Solomonic Arts
The Art of Solomon, through its component arts, has a wide range of effects described by the guidelines in this section, with sample spells to demonstrate how these effects might be used. Players may safely assume that every listed guideline has been developed into a naranj at one time or another.

Most of the guidelines use magic to duplicate the natural results of practicing medieval science, and thus have a momentary and permanent duration. However, some effects require ritual spells because their effects cannot be reproduced with mundane abilities and, like all rituals spells, have temporary effects that last only as long as they are maintained.
The sample spells sometimes reference a spirit by name (written as "[Spirit]"), but this is generally not exclusive. Unless the sahir has an appropriate Flaw, any spirit he summons may power any spell he casts.
Sihr
Sahirs use Sihr to summon jinn, and to provide mystic force behind the bargain that places a jinni into their service. Strictly speaking, Sihr is not a Solomonic art, but is so common among sahirs that many Ashab al-Halqa ("Followers of the Circle," the sixth sahir "family") consider it the special power of their lineage. In some texts the Seal of Solomon is drawn with six points — this is seen as an attempt by these sahirs to spread the idea that Sihr is just as integral to Solomonic magic as the other families' powers.
Sihr is said to originate from the legendary Art of Solomon, and is sometimes referred to as Solomonic Sihr, or (Solomonic) Summoning. It is very similar to the Sihr that is still practiced in Iberia, though the two traditions split almost two hundred years ago. Solomonic Sihr is slightly more compatible with Solomonic magic, though sahirs can use either version.
Discerning Jinn
Before a jinni is summoned, the sahir should study it to determine its strength. If the sahir can see spirits (with Second Sight, for example), then he can directly observe the jinni in its native habitat, and it takes him just a single round to make the necessary assessment. Without magical help, the sahir must use his knowledge of the local area to gather sufficient information about the spirit who dwells there; the player should make an Intelligence + (Area) Lore roll against an Ease Factor of 6 to discover the Form that the jinni takes and its likely powers. It takes about an hour for the sahir to make this assessment.
Once this preliminary research has been performed, the sahir can attempt to discern the jinni's approximate Might, based on its appearance (if seen), its abode, and the sahir's own knowledge. He must decide whether the jinni is Faerie, Magic or Infernal (based on its behavior and attitude), and make an Intelligence roll modified by the appropriate (Realm) Lore. Success reveals the magnitude of the jinni's Might. Failure indicates the sahir is unable to guess, making summoning it more dangerous. The decision as to which (Realm) Lore to use is vital; if the player guesses wrongly, then this is a straight Intelligence roll. Since the player has no experience with jinn, the storyguide should make the distinction clear.
Discern Might: Intelligence + (Realm) Lore + stress die against Ease Factor of 9
Summoning Jinn
Once discerned, the sahir may summon the jinni and attempt to bind it into service. This summons requires the jinni to be within range of the sahir's voice, or else he needs an Arcane Connection. The summons takes at least 15 minutes to perform, during which the sahir chants words of command, makes prescribed gestures, and draws symbols on the ground.
The summons generally includes an offering of vis, one pawn of a type appropriate to the jinni's form for every magnitude of the jinni's Might Score, but the sahir can offer more (a maximum equal to the character's Sihr score) or less (none, even). The sahir only has his own rough estimate of the jinni's Might, so he may unwittingly offer more or less than the standard amount. This offering does not affect the Summoning Total, but it plays an important role in the bargaining which follows.
The sahir then generates a Summoning Total based on his Sihr score. A successful summons that also penetrates the jinni's Magic Resistance forces it to take a physical form before the sahir. Calculate the Summoning Strength, which is the amount by which the sahir's Casting Total exceeds the Ease Factor. A botched roll results in an infuriated jinni, or perhaps a spirit different than the one intended.
Summoning Total: Presence + Sihr + aura + stress die
Ease Factor: jinni's Might Score
Summoning Penetration: Summoning Total + sahir's Penetration Bonus – jinni's Might Score
Summoning Strength: Summoning Total – jinni's Might Score
A failed summons has no effect, though the sahir can try again at the cost of a Fatigue level.
The sahir can spend extra time on a summons; each additional 15 minutes causes him to lose a long-term Fatigue level and adds another botch die to the Summoning roll, but provides a +5 bonus to his Penetration Total. He can also spend vis, each pawn of the appropriate form giving him a +2 bonus to his Summoning Total, or a +1 bonus for each pawn of any other type.
Bargaining with the Jinni
After the jinni arrives, the sahir must bargain with it to gain its services. The power of Sihr ensures that the jinni cannot depart or attack until a bargain is struck or they have agreed no bargain can be achieved. A sahir who refuses to bargain releases the jinni from making a pact. "Bargain" may be misleading; a skilled sahir can obtain the services of a weak jinni without offering anything in return. The arrangement is magically enforced: the jinni cannot break the terms unless the sahir reneges first, and most jinn will obey the spirit of the agreement if treated well. A sahir can attempt to strike a bargain with


any jinn, not just those he has summoned — for example, renegotiation following the lapsing of a previous bargain — and Summoning Strength can give him an oftneeded advantage.
Bargaining Total: Communication + Bargain + Summoning Strength + stress die
Ease Factor: 18 + bargaining modifiers
| Situation | Modifier |
|---|---|
| Terms are general in scope | +3 |
| "Follow me around and do as I say." | |
| Terms are specific in scope | +0 |
| "Help me locate the lost city of Babel." | |
| Terms constitute a single task | –3 |
| "Escort me safely to Damascus." | |
| Terms reduce Might Score | +3/pt |
| Service to last one day | –3 |
| Service to last one week | 0 |
| Service to last one month | +3 |
| Service to last one season | +6 |
| Service to last one year | +9 |
| Sahir accepts a small duty | –3/duty |
| Sahir accepts a heavy duty | –6/duty |
| Sahir offers less vis than is | +2/pawn |
| the standard | under |
| Sahir offers more vis than is | –2/pawn |
| the standard | above |
| Sahir offers different type of vis +1/pawn | |
| (modifier replaces +2 bonus) | |
* Add each applicable Reputation score.
Sahir has a bad reputation Special*
among the jinn
The Ease Factor has bargaining modifiers, which depend on what the sahir is asking from the jinni and what he offers. Aiding the sahir with his magic for a day is a single task, which reduces the Ease Factor by 6 (–3 for "Service to last one day" and –3 for "Terms constitute a single task").
A failed Bargaining Total results in a failure to make a bargain, and the jinni is not compelled to remain. A botch results in the sahir offending the jinni and temporarily acquiring either Supernatural Nui-
Non-Magic Sihr
The description of Solomonic Sihr assumes that the power is aligned to the Magic realm, which is its most common form. However, versions of Sihr aligned to other realms have the following mechanical changes:
Faerie Sihr
The sahir adds the value of his highest good Reputation to his Bargaining Total, subtracts his highest bad Reputation, and does not apply any other negative Reputations to his Bargaining modifier. The storyguide rules whether a particular Reputation is good or bad. (Sympathy Traits and Faerie Rank also apply to this roll, if you are using the rules from Realms of Power: Faerie.)
Divine Sihr
Though the sahir has no foreign aura penalties to his Summoning Total, he cannot offer vis, which always increases the Ease Factor of the Bargaining Total by twice the magnitude of the jinni's Might Score.
Infernal Sihr
Failure on the Bargaining Total does not automatically permit the jinni to depart, and the sahir can hold it prisoner and continue to try and coerce it for as long as he likes, though each subsequent attempt costs him a Fatigue level. The storyguide should lower the Bargaining Total Ease Factor the longer the jinni is held captive: –1 after a day, –2 after a season, and –3 after a year.
Typical Duties for Sahirs
The supernatural realm to which the jinni is aligned can greatly influence the duty that it sets the sahir. Infernal jinn typically demand sinful duties, while faerie jinn want human attention, and magic jinn desire power and wealth. (See Chapter 4: Jinn, for more details.)
Small Duties
These include cleansing or protecting the jinni's home, guarding a human family to which the jinni has become attached, retrieving stolen wealth, writing a poem in praise of the jinn, providing rare commodities such as frankincense or rubies, or obtaining vis from a particular source.
Heavy Duties
These include fighting wizards who seek to enslave jinn, freeing slaves from captivity, playing a jest on an important local figure, delivering the heart of an enemy, traveling to a supernatural realm where the jinni cannot go, or procuring a unique item such as a book written in Solomon's own hand.
sance Flaw (for a weak jinni) or Plagued by Jinni (for a moderate or powerful jinni), which lasts for at least a month.
A successful bargain binds the jinni to the sahir for the duration. He can ask it to perform any task within its power, though the jinni cannot renege on any solemn oaths it has sworn prior to the summons and, for jinn who have adopted a religion, this includes disobeying the tenets of their faith. The jinni cannot make any new oaths without the sahir's permission while bound in service.
Any vis offered by the sahir during the summoning is part of the terms of the bargain and given to the jinni to use as it sees fit, and thus cannot be included in whatever task the sahir sets the jinni. A sahir


