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Orichalka
Literally, "destroyer of Ka". This is the magical field (or non-field) created by the remains of the huge meteorite that fell to earth and destroyed Atlantis. Its presence forever weakened the natural five Ka-fields - so much so that the ancient ones were thereafter forced to possess creatures possessing Solar-Ka just to survive (notably homo sapiens), and became known as Nephilim - "the fallen".
Linked to the distant planet Saturn, from which the meteorite came, Orichalka does not shimmer like the natural five fields, but instead pools thickly, much as quicksilver [liquid mercury] does, often settling into metals.
If Orichalka meets a concentration of any of the natural five Ka-elements - this most often means a Nephilim - a magical explosion of energy results, destroying some of each. This ability to directly attack and destroy their immortal Ka-essences makes Orichalka-impregnated weapons especially deadly to Nephilim.

Prana

Prana literally means 'breath'. The amount of Magical Endurance the Nephilim possesses. Magic use, including spell casting and the use of Ka-vision, depletes this reserve of energy. When it is used up, no more magical acts can be performed (until after a period of rest). Prana is derived from the Dominant Ka of a Nephilim.

Shadow
The state of a Nephilim's essence when it has lost control of the Solar-Ka vessel it is inhabiting (usually a human). In Ka-Shadow, the Nephilim's Ka has literally gone to sleep, hibernating within the host in defence against the (currently) superior Will of the host creature, which has reasserted control. This loss of dominion can occur whenever the Nephilim fails when trying to access the host's memories and skills, having overstretched its energies. This gives the host's energy-pattern an opening where it can regain control of the Solar-Ka it held before (and the body which is its physical extension).

Simulacr(a/um)

The host body - a vessel energised with Solar-Ka - which a Nephilim must inhabit in order to interact with the physical realm - and indeed, to survive in it. Nephilim must perceive the material world to affect it, and can only do this fully through the senses of a host, which is almost invariably human (but can be any animal - the use of a nonhuman host marking a Nephilim as a member of the Moon Arcanum).
Since taking a new Simulacrum involves conquering their Solar-Ka, it can be almost impossible to take over a strong-willed (high Solar-Ka) human such as a political or military leader, heroic or other popular figure.
Note that the host falls unconscious upon possession, awakening with the Nephilim in charge of its faculties. The Nephilim must then deal with the host's family (wife? boyfriend? children? mistress? dependent parents?), their job (in what industry? with what connections? taking up how much of their time?), and their lifestyle and circumstances (maybe they have underworld connections, or heavy debts; maybe they are wanted by the law - or are due to give a public lecture (or play in an all-star game) in a week's time).
Opinions vary on what the exact relationship is between a Nephilim and its host. The various Arcana certainly have specific views on the matter, and a limited number of possibilities have been proposed by Nephilim, although none have been proven to be true for all Nephilim.

Solar-Ka
Ka produced by the Sun, unrefracted by any other planetary body. Often considered the most potent Ka-element. All evolved life forms on Earth - and especially Humans - have some Solar-Ka, thus it is associated with the life force of terrestrial creatures. It corresponds loosely to their Willpower.
However, Solar-Ka is of no use to most Earth creatures as they have no skills (or insufficient Will) to draw on its power. Only those Nephilim who have reached Agartha - and some Awakened humans - can manipulate Solar-Ka.

Sorcery
Sorcery involves the direct manipulation of the magical Ka-fields, often with the aid of others through performance of a ritual. It is the oldest Nephilim magical technique, and stems from their ability to directly manipulate the world through the magic fields.

Stasis

An object, impregnated with Ka and magically bonded to a single Nephilim, which serves as a shelter from magical dissolution at times when no new host can be found. A Nephilim's Stasis also acts as a backup battery, storing Ka which can be drawn upon if it is needed to complete a spell or other magical working.

Summoning

Summoning involves the adoration of the magic fields, their division into hierarchies and the naming of the various planes, areas and entities dwelling in those places.
In practical terms it calls for the evocation of an entity - a personification of the magical energies that will attempt the task the spell is aimed at achieving. Many such entities have wills of their own, and must be dominated - or, in many cases, placated - before they will act on the summoner's behalf.

Technique
The Magical Techniques are different ways of dealing with the magical fields. Each involves a different way of thinking about and using the Ka-energies extant in the world.
The Techniques that the Nephilim have developed over the centuries include Sorcery, Summoning and Alchemy (see each one for more detail).

Threshold
The Threshold is the minimum ability in a given Circle of a magical Technique that a caster must possess before any spells at that level can be attempted.

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