturbed, and the resulting confrontation was a violent affair.
After dispatching the mummies, we interrogated our host. He confirmed all the members of his sect kept small effigies in their homes, brought regular offerings to the tomb, and were to become servitor mummies upon their own deaths.
Now that their unholy priest has been put to rest, it is my sincere hope that the surviving cult members are living out their lives in a manner that will grant them a more wholesome afterlife.
—From the private journal of Dr. Van Richten
Exotic Weapons
In Chapter Two, I discussed the value of enchanted and specially constructed weapons in battling the ancient dead. As useful as these weapons are, they cannot replace an understanding of a mummy's origins, which can provide clues that lead to that mummy's ultimate defeat. A hunter's wits can be sharper and cut deeper than any magical blade.
As with ghosts, research into a mummy's past often reveals a weapon that can slay the creature outright or seal it in its tomb. These items might also serve as allergens, but their real value lies in their power to defeat the mummy. Why merely hold off an ancient dead foe when a little further effort can remove its foul presence forever? These items invariably are objects that played an important role in the mummy's life or death.
In one such case, I led a party against the mummy of a barbarian chieftain. Though the creature resisted most attacks, we finally laid it low with an heirloom sword borrowed from a rival's family. The rival had once overwhelmed the chieftain in combat, resulting in an eternal vulnerability. What defeated the mummy in life defeated it again in death.
The fatal implement is not always a weapon. Though the violent demises that lead to unquiet afterlives would seem to favor the tools of violence, many a person's downfall is rooted in hubris and greed. These have their own implements and trappings that can serve to defeat the ancient dead. I once was called upon to investigate the gruesome deaths of several knights who had tracked a band of daring thieves to a lair after a series of spectacular burglaries. My investigations revealed that the gang's leader was the mummy of an infamous burglar who had contrived her own death and reawakening to elude pursuit many decades before. With the help of a few stalwart companions, I bound the mummy in chains made of gold from the thief's own stolen hoard.
Spells of Retirement
The supernatural processes that set a mummy walking among the living can sometimes be reversed or suspended under the proper circumstances. I call such circumstances spells of retirement, as they most often involve some series of actions that are symbolically linked to the mummy's origins. Alas, no universal spell of retirement exists for all mummies; each is unique. Further,
unfortunately, a spell of retirement does not exist for every mummy.
A spell of retirement might be a ritual created along with a mummy and recorded, either in the temple where the mummy's body was embalmed or in the mummy's tomb. Unfortunately, these records are often difficult to locate and even more difficult to translate. The records might exist only in fragments, scattered by the ravages of time or by the mummy itself. Other spells of retirement are not recorded at all, but they can be discovered by a mummy hunter who diligently searches out all the clues and correctly puts them together.
In either case, the first task (and often the most difficult) is identifying the ritual for what it is. A formal ritual might be concealed in a lengthy hieroglyphic or runic inscription that relates the story of the mummy's life. (Such inscriptions are well worth translating, as they can contain vital clues about the mummy's origins.) Other rituals are even more elusive.
A typical ritual requires a focus object or allergen that is placed on the mummy's body or used to seal the tomb. My companions and I were able to lay to rest one of the leaders of the aforementioned Ghost Clan in this manner; we reburied the mummy's body in a respectable grave, accompanied with an appropriate funeral ceremony.
I offer the reader two important pieces of advice when seeking out spells of retirement. First, learn as much as possible about the mummy's death and initial burial. These events are likely to provide clues about the elements of the ritual. Second, look for signs of a past ritual. All too often a mummy is laid to rest, only to be inadvertently reawakened by some ignorant or greedy person.
I have used spells of retirement with great success. Of the many examples I could relate, my brief encounter with the skeletal mummy of Three Wolf Priest comes most readily to mind. Three Wolf Priest was a savage devotee of a jungle deity whose cult is all but forgotten today. I cannot tell how often this creature stalked the land, but some time ago, at the fringes of living memory, a band of hardy souls laid Three Wolf Priest to rest by binding his limbs with horsehair ropes and sealing the tomb with an iron horseshoe. According to local legends, the mummy could not abide horses; however, horses were all but unknown in that rugged area. (It seems that a mounted knight ended the mummy's mortal life.) Three Wolf Priest arose to menace the area again when foolish treasure hunters broke open its tomb and rifled the body. Once the horsehair bonds were loosed, it was only a matter of time before the mummy sallied froth to recover the goods looted from the tomb.