In the same way magi receive supernatural bonuses from their Form scores, sahirs have an innate form of "magical defense" from their Solomonic arts. Divide the sahir's score in each art by 5 to determine his Magical Defense Bonus, and see later for the specific applications of each art.
Solomonic Alchemy
From regular exposure to magic, the sahir's body is rarefied, making him stronger, better able to endure hardship, and more resistant to physical dangers. Add his bonus to Soak, subtract it from Aging rolls (this is cumulative with Solomonic Physic), and add it to Strength when calculating what he can carry without penalty.
Solomonic Astrology
Because of his heightened understanding of the heavenly signs and what they predict about the future, the sahir is more aware of events before they happen, and thus he is less likely to be surprised. Add his bonus to all of his Initiative rolls, and to his Perception rolls associated with alertness or with intuition. This also positively influences his experimentation in the laboratory.
may offer vis of a different type than the jinni's form, but it is less compelling. For example, when summoning a jinni with 10 Might (Imaginem), a sahir who offers two pawns of vis will have his bargain modifier reduced by 4. If that vis is not Imaginem vis, his bargain modifier is then increased by 2.
Note that sahirs with The Gift typically suffer a penalty to all social interactions, which affects this total. (Unlike the Parma Magica, Magic Resistance does not protect supernatural beings against the negative aura of those with The Gift, though some magical beings are immune to the effects.)
Solomonic Physic
The sahir with knowledge of Solomonic Physic is generally healthier. Add his bonus to his Recovery rolls and subtract it from Aging rolls (this is cumulative with Solomonic Alchemy). In addition, he becomes less noticeable: add his bonus to rolls that involve being stealthy or unobtrusive, including his Defense when he is not attacking.
Solomonic Storytelling
The sahir's presence is enhanced, giving him the bonus to rolls for non-magical social activities (cumulative with the bonus from Fatra Bayna) and increasing his Leadership score when commanding spirits or managing a laboratory. Also, he is more resistant to powers that target emotions; add his bonus to any rolls involving his Personality Traits.
Solomonic Travel
Exposure to the supernatural allows the sahir to add his bonus to otherworldly navigation rolls, and add or subtract it from his Fatra Bayna Avoidance rolls. He may also add this bonus to Stamina rolls to avoid fatigue, and to his Concentration and Finesse rolls when controlling his magic or resisting supernatural influences.
A sahir can only bind a limited number of jinn in service to him at a time, equal to his Leadership score plus one — even a sahir with no Leadership score can command at least one jinni.
Maximum Number of Bound Jinn: Leadership + 1
Solomonic Sihr is the most common summoning art in the Mythic Middle East. It is usually aligned with the Magic realm, though there are Divine, Faerie, and Infernal versions, each with slight functional differences (see the Non-Magic Sihr sidebar).
Solomonic Alchemy
Solomonic Alchemy affects non-living matter, simple (water, air, fire, earth) or complex (i.e., metal, smoke, bone, wood). The sahir or the spirit must touch the target, and can affect up to one cubic pace of simple matter or 50 cubic inches of complex matter. Each additional magnitude added to the spell level multiplies the amount of matter he can target by 10.
These effects have one parameter, Alteration, which determines the magnitude of natural change that the sahir can impose upon the matter. Thus, making dirt as sticky as clay is less difficult than making it as sticky as mercury.
Slight: The matter undergoes a subtle change in appearance or property, within the common range of examples for that matter. For example, give water the scent of the sea, or change the color of a standard gemstone. (+0 magnitudes)
Minor: The matter undergoes a noticeable change in appearance or property. The change must be commonly found in nature, and of a general sort. For example, brighten moonlight to that of a torch, or condense air into a cloud. A Minor change can increase or decrease Size by one category. (+1 magnitude)
Substantial: The matter undergoes a significant change in appearance or property, uncommon in nature. For example, make water as caustic as acid, or iron as flexible as copper. A Substantial change can increase or decrease Size by two categories. (+2 magnitudes)
Major: The matter undergoes a total change in appearance or property, but no more than the extremes found in nature. For example, call lightning from a clear sky, or make stone as hard as diamond. A Major change can increase or decrease Size by three categories. (+3 magnitudes)
When performing Solomonic Alchemy through a mundane activity using Philosophiae, the sahir must apply various reagents, powders, tinctures, or other ingredients to the target. These are typically


