Glossary Pages A-E - G-N - O-Z
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.