Between our battles with the mummy, I discovered a venerable old woman who had known the mummy hunters of three generations before. From her, we learned the tale of the earlier campaign and were able to reconstruct the ritual. In the end we located the original horseshoe and used that to seal the tomb. Getting enough horsehair rope to bind the mummy proved to be a problem, and we ultimately were compelled to stave off the mummy's attacks while a companion went to fetch it from farther afield.
Curiously, a mummy itself sometimes strives to complete its own spell of retirement. The reunion between Ahmose Tanit and Simbel (see Chapter Two) might be considered a spell of retirement, as might Quinn Roche's quest for plate mail of etherealness.
Latent Powers
Any sortie against the undead is best accomplished with all due speed. I do not mean to imply that reckless or ill-considered attacks are preferable to a more deliberate approach. Rather, I urge the reader to avoid unnecessary delays and get on with the job. Groups who are reluctant to finish their task often find themselves counterattacked.
The speedy completion of a hunt can be even more important when the quarry is a mummy. As was explained briefly in Chapter One, it is possible for a mummy's powers to change over time, the powers usually growing stronger. A newly awakened mummy might not gain the full use of its powers until certain items looted from its tomb are recovered. Another mummy might gain extra powers during astrological events such as equinoxes or planetary conjunctions. Although I have no direct proof, it seems likely that some mummies can gain considerable power when a comet appears, which helps explain a comet's reputation as a harbinger of ill omen. I have four accounts of mummies that gained power each time they were slain and subsequently rose again through rejuvenation.
Elemental Vulnerablity
A typical mummy is immune to all types of cold, but is susceptible to fire. A more powerful mummy might be resistant or immune to other types of attacks, as described in Chapter Three, in addition to any immunity the mummy might have due to the elemental command power.
If the mummy is susceptible to an element or form of energy, nonmagical attacks based on the element can inflict damage, and magical attacks, including blows from an elemental, inflict +1 point of damage per die. Typical damage for nonmagical attacks is:
Flaming torch, flask of water, chunk of ice, small rock: 1d3.
Flask of burning oil, immersion in water, avalanche: 1d8 for first round of exposure, 2d8 for second and subsequent rounds of exposure.
Holy Symbols
Only a mummy that retained priest abilities is subject to damage from holy symbols. A holy symbol has no effect on a mummy unless the symbol is held by a living being while it touches the mummy.
Table 20: Holy Symbols
Rank |
|
Damage* |
|
Healing** |
First |
|
2d4 |
|
1d3 |
Second |
|
1d6+1 |
|
1d4+1 |
Third |
|
1d6 |
|
1d6+1 |
Fourth |
|
1d4 |
|
2d6 |
Fifth |
|
Nil |
|
2d8 |
* Damage: The amount of damage a symbol from any nonevil faith inflicts when used to strike a mummy. The wielder must make a normal melee attack roll.
** Healing: The amount of damage that is healed (rejuvenated) when a mummy is touched by the symbol of its own faith. Other evil holy symbols have no effect.
Holy Water
Table 21: Holy Water
Rank |
|
Damage per Vial |
First |
|
2d4 |
Second |
|
1d6+1 |
Third |
|
1d6 |
Fourth |
|
1d4 |
Fifth |
|
Nil |
A normal missile attack roll is required to splash a mummy with holy water. If an unstoppered vial is thrown, it will not break unless is strikes a solid object - a mummy's body does not count for this purpose. If the vial strikes a solid object, the player rolls a saving throw vs. crushing blow to see if it shatters. See the section on "grenadelike missiles" in the Dungeon Master Guide and consult the scatter diagram for resolving the effects of throwing and breaking vials of holy water.
Effects of Spells upon Mummies
* Spell is described in Tome of Magic.
Wizard Spells
Antipathy/sympathy: This spell might drive back the ancient dead, but the persistent itching that generally affects targets doesn't necessarily occur. If a mummy makes its saving throw vs. the antipathy form of this spell, it can remain in the area of effect or handle the protected object with no ill effects.
Antimagic shell: Many ancient dead can freely cross the barrier created by this spell, but a created, servitor, or recalled mummy cannot do so. No matter what the mummy's origin, an antimagic shell stops all special powers except those delivered by touch - a typical mummy's fear aura is negated (normal fear checks might still apply), but its rotting touch is not. This is because a mummy's touch puts its victim in physical contact with the positive energy emanating from the mummy's body, so the victim suffers the consequences. Nevertheless, an antimagic shell prevents the mummy from projecting its powers over a distance.