provided by an apothecary, and many sahirs make their living collecting and selling such materials.
See Art and Academe for more examples of alchemical effects.
Solomonic Alchemy Spell Formulas
The spells given here are specially designed for Solomonic Alchemy.
Sanctuary in the sand
Solomonic Alchemy Level 5 Alteration: Minor
This spell instantly purifies the area immediately surrounding the sahir (10 cubic paces), making stale air easier to breathe and removing choking dust or smoke.
(Base 3, +1 Minor, +1 size)
[Spirit]'s oasis
Solomonic Alchemy Level 5 Alteration: Slight, Ritual
The sahir mixes a pawn of vis and a cubic pace of sand, and changes it into a pool of clear spring water, enough to fill several large barrels. This transformation only lasts as long as the spirit maintains the effect, though the ritual nature of the spell ensures that the water will still quench thirst if drunk before it changes back. Note, however, that characters with Magic Resistance cannot swallow this water unless the effect penetrates their defenses.
(This is a Slight change, because the water produced is perfectly natural, and quite commonly found in this form.)
(Base 5)
Cracks in the earth, [Spirit] weakens the ground
Solomonic Alchemy Level 10 Alteration: Substantial
With this spell, the sahir diminishes the cold, cohesive property of earth, causing a single rock or a circle of stone three feet in diameter to crumble into chunks of dirt and dust.
(Base 4, +2 Substantial)
Summon forth the purest flame, to set alight those who oppose us
Solomonic Alchemy Level 15
Alteration: Major
The sahir takes a barely inflammable object like a damp cloth or a piece of wood coated with pitch, and lights the end of it. This spell changes the fire into a bright blue flame that burns hotter than even molten iron. This flame lasts until it runs out of fuel, can ignite things like flesh or wet thatch that are otherwise extremely resistant to fire, and causes +20 Damage to anyone that comes into direct contact with it.
(Base 4, +3 Major)
The wind is my armor, my armor is the wind
Solomonic Alchemy Level 15 Alteration: Slight, Ritual When preparing for a long journey, the sahir casts this spell upon his mail hauberk. This costs three pawns of vis and transforms the heavy, worked metal into light, spun threads of cloth for the duration of the effect. The sahir typically instructs his spirit to drop the effect just before he goes into battle, which also frees the spirit to focus on other spells while the sahir is fighting.
Since the Alteration parameter is Slight, the cloth that this spell produces is somewhat fragile and looks like woven chain links, but can be worn beneath a traveling cloak or gown. Increasing Alteration to Minor lets the sahir change the cut and look of the armor into something more fashionable, and Substantial allows him to change it into a completely different sort of garment. Another common variation is to add a magnitude of size to affect the barding on his horse.
Magos al-Laqis al-Abyad al-Sakhr uses this spell in an interesting way: before he
Solomonic Alchemy Guidelines
These guidelines distinguish between changes to principle qualities (hot, cold, dry, or moist) and secondary qualities (things like acidity, density, weight, or color) of matter.
Ritual alchemy effects can be held dormant until the sahir or the spirit triggers them by concentrating upon them, for as long as the spirit maintains the effect, and may be transferred from one appropriate target to another as long as the effect is still active and the new target is touching the former target, the sahir, or the spirit (Finesse rolls are required if the new target is not clearly part of the original target). Animated objects will move under the sahir's control if he concentrates upon them, but he must make Finesse rolls for more focused manipulation.
Unlike basic Alchemy spells that bring about natural changes to the substance of the target, spells that use ritual guidelines produce a magical substance that for the duration cannot directly affect anyone with Magic Resistance unless the spell Penetrates.
Level 3: Enhance or diminish a secondary quality of simple matter. Purify simple matter.
Level 4: Enhance or diminish a principle quality of simple matter.
Level 5: Enhance or diminish a secondary quality of complex matter. Purify complex matter.
Transform simple matter into another kind of simple matter for the duration of the effect. (Ritual) Increase or decrease the size of matter for the duration of the effect. (Ritual)
Level 10: Enhance or diminish a principle quality of complex matter. Animate simple matter for the duration of the effect. (Ritual) Transform simple or complex matter into another kind of simple or complex matter for the duration of the effect. (Ritual)
Level 15: Animate complex matter for the duration of the effect. (Ritual) Transform matter for the duration of the effect, adding or removing properties like weight or temperature with the Alteration parameter. (Ritual)

enters battle, he sends forth his guardian angel to touch the armor of one of his unsuspecting opponents, and then (with a successful Finesse roll) he transfers the effect to his armor instead, restoring his own protection and leaving his enemy suddenly vulnerable.
(Base 10, +1 size)
Bear me upon breath of stone
Solomonic Alchemy Level 20 Alteration: Minor, Ritual
The sahir lights a bonfire that produces a great deal of smoke, and after he sacrifices the necessary pawns of vis, the gray clouds become as solid as stone, able to support the weight of a man. The sahir may then step onto these unnatural floes and rise into the air, or perhaps climb down them if he moves quickly, as long as the spirit maintains the spell and the fire continues to produce smoke.
(This is a "noticeable" transformation, altering the ability of the smoke to bear weight to correspond to that of stone. A Substantial alteration might alter several properties of the smoke at once, perhaps making a cloud cohesive and enduring enough to support a structure, or cause the smoke to become cold and slippery as well as solid.)
(Base 15, +1 Minor)
What Jabir found inside the rock
Solomonic Alchemy Level 20 Alteration: Major
This spell improves the quality of a precious or semi-precious gem, dramatically increasing its value. In addition, the Shape and Material bonus that the stone imparts when used with Hermetic magic increases by 3. For example, an emerald purified by this spell would give a +10 bonus to magic that affects snakes and dragonkind, instead of a +7 bonus. Any given stone can only be affected once with this effect; it is impossible to naturally purify it further.
Sahirs are not supposed to trade "magic things" to people who do not belong to the Suhhar, but the exchange of gemstones that have been enhanced with this spell has so far gone unnoticed at Majlis. Perhaps this is because those of the Ashab al-Qalb who use it do so sparingly enough that it has not come to the attention of the viziers, or perhaps it is because enchantment bonus does not benefit the sahirs' magic in any way, and thus they do not realize why magi especially value these stones.
(Base 5, +3 Major)
Rain of heavenly fire
Solomonic Alchemy Level 30 Alteration: Substantial, Ritual
The sahir casts the spell while his casting spirit is close enough to see and hear him, and since it is a ritual he can then hold it dormant while the spirit flies into a thunderstorm. Then, through the spirit, he transforms the rain into searing bolts of flame that cause +10 Damage to anyone caught beneath them without Magic Resistance. This rain is hot enough to ignite buildings, trees, and other things made of wood, and these new fires are not extinguished when the effect ends. The storm will continue to rain fire for as long as the spirit concentrates, or until the storm naturally abates.
Members of the Suhhar can usually recognize this spell by the way it leaves behind soaking wet rubble when the flames transform back into rain.
(Base 5, +2 Substantial, +3 size)
The vigilant guardian
Solomonic Alchemy Level 30 Alteration: Major, Ritual
With this spell, the sahir animates a stone statue of up to 10 cubic feet in size (roughly the size of a very large man), which follows his directions whenever he concentrates, for as long as the spirit maintains the effect. The statue can slowly move and bend its limbs as if they were made of clay, though they remain as hard and impenetrable as stone. It can even change its shape, flowing like mud or sand to spread out across a surface, though it will naturally attempt to return to its original form whenever the sahir releases control of it or when the spell ends. (These changes are Major alterations.)
(Base 10, +3 Major, +1 size)
The wondrous box of Al-Fazari
Solomonic Alchemy Level 35 Alteration: Minor, Ritual
The sahir touches an object that is about 50,000 cubic inches in size, such as a large chest or basket, and spends seven pawns of vis. The object and everything it contains grows or shrinks by a factor of ten (the equivalent of three Size categories), and remains that size for as long as the spirit maintains the effect. An animal of Size 0 placed inside the box could grow to Size +3 (the size of a very large horse), or shrink to become Size –3 (the size of a cat).
(Base 5, +3 Major, +3 size)
Solomonic Astrology
Astrological effects impart information directly to the sahir through his recognition of signs and portents, and can thus target any individual the sahir can see or to which he has an Arcane Connection. These effects have a single parameter, Detail, which describes the quality of information gleaned from the spell, though questions about the past or the distant future add an additional magnitude, and those about the near future (within a month) add two magnitudes.
Some ritual spell effects give the sahir the ability to sense danger, similar to the Premonitions Supernatural Ability. When this effect is active, the storyguide should apply a Premonition bonus to any roll where the outcome would make the prediction false, and reduce the number of botch dice for these rolls by the same amount. The base value of this bonus is noted next to the corresponding guideline, and increases with the Detail parameter, as indicated later.
Binary: A one-word answer between two choices. (+0 magnitudes)
Basic: The equivalent of a three-word answer. This adds a +1 bonus to premonition effects. (+1 magnitude)
Brief: A single sentence of information. This adds a +2 bonus to premonition effects. (+2 magnitudes)
Thorough: All relevant information associated with the target. This adds a +3 bonus to premonition effects. (+3 magnitudes)

