Ars Magica Digital Codex

Characters

Mythic Middle Eastern characters, be they rural or urban in origin, are generated in the same way as other characters but some Virtues and Flaws require renaming or minor alterations. They have access to some additional Virtues and Flaws, as well. Finally, two new Academic Knowledges are also described: Theology: Islam and Islamic Law.

Virtues

Educated (Islamic)

Minor, General

The character has been educated in a mosque or Qur'an school. The 50 experience points should be spent on some or all of Arabic, Persian, Greek, Latin, Theology: Islam, Islamic Law and Artes Liberales, due to a different education "system."

Flaws

Dhimmi

Minor, General

The character is a non-Muslim born under Muslim rule. If he is adult and male, he must pay the jizya, and all dhimmis

must abide by certain social restrictions (described earlier), in return for which they receive tolerance and protection from the Muslim authorities. The Judged Unfairly or Outsider flaws are more appropriate for European-born characters who travel through Muslim lands or permanently settle in the Mythic Middle East.

New Abilities

Islamic Law*

Academic

This is the Muslim version of Civil & Canon Law. The major sources of Islamic Law are the Qur'an and the Sunna. Specialties: any one of the sources of Islamic Law, particular topics, customs of a particular area.

Theology: Islam*

Academic

This is the Islamic equivalent of Christian Theology. The major sources for Islamic theology are the Qur'an and the Sunna. Specialties: the Qur'an, debates, history, prophets.

Chapter Two

Characters

This section includes rules for designing sahir characters to play in a saga, either as an unusual character in a Hermetic magi saga, or as a standard character in a saga set in the Mythic Middle East.

Sahir Virtues and Flaws

Some of these Virtues refer to Accelerated Supernatural Abilities. These are like other Supernatural Abilities, but they increase on the same accelerated scale as Hermetic Arts, and are described in more detail under The Solomonic Arts, later in this chapter.

There are many Hermetic Virtues and Flaws that might be appropriate for sahirs to take as Supernatural Virtues or Flaws, as long as they improve or limit Solomonic magic to the same degree. Storyguides are encouraged to adapt these as they see fit.

New and Modified Virtues

The following Virtues are appropriate to sahir characters.

Invocation of Names of Power

Major, Supernatural

The sahir is capable of casting a unique type of spell called a Name of Power, which is invented like a summoning spell (see Seasonal Summoning, later in this chapter) but grants a bonus to a subsequently cast spell, similar in scope to those found on the Shape and Material Bonus table. The spell level is equal to five times the bonus; some example Names of Power are given in the nearby insert. If the sahir knows a Name of Power that governs the area of another spell he wishes to cast, he may "utter" (cast) the Name of Power first, and the subsequent spell's Casting Total receives a bonus equal to that of the Name of Power. Thus, a Name of Power: Shamash can give a bonus to any formula involving light or justice. A sahir may utter any number of applicable Names of Power before casting a spell, but the total bonus cannot exceed his Finesse score. Names of Power can also be used in conjunction with summoning; the Names invoked must match the type of spirit being summoned. Some examples are:

Name Type Adad storms, divination Dumuzi livestock, crops Ishtar healing, love Nergal destruction, disease Ninhursag earth Shamash light, justice

The Cradle & The Crescent

For example, Jasmin knows the Name of Power: Ishtar at Level 20, granting her +4 to healing effects. She utters this formula in the round before a Solomonic Physic formula designed to speed recovery, and receives a +4 bonus to her Casting Total. Jasmin also knows a Level 15 Name of Power: Ninhursag that gives +3 to earth-related effects, and a Level 15 Name of Power: Nergal that gives +3 to destruction-related effects. She wants to summon an earthquake spirit, so takes two rounds to utter both; however, since her Finesse is 5, she receives only +5 to her roll to summon the spirit, rather than +6.

Botching a Name of Power roll, or a spell affected by a Name of Power, usually attracts the negative attention of the Named being. This Virtue is similar to (and possibly the ancestor of) the Invocation Magic Virtue (The Mysteries Revised Edition, page 78).

The yatus (see Persia, Chapter 8) introduced this Virtue into the Suhhar Sulayman, and they usually call upon the names of the ancient Mesopotamian gods (see Mythic Mesopotamia, Chapter 7).

Sahir

Free, Social Status

By demonstrating to the Majlis that he can summon a spirit, the character has been accepted into the Suhhar and is affiliated with a magical academy known as a bayt al-hikma, or "house of wisdom." He is obliged to further the Suhhar's causes for one season every year, but is supported by them and benefits from increased access to its teachers, books, and vis sources. During character creation, the character may take appropriate Academic or Arcane Abilities.