Banishment: Successful use of this spell forces a recalled mummy's spirit permanently into the afterlife, destroying the creature. This spell has no effect on other types of mummies.
Continual light: Unless the creature has an aversion to light, this spell does not cause a mummy discomfort or drive it away. The spell can blind a mummy if cast directly on its eyes.
Death fog: This spell cannot poison the ancient dead. Mummies, however, are corporeal, and the spell's solid vapor slows their movement.
Emotion: This spell has no effect when used against the ancient dead. The spell's courage variation negates the results of a failed saving throw for mummy fearM.
Feeblemind: This spell is effective only against mummies with spellcasting abilities. A mummy's rejuvenation power, however, quickly restores its lost faculties. A mummy's mind is restored in the same amount of time that it normally requires to rejuvenate 25 hit points.
Infravision: A mummy's body radiates no heat. When motionless, a mummy is all but invisible to infravision of any kind. When moving, a mummy creates disturbances in the air that infravision can detect. If the surroundings are very warm (sunbaked rock, volcanically heated cavern), a mummy shows up as a cool spot. Dungeon Masters who interpret infravision simply as an ability to see in the dark should adjudicate accordingly.
Legend lore: This spell is an invaluable tool for determining a mummy's history. This spell can also
reveal a mummy's salient weaknesses, and what actions or materials are required to destroy it or lay it to rest. Best of all, this spell can work at a distance, which usually allows a group to be fully informed about its foe before any combat is joined.
Light: See continual light, above.
Leomund's lamentable belaborment: This spell generally has no effect on the ancient dead. A mummy who was a noted orator, politician, or debater in life might be subject to its effects, however.
Limited wish: This spell can be very useful for revealing key facts about a mummy's background. It is not powerful enough to lay a mummy to rest, but it can usually cure mummy rot and negate other lasting effects from a mummy's attacks. A limited wish also can be used offensively, suppressing one of a mummy's abilities temporarily. Limited wish generally negates a First-rank power for 1d8 hours, a second-rank power for 1d4 hours, a third-rank power for 1d10 turns, a fourth-rank for 1d8-l rounds, and a fifth-rank power for 1d6-l rounds. If adjustments reduce the number to zero or less, there is no effect. The mummy is allowed a saving throw vs. spell to avoid the reduction.
Mordenkainen's disjunction: This spell works normally when used against spell effects created by a mummy, but it has no effect on the mummy itself.
Past life*: This spell is sometimes useful in researching a mummy's history. It is limited by the need to touch the mummy or, in the case of more powerful casters, handle one of the mummy's possessions.
Protection from evil/protection from evil, 10' radius: These spells do not hedge out the ancient dead, but they do offer attack penalties and saving throw bonuses to beings in the areas of effect.
Reincarnation: This spell can destroy most mummies by restoring them to life. However, the ties that bind mummies of the fourth or fifth rank to their undead "lives" are so strong that this spell cannot override them. Even if the spell works, a reincarnated creature tends to be dangerously psychotic: The transition from life to undeath tears at the mind; an abrupt change back to life is far more damaging.
Remove curse: In very rare cases, a powerful spellcaster can lay a very weak (first- or second-rank) mummy to rest with this spell. Generally, this works only on a usurped or servitor mummy.
Temporal stasis: This spell can prevent a mummy from rejuvenating.
Trap the soul: This spell works against all mummies, and it is particularly useful for containing a powerful mummy while a permanent means of putting the creature to rest is being sought.
Wish: This spell is powerful enough to literally wish a mummy right out of existence. Great care must be exercised, however, as this spell is notoriously dangerous. The spell also is most useful for uncovering a mummy's origins and weaknesses - that process is less dangerous than wishing a mummy out of existence, but only slightly less so.
Priest Spells
Abjure: Recalled mummies can be laid to rest with this spell.
Atonement: This powerful spell can bring peace to a restless, recalled, or usurped mummy. Extensive and careful research into a mummy's origins and history is necessary to determine if this spell will be efficacious. For the spell to work, the mummy must have performed an act that doomed it to undeath, and it must be willing to undergo the spell.
Cloak of Bravery: This spell is useful for combating the effects of mummy-inspired fear, but the spell's reverse has no effect on the ancient dead.
Continual light: See the wizard spell of the same name, above.
Cure disease: This spell is a necessity for any mummy hunter, as only magical cures can combat mummy rot. The spell's reverse is useless against the ancient dead.