Answers provided by Solomonic Astrology are not absolute, especially when they involve the future, though they do provide indicators that sahirs can interpret to receive clear answers to specific questions. For more guidance on the sorts of results that astrological calculations tend to provide, see Art & Academe, page 74.
When used with Artes Liberales to disguise or augment his casting, the sahir must make up an astrological chart for the target. This requires knowledge of the date and place of its birth, and an Intelligence + Artes Liberales roll against an Ease Factor of 9.
Art & Academe has more examples of astrological effects that sahirs can duplicate.
Solomonic Astrology Spell Formulas
The spells given here are specially designed for Solomonic Astrology.
The blessed day, the apt day
Solomonic Astrology General Detail: Basic, Ritual

The sahir consults the heavens regarding a particular course of action taken by his target, and calculates a date and approximate time during the next month in which the endeavor will be most likely to succeed, and the consequences least disastrous should he fail. At Level 30, this translates to a +1 bonus (and one fewer botch die) on any rolls associated with the activity, so long as that activity is performed at the appointed hour and day. This bonus increases with each additional magnitude, so at Level 35 it is a +2 bonus, +3 at Level 40, and so on.
Sahirs do not generally rely on this spell for spellcasting, since it is expensive in terms of vis and it is usually more cost-effective to spend the vis on the spell directly. For many non-magical activities or circumstances expected to be particularly danger-
Solomonic Astrology Guidelines
All Solomonic Astrology ritual spells increase the Penetration of the sahir's magic by the effect level when casting subsequent spells against that same target, as long as the Solomonic Astrology ritual itself Penetrates. This bonus only lasts while the spirit maintains the effect, and requires the sahir to make a Finesse roll if he is casting the second spell through the same spirit.
General: Receive a premonition regarding auspicious influences for a particular action. The bonus the target receives is equal to (the magnitude of this effect – 3), and cannot be negative. (Ritual)
Level 2: Perceive one obvious property of a person or object (e.g., hair color, current activity).
Level 3: Perceive one property of a person or object that can be determined from close examination (e.g., state of consciousness, age).
Level 4: Perceive a specific piece of information about a person or object that cannot normally be determined without an appropriate Ability (e.g., emotional state, maker of an object). Perceive one obvious property of a person's or object's surroundings (e.g., time of day, sounds). (Ritual)
Level 5: Sense complex information about a person or object that would normally require extended use of an Ability (e.g., the truth of a statement, all mundane properties of an object). Perceive one property of a person's or object's surroundings that can be determined from close examination (e.g., climate, prosperity level). (Ritual) Receive a premonition regarding mortal peril to a person or object (+2 bonus). (Ritual)
Create a temporary Arcane Connection to the target, with connection strength equal to (the magnitude of the Detail parameter + 1). (Ritual)
Level 10: Perceive a specific piece of information about a person's or object's surroundings that cannot normally be determined without an appropriate Ability (e.g., a companion's health, a supernatural aura). (Ritual)
Receive a premonition regarding danger to a person or object (+1 bonus). (Ritual)
Level 15: Perceive complex information about a person's or object's surroundings that would normally require extended use of an Ability (e.g., all nearby animals, what others think of that person) (Ritual)
Receive a premonition regarding an inconvenience to a person or object (+0 bonus). (Ritual)

ous, however, the preparation of this spell is considered to be exceptionally wise, and its judicious application is highly favored by the members of the Ashab al-Najm.
(Base effect, +1 Basic, +2 immediate future)
The picture of [Target]
Solomonic Astrology Level 5 Detail: Binary, Ritual
This spell creates a temporary Arcane Connection between an object held by the caster and the target, which costs a single pawn of vis and only lasts as long as the spirit maintains the effect. This Arcane Connection is equivalent in strength to one that lasts hours or days (giving a +1 bonus to the Penetration multiplier), and as a side effect of casting a ritual spell, for the duration this naranj also gives the sahir a +5 bonus to his Penetration Total for subsequent spells cast at that target.
When the duration of the effect ends, the Arcane Connection immediately fades. Until then, it is a normal and natural Arcane Connection, and thus it can be made permanent in the laboratory with a season of effort and a pawn of vis.
(Base 5)
What is the state of [Target]'s health?
Solomonic Astrology Level 5
Detail: Brief
This spell tells the sahir whether the target inclines more towards life or death, and in what way, through a short sentence. For example, "He is alive, very badly burned, disfigured, unconscious, and incapacitated."
If the target has Magic Resistance, this effect must Penetrate to provide an answer. Many sahirs cast low-level Astrology naranjs like this one as ritual spells for the bonus to their Penetration Total. For this spell, this costs the sahir a pawn of vis and gives him a +5 bonus to subsequent spells cast on that target.
(Base 3, +2 Brief)
Is [Target] a spirit?
Solomonic Astrology Level 10 Detail: Brief
This spell tells the sahir if his target is
a spirit or not, and if so, what type of spirit and approximately how powerful it is (e.g., "a weak faerie spirit, with less than 10 Faerie Might" or "a powerful spirit with Magic Might 30 or more"). Note that if the spirit is Infernal, this spell typically gives a false reading. Since an object with a spirit bound to it is an Arcane Connection to that spirit, this spell can effectively tell the sahir if a given object is a Solomonic device.
(Base 4, +2 Brief)
Where is [Target] at this moment?
Solomonic Astrology Level 10 Detail: Brief
The sahir concentrates upon his question (and perhaps draws a horoscope for the target, adding half an hour to the casting time and his Artes Liberales to the Casting Total), and learns the target's current location, within a describable region and in relation to a particular feature, such as "south of the city of Baghdad, within an ancient stone structure." This should be information that a person familiar with the surrounding area could recognize based on landmarks, local legends, and the like.
(Base 4, +2 Brief)
What are the words that surround [Target]?
Solomonic Astrology Level 15 Detail: Thorough, Ritual
The sahir concentrates upon his target, and for as long as his spirit keeps the effect active, he can hear all sounds in the target's presence. The sahir is not actually there, of course, so he is not affected by magic that targets those in the area, which makes this effect ideal for intelligence gathering.
(Base 4, +3 Thorough)
Hearing the heart's speech
Solomonic Astrology Level 20
Detail: Thorough
By reading all of the auspices surrounding his target's circumstances, the sahir can understand fully what his target is expressing, allowing him to make sense of words that are otherwise unfamiliar for a single exchange. If cast as a ritual spell with four pawns of vis, the duration can be extended indefinitely, allowing the sahir to comprehend his target's speech for as long as the spirit maintains the effect. If the target has Magic Resistance, the spell fails unless the sahir Penetrates it.
There is a fairly common version of this spell invented by a sahir named Dawud al-Malik al-Najm that, as a side effect of experimentation, also includes the target's understanding of any words spoken by the sahir. This variation can be found throughout the Suhhar but requires at least rudimentary knowledge of Solomonic Storytelling to learn.
(Base 5, +3 Thorough)
What do [Target]'s enemies intend?
Solomonic Astrology Level 25 Detail: Brief, Ritual
This ritual spell costs five pawns of vis and gives the sahir a premonition about any sort of social danger to his target, related to an immediate situation such as Majlis or a meeting with an important person. The storyguide decides if and how the target will be inconvenienced at the event, and answers with a short sentence to describe the circumstances. For example, "a rival intends to challenge you to a storytelling duel." This also gives the player a +2 bonus towards all actions that support the accuracy of the premonition; that is, those rolls to affect whether he is inconvenienced or not. In this example, the sahir would likely gain the bonus to rolls during the duel and actions leading up to the duel, but not to rolls where he attempts to avoid the duel or where he tries to deal with his enemy in other ways.
(Base 15, +2 Brief)
When and where was [Target] born?
Solomonic Astrology Level 25
Detail: Thorough
When the sahir does not know the date or location of his target's birth, he may use this spell to divine it — though not, of course, while using Artes Liberales to boost the casting, since this is precisely the information he needs to draw the target's horoscope.
(Base 5, +3 Thorough, +1 past)


