The Keys of Solomon

By Eric Hallstrom

**Flaming
Feather**

The Keys are not physical artifacts, but rather a set of patterns of gematriac knowledge, having the effect of attunements, for corporeal characters.

Only human or once human beings may master the Keys of Solomon. Whether that includes Lilith or not is an open question.

A key may only be acquired from someone who likewise holds the same key. Most of the (very) few remaining groups which hold knowledge of the keys hold only two to four of them, while a few more favored groups may hold as many as six.

Only the Dozen, and perhaps the remaining hidden branches of the Knights Templar, are suspected of still holding all nine of the lesser keys.

If anyone still holds knowledge of the four greater keys, which require prior knowledge of all nine of the lesser, the fact has yet to be rumored.

Each lesser key costs five character points to acquire, and is activated by rolling less than the holder's Will plus their Celestial Forces, and paying the activation cost in essence listed for each Key.

Each key lasts a number of minutes per activation equal to three plus the CD of the roll. Activating a Key causes no disturbance.

Most of the keys are primarily useful for Sorcerers, but it is not necessary to know any Sorcery skills or to have the Sorcery attunement to hold a Key.

Several Keys invoke penalties against certain opponents or Require Will rolls for such an opponent to attack or influence the Keywielder. Any such key's functioning is immediately apparent to anyone with Symphonic Awareness who passess a Perception roll upon meeting or viewing the Keywielder. Anyone who is warded against by such a Key need not roll.

There are nine lesser keys, which correspond to the nine supporting Sephiroth of the Tree of Life:

The Key of Malkut, Granting Kingship Over the Spirit. 3 Essence

This Key grants a bonus of +3 to all Sorcerous rolls to Summon or Control "Simple" (which is to say unaspected) Ethereals. It also grants a bonus of +2 to all rolls to resist their powers, songs or attunements, and forces any such Ethereals to pass a Will roll to be able to attack, influence or forcefully withstand the Keywielder. All rolls to attack or influence the Keywielder by such Ethereals are penalized by -2.

The Key of Yesod, Building a Foundation on the Bones of the Dead. 3 Essence

This Key grants a bonus of +3 to all Sorcerous rolls to Summon or Control the Undead, Ghosts or once-human Spirits, including Dream- shades. It has no effect on Saints or Bodhisattvas. It also grants a bonus of +2 to all rolls to resist their powers, songs or attunements, and forces any such Undead to pass a Will roll to be able to attack, influence or forcefully withstand the Keywielder. All rolls to attack or influence the Keywielder by such Undead are penalized by -2.

The Key of Hod, Bringing Spendour In Peace. 4 Essence.

Adds +2 to the wielder's Intelligence and Perception, and 3 to the wielder's Will. Renders the wielder immune to mental or Celestial shock or pain, and pacifies all Ethereal or Celestial disadvantages for the duration of its activation.

The Key of Netzach, Bringing Victory In War. 4 Essence.

Adds +1 to the wielder's Dexterity and Precision, and 3 to the wielder's Strength. Renders the wielder immune to Corporeal shock or pain, and pacifies all Corporeal disadvantages for the duration of its activation.

The Key of Tiferet, Bearing Witness to the Beauty of Life. 3 Essence.

The wielder will heal at a rate of 3 points of any damage per turn. The wielder may heal 1 point of any damamge in another per turn, by touch and Concentration. The wielder gains 2 points of toughness in each Realm, for the purposes of determining Hit Points in that Realm.

The Key of Gevurah, Strength Over the Stable Elements of Earth and Fire. 4 Essence.

This Key grants a bonus of +3 to all Sorcerous rolls to Summon or Control Ethereals bearing an Aspect of Stability, or an Elemental Aspect of Earth or Fire. It has no effect on Celestials. It also grants a bonus of +2 to all rolls to resist their powers, songs or attunements, and forces any such Ethereals to pass a Will roll to be able to attack, influence or forcefully withstand the Keyweilder. All rolls to attack or influence the Keywielder by such Ethereals are penalized by -2. Also, the effects taken by the wielder of this key from hostile Elemental sources of Earth and Fire, whether natural or supernatural, is halved (this does include bullets). This Key may only be taken if the holder also has at least one of the Keys of Malkut, Yesod, Hod, Netzach or Tiferet.

The Key of Chesod, Love For the Mutable Elements of Air and Water. 4 Essence.

This Key grants a bonus of +3 to all Sorcerous rolls to Summon or Control Ethereals bearing an Aspect of Mutability, or an Elemental Aspect of Water or Air. It has no effect on Celestials. It also grants a bonus of +2 to all rolls to resist their powers, songs or attunements, and forces any such Ethereals to pass a Will roll to be able to attack, influence or forcefully withstand the Keywielder. All rolls to attack or influence the Keywielder by such Ethereals are penalized by -2. Also, the effects taken by the wielder of this key from hostile Elemental sources of Air and Water, whether natural or supernatural, is halved (this does include drowning and suffocation). This Key may only be taken if the holder also has at least one of the Keys of Malkut, Yesod, Hod, Netzach or Tiferet.

The Key of Binah, Granting the Understanding of the Truth. 5 Essence.

This Key grants a bonus of +3 to all Sorcerous rolls to Summon or Control Celestials. It also forces any such Celestials to pass a Will roll to be able to attack, influence or forcefully withstand the Keywielder. All rolls to attack or influence the Keywielder by such Celestials are penalized by -2. This Key may only be taken if the holder also has at least three of the Keys of Malkut, Yesod, Hod, Netzach, Tiferet, Gevurah or Chesod.

The Key of Chockmah, Granting the Wisdom to Achieve Mastery. 5 Essence.

The wielder of this Key gains a bonus of +2 to all rolls made to resist Powers, Songs or Attunements originating from Celestials. Also, the effects taken by the wielder of this key from hostile Celestial sources is halved. Finally, the wielder of this key may Summon and Control Angelic Celestials with the same difficulty as Demonic ones, although this ability is a very perilous one, and the proper rituals must still be found or created, as Demonic rituals will not work. This Key may only be taken if the holder also has at least three of the Keys of Malkut, Yesod, Hod, Netzach, Tiferet, Gevurah or Chesod.

The Powers and restrictions surrounding the Four Greater Keys, the Keys of Keter, Marking the Head of the Body of Holiness, are not reliably known. But anyone capable of wielding them certainly has more mojo, and much bigger friends, than you do, so you should be very respectful anyway.

**Flaming
Feather**

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