Dispel evil: This spell sometimes lays a mummy to rest. Generally, only a servitor or usurped mummy is affected.
Emotion control*: This has no effect when cast on the ancient dead, but works normally if cast upon a priest or living being controlling a mummy.
Holy word: This spell can obliterate a very weak mummy, and a more powerful mummy is fully subject to the spell's side effects. In some cases, a very powerful mummy can be laid to rest by this spell; only careful research into a mummy's history should reveal if the creature in question is vulnerable.
Know age*: This spell is sometimes useful when researching a mummy's background or identifying objects associated with a mummy.
Light: See the wizard spell continual light, above.
Moonbeam: This spell might have an effect on certain bound or dependent mummies.
Personal reading*: This spell can be very useful in uncovering details about a mummy's past. Its chief limitation is the need for the caster to know the mummy's birth name or exact birth date. Such information is not always easy to find (see Chapters Five and Eight).
Protection from evil, 10' radius: See the wizard spell protection from evil, above.
Raise dead: A powerful (third-rank and higher) mummy cannot be destroyed by this spell. The spell also is ineffective if a mummy has been dead longer than the maximum time allowed for a dead being to be so raised. The return to the world of the living is always physically and mentally traumatic, especially for undead creatures. In many cases the creature's body does not survive the transition, and the monster is merely dead (inactive, no longer undead). Even if the creature survives, it is usually hostile and suffers from some form of dangerous psychosis as well. The reverse of this spell has no effect on the ancient dead.
Regenerate: Like the various cure spells, this spell and its reverse have no effect on the ancient dead. The spell is somewhat useful for closing the wounds of a creature afflicted with mummy rot, but cannot cure the rot itself.
Remove curse: See the wizard spell of the same name, above.
Resurrection: This potent spell is essentially a more powerful version of the raise dead spell. It can affect any type of mummy, but see the raise dead spell for a caution. The reverse
of this spell has no effect on the ancient dead.
Squeaking floors*: A mummy using the weightlessness power will not trigger this spell.
Sunray: This potent spell can damage any type of mummy.
Thought capture*: This spell is sometimes useful in researching a mummy's history. To use the spell successfully for this purpose, the caster must visit a location where useful thoughts might still be available for capture.
Time pool*: This spell can be very useful for researching a mummy's past, especially when the caster seeks to round out previous studies. Curiously, the spell sometimes fails to reveal any information. Time pool sometimes fails because it cannot reveal information about events that have taken place on another plane.
Zone of truth*: This spell can be very useful when making inquiries about a mummy's past. Unfortunately, beings within the warded area are aware that they are being compelled to speak the truth, and they often refuse to answer questions.
Effect of Psionics upon Mummies
The Dungeon Master must carefully adjudicate the effects of psionics powers used against mummies, using the previous spell effects as rules of thumb. Mummy rot is an extraordinary disease and could be made immune to psionic cures in a Ravenloft campaign. Divination-type powers might be useful only when used in a mummy's lair or on objects belonging to a mummy. Psionic powers establishing a mental link to a mummy place the psionics user at grave risk of making a madness check. Other specific effects might include allowing banishment to put a recalled mummy to rest, and allowing wrench to cut a mummy's connection to the Positive Material Plane, preventing it from causing mummy rot or rejuvenating.
Turning Undead
A mummy is turned according to its Hit Dice. Treat 3 or more bonus hit points as another full Hit Die. A typical mummy (6+3 HD) is turned as a 7-HD creature.
Table 22: Turning Undead
Rank |
|
Turning Penalty* |
First |
|
Nil |
Second |
|
-1 |
Third |
|
-2 |
Fourth |
|
-3 |
Fifth |
|
-4 |
* Turning Penalty: If the turning attempt is successful, it remains necessary to roll 2d6 to determine how many creatures are turned, then apply the listed penalty. If the adjusted number is zero or less, a mummy is not turned but cannot directly attack the priest who made the attempt.
Allergens
This weakness can produce two possible effects (sometimes both at once): aversion or barrier.
Aversion: A single allergen produces either repulsion or fascination, but never both. However, a mummy may be repulsed by one type of allergen and fascinated by another.
Repulsion: The hero with the item must have a clear view of the mummy, which must be aware of both hero and item. The effect persists as long as the hero can see the mummy and concentrates on repulsion. If the mummy is within the item's effective radius when repulsion is established, it must leave at the first opportunity. If unable to do so, it must remain as far as possible from the allergen.