Solomonic Astrology Level 30 Detail: Thorough, Ritual
This spell gives the sahir a premonition concerning his target's chances against mortal peril in his near future. The storyguide considers the question, and then outlines the conditions for the sahir's player in general terms. For example, "He is not a skilled warrior but he wears good armor, so he is likely to prevail," or "He is too reckless, and if he charges into battle as he is usually wont to do, he will surely be killed."
Mechanically, this translates to a +5 bonus (+3 for Thorough, +2 for "mortal peril") to all rolls that would gainsay this outcome were they to fail (such as the target's Defense rolls in the first case, or his enemies' Attack rolls if he charges into battle in the second case).
(Base 5, +3 Thorough, +2 near future)
Solomonic Physic
To affect a target with Solomonic Physic, the sahir or the spirit must touch it during the round he casts the naranj. He can affect animals as easily as humans, though they do require separate spells, and as long as a naranj targets an individual person or creature, its size does not matter; a giant or dwarf can be affected as easily as a normal man.
Physic effects have one parameter, Potency, which determines the strength of the effect. Many of these effects can injure as easily as heal.
Weak: Affect pain or other symptoms of injury or disease, minor aging crises, Winded Fatigue levels, or Characteristics or Personality Traits with scores of up to +1 or –1. (+0 magnitudes)
Mild: Affect Light Wounds, Minor Diseases, serious aging crises, Weary Fatigue levels, or Characteristics or Personality Traits with scores of up to +2 or –2. (+1 magnitude)
Moderate: Affect Medium Wounds, Serious Diseases, major aging crises, Tired Fatigue levels, or Characteristics or Personality Traits with scores of up to +3 or –3. (+2 magnitudes)
Solomonic Physic Guidelines
All active Solomonic Physic ritual spells also either protect the patient against the penalties for that particular type of wound, disease, or level of fatigue; or they prevent that wound, disease or fatigue from healing, for as long as the spirit maintains the effect.
Also, for the duration, ritual spells may be delayed like with Solomonic Alchemy: they can be held dormant until the sahir or the spirit releases them by touching the target.
General: Modify the target's next Wound Recovery roll by (3 x (the effect's magnitude + 2)). Use this general guideline for effects Base Level 5 or greater.
Modify the target's next Disease Recovery roll by (3 x (the effect's magnitude + 2)) against diseases of a certain humor. Use this general guideline for effects Base Level 5 or greater.
Cause a wound if the target fails a Stamina roll against an Ease Factor of (3 x (the effect's magnitude + 2)). Use this general guideline for effects Base Level 5 or greater.
Increase or decrease a Personality Trait associated with one of the four humors by a number of points equal to (the magnitude of this effect + 1), up to the maximum established by the Potency parameter. (Ritual)
Increase one of a person's Characteristics for the effect's duration by a number of points equal to (the magnitude of this effect – 3), up to the maximum established by the Potency parameter. (Ritual)
Decrease one of a person's Characteristics for the effect's duration by a number of points equal to (the magnitude of this effect – 3), up to the maximum established by the Potency parameter. (Ritual)
Level 2: Modify the target's next Wound Recovery roll by 1.
Modify the target's next Disease Recovery roll against diseases of a certain humor by 1.
Cause a wound if the target fails a Stamina roll against an Ease Factor of 0.
Level 3: Modify the target's next Wound Recovery roll by 3.
Modify the target's next Disease Recovery roll against diseases of a certain humor by 3.
Cause a wound if the patient fails a Stamina roll against an Ease Factor of 3.
Reduce or increase the potency of poison by one step.
Level 4: Modify the target's next Wound Recovery roll by 6.
Modify the target's next Disease Recovery roll against diseases of a certain humor by 6.
Cause a wound if the patient fails a Stamina roll against an Ease Factor of 6.
Level 5: Cure a specific disease in the normal recovery interval.
Restore a fatigue level.
Cause the loss of a fatigue level.
Restore a long-term fatigue level. (Ritual)
Cause the loss of a long-term fatigue level. (Ritual)
Instantly cure a specific disease. (Ritual)
Infect the target with a specific disease. (Ritual)
Transform a Personality Trait into a different Trait for the duration. (Ritual)
Level 10: Heal a wound from a specific source (poison, crushing damage, piercing damage) over the course of the wound's normal recovery interval.
Instantly heal a wound from a specific source (piercing damage, crushing damage, poison). (Ritual)
Cause a wound. (Ritual)
Instantly cure any disease. (Ritual)
Level 15: Instantly heal a wound from any source. (Ritual)
Level 20: Resolve an aging crisis. (Ritual) Cause an aging crisis. (Ritual)