If the character does not actually possess the power to summon a spirit, he should take the Dark Secret Story Flaw, as he will be immediately expelled from the Suhhar when this fact is discovered.

This Virtue should be taken along with another Social Status Virtue or Flaw, to describe the character's status among non-sahirs.

Sihr

Major, Supernatural

This Virtue gives the character an initial score of 0 in the Accelerated Supernatural Ability of (Solomonic) Sihr.

Solomonic Alchemy

Major, Supernatural

The character gains an Accelerated Supernatural Ability, Solomonic Alchemy, with an initial score of 0.

Solomonic Astrology

Major, Supernatural

Taking this Virtue gives the character the Accelerated Supernatural Ability of Solomonic Astrology with an initial score of 0.

Solomonic Physic

Major, Supernatural

Taking this Virtue gives the character the Accelerated Supernatural Ability of Solomonic Physic with an initial score of 0.

Solomonic Storytelling

Major, Supernatural

Taking this Virtue gives the character the Accelerated Supernatural Ability Solomonic Storytelling with an initial score of 0.

Solomonic Travel

Major, Supernatural

The character gains an initial score of 0 in the Accelerated Supernatural Ability of Solomonic Travel.

Vizier

Minor, Social Status

The character has been elected as representative for a community of sahirs. This gives him several political advantages, such as the ability to attend Majlis and speak before the grand vizier, as well as additional responsibilities at his bayt alhikma. The character has a Reputation of level 3 among the Suhhar, which can be positive or negative.

Only characters with the Sahir Virtue may take this Virtue.

Yatu Magic

Minor, Supernatural

The sahir's heritage comes from the yatus of Persia (see Mazandaran, Chapter 8). He is attuned to both Magic and

Faerie auras, and his magical effects can be treated as either Magic or Faerie powers, depending upon which gives him the most favorable (or least unfavorable) aura bonus. He does not gain Warping Points from living in either type of aura.

New and Modified Flaws

These Flaws are also designed especially for sahir characters.

Bound Spells

Major, Supernatural

All of the sahir's spells are bound to a specific spirit when they are invented, the spirit that was present in the laboratory to power the effect. Unlike other sahirs, the character cannot cast his spells through any spirit he summons, but must use the spirit to which the spell is bound. The sahir may easily reinvent a spell in one season that he has learned to cast with another spirit, since he effectively possesses a lab text for that spell.

Patron

Minor or Major, Story

The character serves an important figure in the Mythic Middle East, such as the caliph, a wealthy emir, an ancient jinni, or a powerful sahir. This person will periodically instruct the character to act on his behalf — the more powerful the patron, the more onerous or frequent the duties that will be required of the character. As a Minor Flaw, the character has the patron's ear, and may influence him and his requests. Also, the patron will generally grant a favor or boon to the character whenever he does something that is asked of him. As a Major Flaw, the character has little choice in the matter and must do whatever his patron asks, or suffer grave consequences. Rewards are not to be expected.

(Realm) Spirit Companion

Minor, Story

The character is accompanied by an intelligent magical spirit companion, one that is smart enough to follow orders, and also to disobey them. The greater the

The Cradle & The Crescent

companion's Might Score, the more independent it is. A grog-level spirit (Might Score of about 5 or less) is nearly an extension of the character's will, while a companion-level spirit (Might Score of about 10) will follow instructions but often do what it thinks is best, and a magus-level character (Might Score of 15 or more) is condescending or wild, and rarely acts except on its own initiative.

The spirit may belong to any realm. If it is infernal, this is a Major Story Flaw instead, as the demon regularly attempts to corrupt the sahir. An infernal Spirit Companion in the Mythic Middle East is not as bad as it would be in Mythic Europe, as other sahirs will assume that the sahir has it under control, though they might be more wary in its presence.

Sahir Character Creation

Designing sahirs is slightly different from making magi, as the majority of sahirs do not have The Gift and are more like companions in terms of power. Sahirs do not have an established apprenticeship period, so their seasonal experience gained during character creation is streamlined, and since sahirs manage their own

Other Summoning Arts

There are four summoning powers published in other Ars Magica supplements that may be used with Solomonic magic, since all can target spirits and originate from the Art of Solomon. These are listed in order of rarity in the Middle East, from most to least, with their variations are summarized as follows. To help distinguish them, different versions of Summoning often have a parenthetical in front of the name, suggesting their particular focus.

(Spirit) Summoning

This Art summons any incorporeal spirit, generally one associated with the same realm as this Art, though Infernal spirits are also common. If the summoning is successful, the spirit is bound until released by the summoner. (Spirit) Summoning is always tainted with the Infernal, and thus Infernal versions are most common, but there are also Faerie and Magic versions. (Realms of Power: The Infernal, pages 114-115)