Table 23: Repulsion
Rank |
|
Radius* |
|
Saving Throw Penalty** |
First |
|
40-60 feet |
|
-5 |
Second |
|
20-40 feet |
|
-4 |
Third |
|
10-30 feet |
|
-3 |
Fourth |
|
5-25 feet |
|
-2 |
Fifth |
|
0-20 feet |
|
-1 |
* Radius: This is the typical radius of aversion. If the radius is 0, the mummy physically attacks the magic-wielder in an attempt to stop the (ineffective) repulsion.
** Saving Throw Penalty: If a mummy cannot leave the radius of effect, or if the hero presenting the item pursues the mummy to keep it within the radius, the mummy can ignore the repulsion for one round if it successfully saves vs. spell with the listed penalty. A saving throw can be attempted every round that the mummy is involuntarily kept within the radius.
Fascination: The allergen must be presented as described above. A fascinated mummy moves directly toward the allergen, but it stops within 1d4 feet of the object.
Table 24: Fascination
Rank |
|
Duration* |
|
Saving Throw Penalty** |
First |
|
1d12 rounds |
|
-5 |
Second |
|
1d10 rounds |
|
-4 |
Third |
|
1d8-1 rounds |
|
-3 |
Fourth |
|
1d6-1 rounds |
|
-2 |
Fifth |
|
1d6-2 rounds |
|
-1 |
* Duration: The typical interval a mummy remains fascinated. Fascination is broken if the mummy's view of the object is blocked, or if the object touches the mummy. If the duration is zero or less, the mummy attacks the wielder and tries to seize the allergen.
** Saving Throw Penalty; A mummy can make a save vs. spell to avoid fascination. If the roll is successful, the mummy isn't vulnerable to the same object for an amount of time determined by the Dungeon Master. A typical interval is one full day, or until the next sunrise or sunset.
Barrier: The allergen prevents a mummy's passage if positioned to block a portal or laid down in a line or circle.
Table 25: Barrier
Rank |
|
Radius* |
|
Saving Throw Penalty** |
First |
|
50 feet |
|
Nil |
Second |
|
30 feet |
|
Nil |
Third |
|
20 feet |
|
-4 |
Fourth |
|
10 feet |
|
-4 |
Fifth |
|
5 feet |
|
-3 |
* Radius: The maximum area the object can ward. An object centered within a room whose radius is smaller than this distance wards the entire room. Warding objects in a line or circle can be no farther apart than the listed radius.
** Saving Throw Penalty: A mummy can breach a ward if it makes a successful save vs. spell with the listed penalty. If the saving throw fails, and the mummy can retreat outside the allergen's effective radius, it can attempt a new breach at another location after a number of hours equal to the saving throw penalty.
Bonds
If a focus item grants control over a mummy, the table below determines the item's extent of mummy control.
Table 26: Bonds
Rank |
|
Time* |
|
Range** |
First |
|
2d4 hours |
|
21 hours |
Second |
|
1d4 hours |
|
9 hours |
Third |
|
2d4 turns |
|
3 miles |
Fourth |
|
2d4 rounds |
|
1 mile |
Fifth |
|
1d4 rounds |
|
500 yards |
* Time: The typical interval during each day in which a hero possessing a focus item can control a mummy of the listed rank. Controlling any undead generally requires a powers check.
** Range: The typical maximum distance between a mummy of the listed rank and its focus item, beyond which control is broken. In most cases, the focus-item holder must first summon the mummy to his or her presence before issuing any commands (the wielder and the mummy must be able to actually see each other).
Dependence: Spirit Items
Table 27: Dependence: Spirit Items
Rank |
|
Number* |
|
Radius** |
First |
|
1d4 |
|
0-90 yards |
Second |
|
2d4 |
|
90-180 yards |
Third |
|
3d4 |
|
180 yards - 1 mile |
Fourth |
|
4d4 |
|
1-10 miles |
Fifth |
|
5d4 |
|
10 miles + |
* Number: The typical number of spirit items a mummy of the listed rank can possess.
** Radius: How close a mummy must be to a spirit item to benefit from it. A radius of zero means the mummy cannot be separated from the item.
Types of spirit items: Most spirit items are durable things such as jewelry, tools, weapons, or statues, which were buried with a mummy. It is possible for the tomb itself to be a spirit item. A spirit item's form might reflect its function (see below); for example, a jewel representing a mummy's life force or rejuvenation power might be shaped like a heart.