Strong: Affect Heavy Wounds, Major Diseases, critical aging crises, Dazed Fatigue levels, or Characteristics or Personality Traits with scores of up to +4 or –4. (+3 magnitudes)
Mighty: Affect Incapacitating Wounds, Critical Diseases, terminal aging crises, Unconscious Fatigue levels, or Characteristics or Personality Traits with scores of up to +5 or –5. (+4 magnitudes)
For effects that grant either a bonus or a penalty, the choice is made during casting; the naranj as designed can do both. Since many of these effects involve a bonus or penalty to the target's next Recovery roll, it may be possible to recognize how the patient is doing before then.
When disguising or supplementing his magic with Medicine, the sahir must administer herbs and other ingredients typically supplied by an apothecary, much like sahirs performing Solomonic Alchemy. With no access to these materials, the sahir must always use arcane gestures and words.
Additional examples of medicinal effects that sahirs can duplicate with magic may be found in Art and Academe.
Solomonic Physic Spell Formulas
The spells given here are specially designed for Solomonic Physic.
Balm of the barmakids
Solomonic Physic General Potency: Mild
The target receives a bonus (or penalty) to his next Recovery roll for a Light Wound, which varies depending on the base level of this effect. At Level 5 this modifies the roll by 6, at Level 10 the modifier is 9, and at Level 15 the bonus or penalty is 12.
(Base effect, +1 Mild)
Strings of the sanguine heart
Solomonic Physic General Potency: Moderate, Ritual
This ritual affects the blood of the target, altering the sanguine humors and influencing the target's behavior. For the duration of the effect, the target has his Sanguine Personality Trait increased or decreased by the magnitude of this spell – 1, to a maximum value of +3 or –3. At Level 20, this is a change of three points. If the target does not have a Sanguine Trait or a similar Trait such as Carefree or Optimistic, he gains one for the duration of the effect.
When casting this spell while incorporating principles of Medicine, the sahir typically feeds the target red meat or strong wine fortified with animal blood before performing the ritual.
(Base effect, +2 Moderate)
Rend his flesh and tear his organs
Solomonic Physic General
Potency: Moderate
The target is poisoned internally and suffers a medium wound unless he makes a Stamina roll against an Ease Factor of 0 for a Level 4 spell, or three times the magnitude of the spell for Level 5 or more. For example, at Level 20, the Ease Factor is 12.
If cast as a ritual spell, the effect can be held dormant by the spirit and released at an ideal time, and unless the target resists it, he cannot heal this wound naturally for as long as the spirit maintains concentration.
(Base effect, +2 Moderate)
[Spirit] sits on the fever's edge
Solomonic Physic General Potency: Strong
This spell helps or hinders the target's recovery from a major disease or lesser severity that affects the blood. It modifies his Recovery roll by 1 for a Level 5 spell, 3 for a Level 10 spell, or (3 x (the magnitude of the spell – 1)) for a spell Level 15 or more. For example, a Level 15 spell would add or subtract 6.
Magos al-Laqis al-Abyad al-Sakhr causes his patient to briefly feel completely at peace whenever he casts this spell through his guardian angel.
(Base effect, +3 Strong)
Insight of the ancient jinn
Solomonic Physic, General Potency: Weak, Ritual
The target's Perception temporar-
ily increases by a number of points equal to (the magnitude of this effect – 3), up to a maximum score of +1, and he cannot have his Perception reduced by other spells. This effect only lasts as long as the spirit maintains it. At Level 20, this increases Perception 0 to Perception +1, and at Level 35 this increases Perception –3 to +1.
(Base effect)
The hollowing curse
Solomonic Physic, General Potency: Mighty, Ritual
The target of this devastating spell has his Stamina reduced by (its magnitude – 7), to a minimum of –5, for the duration of the effect. For example, at Level 60, a target with Stamina +1 will be temporarily reduced five points to Stamina –4. Furthermore, the target cannot increase his Stamina through any means during this time, even through Al-Iksir potions or other Solomonic Physic rituals, and gains a Warping Point every season it is active plus an additional Warping Point when it is cast.
It is said that the Ashab al-Yad prefer not to murder their enemies (all sahirs are still answerable to their earthly authorities, after all), but instead punish them in other ways, such as with this spell, which makes the target especially vulnerable to accidents and illnesses. Also, unlike death, this effect can be undone, if necessary.
(Base effect, +4 Mighty)
Siphoning the warrior's bile
Solomonic Physic Level 15 Potency: Moderate, Ritual
By touching his target and spending three pawns of vis, the sahir casts a spell that transforms the target's Brave Trait into a different Trait for the spell's duration, chosen when this spell is cast. The spell can affect similar Traits like Courageous, or opposing Traits like Cowardly, but only Traits with scores of up to +3 or –3 may be affected. The new Trait should be similarly positive or negative, e.g., Brave to Loyal or Kind, Cowardly to Prideful or Envious.
(Base 5, +2 Moderate)


Solomonic Physic Level 25 Potency: Mighty
The sahir restores a Fatigue Level to his target, even when unconscious. If cast as a ritual spell, the target suffers no penalty for lost fatigue for as long as the spirit maintains the effect, though the target can still fall unconscious from exhaustion.
Many sahirs cast this on themselves as a ritual spell, instructing the spirit to hold the effect dormant until they pass out, to revive themselves as quickly as possible.
(Base 5, +4 Mighty)
Close the red wounds of war
Solomonic Physic Level 30
Potency: Mighty, Ritual
This spell immediately heals any one Incapacitating, Heavy, Medium, or Light Wound caused by damage that cuts or pierces the body. The spell takes about an hour and a half to cast, and requires six pawns of vis. It also gives the target a Warping Point for a powerful mystical effect unless it has been specifically designed for him.
Because it is a ritual spell, for as long as the spirit maintains the effect, the penalty from all other wounds the patient sustains is reduced by 7.
(Base 10, +4 Mighty)
Jabril's blessing
Solomonic Physic Level 40 Potency: Mighty, Ritual
This spell immediately resolves any illness caused by an aging crisis. The patient will fully recover after about a season, though for as long as the spirit maintains the effect, the patient suffers no ill effects from the crisis and may continue as normal.
(Base 20, +4 Mighty)
Solomonic Storytelling
Solomonic Storytelling spells affect "an audience," which is essentially any and all targets within range of the sahir's voice. As with Hermetic magic, the sahir must be able to perceive everyone targeted by the naranj at the time of casting in order to affect them, though some ritual spells create illusions that can affect anyone who comes upon them after they have been cast.
Those who are targeted by Storytelling effects have a chance to see through them, and so they have an Allure parameter that determines how difficult they are to resist. Also, Solomonic Storytelling does not circumvent Magic Resistance, so when characters with Magic Resistance are targeted, the storyguide should check for Penetration first.
Simple: The target sees through the effect with a Perception + Awareness against an Ease Factor of 6, made when the subject first encounters the effect. (+0 magnitudes)
Emotional: The target resists the effect with a Perception die roll plus or minus a Personality Trait that suggests whether or not he would question the effect, against an Ease Factor of 6. For example, Brave and Loyal would probably subtract from the die roll. (+1 magnitudes)
Unsuspecting: An intelligent target may see through the effect if his suspicions are raised. Once the target is skeptical, this is a Perception + Guile roll against an Ease Factor of 6 to resist. (+2 magnitudes)
Supernatural: Only targets with supernatural perception, such as Second Sight or Solomonic Travel ritual spells, may see through the effect. The Perception + (Ability) roll has an Ease Factor of 6. (+3 magnitudes)
Storytelling effects are always susceptible to the parameters with higher magnitude as well as the value they are designed to use, so that a suspicious person with Second Sight would have three chances to see through an effect with Emotional Allure. While designing the spell, the sahir may also add a magnitude to the spell level to increase the Ease Factor for any of these Perception checks by 3. For example, three additional magnitudes would increase all four Ease Factors from 6 to 15.
When disguising or augmenting a Storytelling spell using (Area) Lore, the sahir must have an audience, and must hold this audience's attention, making a Communication + (Area) Lore roll. Here, (Area) Lore represents the sahir's ability to recall and relate an appropriate story. It also represents his ability to conjure images and emotions that match the local culture and his surroundings. The difficulty of this roll varies depending upon the audience and


