He Shall Capsize and Drown at Sea
ReAq 45; 1/day, Pen 0; R: Touch, D: Special, T: Room: This Greater Malediction causes any boat on which the afflicted set foot to sink. Furthermore, whenever they are in more than a foot's depth of water, they are unable to keep their heads

bypassed or avoided; for example it is possible to dodge out of the way of a blast of fire generated by a Destroying Uraeus (see Example Talismans); whereas if this was a Hermetic enchantment that would not be the case. Similarly, the illusion created by the Nothing But Sky and Sand ward (see Example Wards) might be incomplete from a certain viewpoint, or might not react appropriately if sprinkled with water. As mentioned earlier, the Ease Factor to overcome a magical trap through mundane means should begin at a base of (6+magnitude) for a talisman that imprisons or harms, and (9+magnitude) for a ward that repels or obscures. Characters whose Magic Resistance is equal or greater than the Penetration of an enchantment may overcome the challenge automatically.

Tombs rarely contain actual books, although some might have a stash of ancient scrolls carefully preserved in sealed jars that have withstood the ravages of time. The inside of most tombs is covered with inscriptions, however, often painted in vibrant colors that may have faded with time. These texts are usually scribed in Ancient Egyptian or Demotic (depending on their age) and may use hieroglyphs or the hieratic script.
The subject of these texts is often a history of the deceased, represented by an Area Lore or Organization Lore depending on the occupant. However, ancient priests often provided their kings with spells that they would need in the next life, and so there may be details of Magic Lore or relevant Supernatural Abilities.
Specialists
A Temple Priest of Dedun or an Undying One who lives in a tomb may have altar priests or adherents of the cult at their beck and call. These cost build points just like any other specialist. However, a tomb can have more unusual inhabitants, such as walking cadavers as tomb guardians, or the ghosts of long-dead viziers who offer advice from beyond the grave. If these characters are not intended to be player characters, then they should be purchased as specialists. Tomb guardians usually cost Build Points equal to their highest Martial Ability or Brawl, as applicable. Ghosts can be specialists or teachers, and cost Build Points appropriately.
Traps
A tomb is often built with a variety of traps intended to guard the contents against interlopers and robbers. A tomb may also
Example Talismans
tration, +10 unlimited uses)
Apedemak's Strength
Muto (Rego) Terram 40 (16 Build Points) Pen 0, unlimited uses per day R: Per, D: Conc, T: Ind
Many talismans merely injure or entrap, but a few magical effects are famous with seekers, as they are surprisingly common.
Animates an immense statue of a lion. The statue obeys to the best of its ability a single verbal command of whoever activated it; it has since been Warped from being left in a strong Magic aura, and now requires a Communication + Leadership roll against an Ease Factor of 9 to prevent it from carrying out the last order it was given many hundreds of years ago — attack anyone who crosses the tomb's threshold. It is dogged and nigh indestructible, but an unskilled fighter. See earlier for details of tomb guardians. While it can be fought as normal, as an obstacle or trap, this enchantment has a base Ease Factor of 14. For example, characters trying to hide or run away from the tomb guardian roll against this number.
The guideline used is based on the making the target statue into highly unnatural stone, with a Rego requisite to permit it to move.
(Base 5, +1 Conc, +1 affect stone, +1 size, +1 requisite; +5 maintains concen-
The Destroying Uraeus
Creo Ignem 20 (8 Build Points) Pen 0, 24/day
R: Voice, D: Mom, T: Ind
This statue of a rearing cobra spews a jet of fire on anyone passing in front of it without intoning the name of the tomb's recipient. The flames engulf one person, and inflict +10 damage. As a trap, the Destroying Uraeus has a base Ease Factor of 10 to avoid; for example, to dive out of the way.
(Base 5, +2 Voice; +5 24/day)