Assigning spirit items: Typically a spirit item represents one of a mummy's powers. Destroying the item reduces or eliminates the power. More than one item can be assigned to the same power, and a single item can be assigned more than one power.
Destroying spirit items: A spirit item can usually be smashed with blows from a weapon. A typical spirit item has the same Armor Class and invulnerabilities as the mummy and 3-5 hit points for each of the mummy's Hit Dice.
A spirit item might be destroyed only through a specified manner. This might involve treating the item with an allergen, taking it to a specific place, subjecting the item to a specific ritual relevant to the individual mummy, or anything else the Dungeon Master desires. Generally, the higher the mummy's rank, the harder a spirit item is to destroy. If a hero simply tries to smash such an item, the Dungeon Master must decide what happens. Possibilities include: the implement the hero uses to attack the item breaks; the spirit item is unmarked by the blow; or the spirit item appears to break, but the mummy is unaffected and the item re-forms itself over the next few days.
Effects of destruction: The power assigned to a spirit item usually decreases by one or two ranks when the item is destroyed. If a power's rank drops to zero or less, the mummy can no longer use that power; however, typical powers (rejuvenation, fear, mummy rot, and invulnerability) are unlikely to be reduced to zero in this fashion. If the item represents a mummy's force of will, the mummy loses 1-2 Hit Dice when the item is destroyed. Alternatively, an assigned power can be lost when an item is destroyed. It might be possible to destroy a mummy outright by destroying a spirit item that represents its life force. Power losses can be permanent, but they might be restored by replacing the spirit item.
Dependence: Elixirs and Maintenance Rituals
A typical elixir or maintenance ritual applies to the mummy's force of will and must be renewed. If the elixir or ritual is denied, the mummy loses 2-3 Hit Dice, and all its powers decrease by one rank. These losses accumulate if the mummy is denied the elixir or ritual often. (If the mummy has at least 1 Hit Die, it still possesses first-rank rejuvenation, fear, disease, and invulnerability.)
Table 28: Dependence: Elixirs and Maintenance Rituals
Rank |
|
Frequency* |
|
Disability** |
First |
|
1-4 months |
|
1-12 days |
Second |
|
1-4 years |
|
1-8 days |
Third |
|
1-10 years |
|
1-6 days |
Fourth |
|
10-100 years |
|
1-4 days |
Fifth |
|
100-1000 years |
|
Nil |
* Frequency: The typical maximum interval between doses of an elixir or performance of a maintenance ritual.
** Disability: The typical minimum interval required for the mummy to recover its lost Hit Dice and power ranks when it begins receiving its elixir or maintenance ritual again. If the mummy has lost multiple Hit Dice and power ranks, it typically recovers one set of Hit Dice and power ranks during each disability interval. For example, if a mummy of the third rank is denied its elixir for 30 years, it might need as long as 18 days to recover all its Hit Dice and power ranks.
Mixing Allergens with Elixirs
Only allergens that produce repulsion are effective in tainting an elixir.
Table 29: Mixing Allergens with Elixirs
Rank |
|
Detection* |
|
Duration** |
First |
|
-5 |
|
1d12 rounds |
Second |
|
-4 |
|
1d10 rounds |
Third |
|
-3 |
|
1d8-1 rounds |
Fourth |
|
-2 |
|
1d6-1 rounds |
Fifth |
|
-1 |
|
1d6-2 rounds |
* Detection: A mummy of the listed rank can detect the allergen, no matter how well mixed with an elixir, if it rolls a successful save vs. spell with the listed penalty.
** Duration: The mummy is incapacitated for this interval when it uses a tainted elixir. If the number is zero or less, there is no effect.
Latent Powers
As stated earlier, a mummy does not acquire new powers, but instead gains fuller use of abilities it has always had. The table below is only a guideline; the Dungeon Master can also choose to invest the mummy with power gains according to astrological events or the recovery of looted grave goods.
Table 30: Latent Powers
Rank |
|
Frequency* |
|
Scope** |
First |
|
1-10 years |
|
1-3 |
Second |
|
1-12 months |
|
2-5 |
Third |
|
1-30 days |
|
3-7 |
Fourth |
|
24-128 hours |
|
4-9 |
Fifth |
|
8-24 hours |
|
5-11 |
* Frequency: The typical interval required for the mummy to gain use of a latent power. The actual number can vary widely.
** Scope: The typical number of powers or power ranks the mummy gains.