the circumstances; Ease Factor 3 might be appropriate for a group relaxing around a fire, 15 for a hostile group blocking his way. At the players' discretion, Free Expression or similar Virtues give the character a +3 bonus on this roll.
Some Storytelling ritual spells produce what might be called "mental species." These affect the mind directly, creating illusions of perception that are solid and in all senses real for anyone who does not resist them. An illusion of flames is not actually hot, and an illusory ceiling does not actually keep out the weather, but the illusion masks outward signs so that those affected simply do not perceive them. A guest in an illusory house might become suspicious when he still has a chill after sitting by the fire, or when he feels rain falling despite the thick roof above him.
Solomonic Storytelling Spell Formulas
The spells given here are specially designed for Solomonic Storytelling.
The tongue has no bone, yet it crushes
Solomonic Storytelling Level 5 Allure: Emotional
The sahir casts this naranj at his audience, causing those affected to feel profound embarrassment, as if they had just done something terribly improper. A humble person has a greater chance of seeing through this illusion, adding his Personality Trait score to the roll.
(Base 4, +1 Emotional)
Wrathful breath of the desert wind
Solomonic Storytelling Level 5 Allure: Simple, Ritual
The target's image is changed to appear as a skeleton, with all of his flesh removed, for as long as the spirit maintains the effect. This illusion may be pierced with a Perception roll against an Ease Factor of 6. Some members of the Suhhar this spell to punish sahirs who offend them in some way, making it even more difficult for their victims to interact with mundane society. It is common for the effect to manifest as a fierce wind blowing from the mouth of the sahir pronouncing the curse, stripping the meat from the target's frame.
(Base 5)
Move along, move along
Solomonic Storytelling Level 10
Allure: Simple
With this naranj, the sahir convinces a weak-minded audience to obey an innocuous suggestion, such as to allow him to pass by unmolested or to accept an unusual form of coin. The Perception + Awareness roll to see through the command is Ease Factor 15.
(Base 3, +3 Ease Factor)
[Spirit], his arms wide
Solomonic Storytelling Level 10 Allure: Simple
The sahir speaks, and those who listen understand a short message woven into his voice, even if they do not speak the same language. This message should be conveyed in a few words that describe a general concept, such as "a dragon
Solomonic Storytelling Guidelines
All active Solomonic Storytelling ritual spells allow the sahir to provide additional direction by concentrating on the target, and selectively suppress or restore the effects on anyone affected by them, for as long as the spirit maintains the spell.
Level 3: Change an audience's dominant emotion into a similar emotion.
Convince an audience to follow an innocuous course of action ("drink and carouse").
Level 4: Inspire a specific emotion in an audience.
Convey a short message to an audience, no matter what language they speak.
Change an audience's current mental state (sleepy, confused, or awake).
Convince an audience to follow a questionable course of action ("give me your money").
Level 5: Alter an audience's memories of an event.
Convince an audience to follow a dangerous course of action ("wander into the desert").
Conjure an illusion of an individual (with additional size magnitudes for very large individuals). (Ritual)
Change an individual's image (with additional magnitudes added for very large individuals, or for increasing the target's size). (Ritual)
Level 10: Place false memories of an event in an audience's minds.
Convince an audience to follow a heinous course of action ("attack each other").
Conjure an illusion of a group of individuals (with additional magnitudes added for larger groups). (Ritual)
Change the images of a group of individuals (with additional magnitudes added for larger groups). (Ritual)
Level 15: Convince an audience to follow a suicidal course of action ("fall upon your swords").
Conjure an illusion of a room and its contents, or another image up to about ten paces across. (Ritual)
Change the images in a room, or another location up to about ten paces across. (Ritual)
Level 20: Conjure an illusion of a structure and its contents, or another image up to about a hundred paces across. (Ritual)
Change the images in a structure, or another location up to about a hundred paces across. (Ritual)
Level 25: Conjure an illusion of a boundary and its contents, or another image up to about a thousand paces across. (Ritual)
Change the images in a boundary, or another location up to about a thousand paces across. (Ritual)

is coming from the north" or "help, my daughter is lost" or "that man is an imposter." Anyone affected may make a Perception + Awareness roll against an Ease Factor of 12 to resist the effect, but success means they do not understand the underlying message.
If cast as a ritual spell, the sahir may continue to communicate short phrases in this way each subsequent round, for as long as the spirit maintains the spell, and may include newcomers into the effect by concentrating upon them for a round.
Some of the Nizari Isma'ili are rumored to plot assassinations using this spell, discussing their intended crimes in this way so that they cannot possibly be overheard by others.
(Base 4, +2 Ease Factor)
Make their eyelids heavy and their heads to fall
Solomonic Storytelling Level 15 Allure: Supernatural
All those within range of the sahir's voice are lulled to sleep unless they have supernatural perception, in which case they may shake off the effect with a Perception + (Ability) roll against an Ease Factor of 6. They may easily wake again if they are disturbed; they will sleep as long as they would if they had fallen asleep naturally.
To add his Area Lore to his total, the sahir usually tells a familiar story in a soothing voice. It takes 45 minutes to cast in this way, but does not seem like magic to his audience.
(Base 4, +3 Supernatural)
Peal of familiar voices
Solomonic Storytelling Level 15 Allure: Emotional
The sahir's audience is inspired with a feeling of loyalty and cooperative enthusiasm, a strong desire to work together with others in their community. In effect, everyone who listens to the performance receives a +3 bonus to Personality rolls associated with working together, as if the caster had the Inspirational Virtue. The Ease Factor to see through this illusion is 12.
(Base 4, +1 Emotional, +2 Ease Factor)
A light distraction
Solomonic Storytelling Level 20 Allure: Supernatural, Ritual
This spell causes the sahir's image to explode in a blinding flash of flame and then cease to be visible for the duration of the effect. Only those with some form of supernatural perception can see through this illusion at Ease Factor 6, though anyone in the sahir's audience with Magic Resistance is unaffected unless the spell penetrates.
(Base 5, +3 Supernatural)
You will not remember me when I am gone
Solomonic Storytelling Level 20 Allure: Unsuspecting
Through his performance, the sahir causes his audience to remember a completely different event happening instead, the details of which are woven into the naranj. For example, he might have them recall that they watched the sun set, or listened to an imam give a moving speech about the merits of children obeying their parents. Once the spell is cast, the sahir's audience might be briefly disoriented, as they try to remember what it is that they are doing. If the facts of this story are called into question, a successful Perception + Guile roll against an Ease Factor of 6 allows them to remember the truth.
(Base 10, +2 Unsuspecting)
Sow the seeds for a crop of betrayers
Solomonic Storytelling Level 25 Allure: Unsuspecting
The sahir convinces his audience to perform a heinous act, specified at the time of casting, such as attacking each other, assaulting their leader, or burning down a mosque. Those who suspect they have been enchanted may make a Perception + Guile roll against an Ease Factor of 9 to resist, otherwise they act as if they had decided on the action themselves, and proceed to carry out the command to the best of their abilities.
If they are prevented from fulfilling their orders, the desire to comply will fade over time, more or less quickly depending upon the mental state of the targets. Generally, the targets recover from the effect at about the same time they would wake if they fell asleep. If cast as a Ritual spell and maintained by a spirit, however, the effects endure and the sahir can suppress, restore, or even change the command by concentrating on the target.
(Base 10, +2 Unsuspecting, +1 Ease Factor)
[Spirit]'s cave
Solomonic Storytelling Level 30 Allure: Unsuspecting, Ritual
This ritual spell creates the illusion of a tall, hollow hill or dune, large enough to contain about a hundred people, their animals, and tents. This takes approximately an hour and a half, and costs the sahir six pawns of vis. Once the naranj is cast, the sahir and the people inside can see through the image if they make a Perception + Guile roll against an Ease Factor of 6, or the sahir can selectively drop the illusion for any of them by concentrating on the effect. This allows the people inside to watch others who approach with ease, most of whom will have no reason to doubt the image and almost certainly will travel around it, creating a perfect ambush site or hiding place. The illusion lasts for as long as the spirit maintains the effect, or until the sahir cancels it.
(Base 20, +2 Unsuspecting)
Solomonic Travel
Solomonic Travel involves manipulating the power of the four supernatural realms. These spells open a passage through an individual target, which the sahir must draw upon or mark in some way; or else through a circle that he draws upon the ground or on a solid surface such as a wall or floor. To allow others to travel through this passage, the marked target or circle must be large enough for each individual to pass through it.
These effects have one parameter, Delay, which determines how long the sahir must wait for the effect to manifest. The markings or circle that he draws on the target must remain undisturbed until this time.


Moon: The effect manifests during the next full or new moon. (+1 magnitude)
Sun: The effect manifests at the next dawn or dusk. (+2 magnitudes)
Immediate: The effect manifests immediately. (+3 magnitudes)
The sahir can perform a mystic ceremony to augment his Casting Total, or to disguise his casting. This requires him to have a (Realm) Lore score of at least 3 (of the realm appropriate to the effect), consume special materials appropriate to the realm (e.g., candles, incense, offerings, sacrifices, etc.), and he must describe the effect upon the target with pictures or words. For example, a divine ceremony might require the burning of white candles and sweet incense while chanting appropriate passages of the Qur'an and inscribing them on the target.
Solomonic Travel Spell Formulas
The spells given here are specially designed for Solomonic Travel.
[Spirit] brings the curse of Bayna
Solomonic Travel General
Delay: Immediate
This effect causes an individual target that the sahir touches to immediately gain two Warping Points, unless the target makes a Stamina roll against an Ease Factor equal to three times (the magnitude of the spell – 3). For example, a Level 25 version has an Ease Factor of 6.
(Base effect, +3 Immediate, +1 additional Warping Point)
The hush of solitude
Solomonic Travel General Delay: Immediate
This effect closes a passage that has been opened with Solomonic Travel or a similar power, even one that is being maintained by a spirit or which has been created but has not yet manifested. At Level 20, it can cancel another effect of up to Level 20. At Level 35, it can cancel another effect of up to Level 50. At
Solomonic Travel Guidelines
Active Solomonic Travel ritual spells grant the sahir supernatural senses, allowing him to see through illusions and perceive things that are imbued with supernatural power. Treat this as scores in both Magic Sensitivity and Second Sight equal to the magnitude of the spell for as long as the spirit maintains it. This supernatural sense is also affected by the Delay parameter, however, and does not actually manifest until the spell comes into effect, though the spirit must still maintain it until then.
A window or passage allows the sahir and anyone nearby to perceive species through it from another location, and allows those on the other side to perceive the sahir's location as well. These portals remain open as long as the spirit maintains the effect, and travel through a passage can be selectively granted or revoked to others by the spirit or as the sahir directs.
General: Give the target a Warping Point if it fails a Stamina roll against an Ease Factor of (3 x (the spell's base magnitude + 1)). Additional magnitudes can also increase the number of Warping Points gained.
Restore a number of Might Points to a target equal to (the base level of the effect – 5).
Open a passage through a supernatural regio boundary of level no greater than (the base magnitude of this effect + 5).
Open a passage through the Twilight Void to a vestige or boundary in the Magic Realm of level no greater than the base magnitude of this effect (see Realms of Power: Magic, pages 21–26).
Open a passage into the Faerie Realm through a supernatural aura of level no less than (10 – (the base magnitude of this effect + 1)) (see Realms of Power: Faerie, pages 20–23).
Close a window or passage opened with Solomonic Travel or a similar power if the magnitude of the canceled effect is less than ((this spell's base magnitude + 1) x 2).
Open a passage from the Faerie Realm to a supernatural aura with an aura bonus or penalty no less than (10 – (the base magnitude of this spell + 5)) (see Realms of Power: Faerie, pages 29-30). (Ritual)
Open a passage through a supernatural aura to another aura of the same realm, both auras of level no less than (10 – the base magnitude of this spell). (Ritual)
Level 10: Force the target to make an Aging roll.
Level 15: Open a passage into the Twilight Void (see Realms of Power: Magic, pages 23–26). (Ritual)
Open a window through an Arcane Connection. (Ritual)
Open a window through which ghosts and other insubstantial beings can be seen. (Ritual)
Open a window into a sleeping person's dreams (see The Mysteries Revised Edition, pages 102–111). (Ritual)
Level 20: Open a window to or from the physical world through a Magic Realm vestige or boundary (see Realms of Power: Magic, pages 21-23). (Ritual)
Level 25: Open a passage that transforms the sahir and his companions into spirits for the duration. (Ritual) Open a passage into a sleeping person's dreams (see The Mysteries Revised Edition, pages 102–111). (Ritual)
Open a passage through an Arcane Connection. (Ritual)
Level 30: Open a direct passage to or from the Magic Realm through a vestige or boundary, bypassing the Twilight Void (see Realms of Power: Magic, pages 21–23). (Ritual)
Open a direct passage to or from the Faerie Realm (see Realms of Power: Faerie, pages 29–30). (Ritual)

Level 50, it can cancel another effect of up to Level 80. The sahir must mark the passageway he is closing in some way, usually by drawing the sign of the Ashab al-Nahr upon it with a piece of charred wood or ash.
(Base effect, +3 Immediate)
Through the gray haze
Solomonic Travel General
Delay: Sun
At sunset or sunrise, the sahir opens passage through a regio boundary of level no greater than (the magnitude of this effect + 3). For example, a Level 10 spell would open passage through a boundary of 5 or less.
While this naranj works on boundaries aligned with any realm, the sahir may only incorporate his (Realm) Lore score if he correctly identifies the type of aura for the regio. If he guesses wrong, he receives no bonus.
(Base effect, +2 Sun)
To the highest mountains of Qaf
Solomonic Travel General
Delay: Season
When cast from within a supernatural aura, this spell opens a passage into the Faerie Realm (See Realms of Power: Faerie, pages 20–23). As a Level 5 spell, the origin aura strength must be 10, with each additional magnitude lowering the minimum aura strength by 1.
(Base effect)
Warm as the life of day
Solomonic Travel General Delay: Immediate
The sahir marks and concentrates upon a spirit or other supernatural being and restores a number of lost Might Points to its Might Pool. The number of Might Points it regains is equal to (the spell level – 20), so at Level 25 the target would recover 5 Might Points. Note that the naranj must also penetrate the being's Magic Resistance to have its effect.
This naranj may be used to restore Might Points to the spirit through which it is cast. This is because the sahir is actually drawing upon the concentrated power of one of the four realms to replenish his

target's Might, not the spirit's own power. (Base effect, +3 Immediate)
We will meet again as the seasons turn
Solomonic Travel General Delay: Season, Ritual
From within a supernatural aura, the sahir draws the outline of a portal that will lead to a different aura of the same realm that he has visited before. The levels of both auras can be no less than (10 – the magnitude of this spell), which means that a Level 45 spell is needed to enable travel to or from a Level 1 aura. If both auras are at least Level 5, a Level 25 spell is sufficient. Most commonly, sahirs use this naranj to enable travel to the yearly Majlis, and cast it at the very end of spring so that they can use it during summer.
(Base effect)
Sight of many lifetimes
Solomonic Travel Level 25 Delay: Immediate
The target touched by the sahir is briefly exposed to the harsh, timeless powers of one of the four supernatural realms, and must make an immediate Aging roll, even if the target is too young to require such rolls naturally. If the target is not living or is immortal, this naranj has no effect.
(Base 10, +3 Immediate)
The magical minaret
Solomonic Travel Level 30 Delay: Immediate, Ritual
The sahir draws upon the surface of a pool, the face of a rock, or a circle of sand, and once the ritual spell is complete he and any others he designates can perceive what is happening in a place to which he has an Arcane Connection. This supernatural perception goes both ways, so that others near the target can also see and hear the sahir and his companions, though it is clear who is actually there and who is on the other side. Those on either side of the magical window can even cast spells and use their powers through it. The window only remains open as long as the sahir's

spirit maintains the effect, however.
As this is a ritual spell, the sahir can open and close the window by concentrating, even selectively allowing or denying access to several at once. In addition, after the window opens the sahir gains supernatural senses equivalent to scores of 6 in Second Sight and Magic Sensitivity for as long as the effect lasts.
(Base 15, +3 Immediate)
By the light of the ominous moon
Solomonic Travel Level 30 Delay: Moon, Ritual
Like other Solomonic Travel spells, the sahir draws the doorway through which he will gain passage, and once the moon changes he and his companions step through this doorway into what sahirs call "the spirit realm." They pass through the doorway, yet once they reach the other side they are now insubstantial and invisible to other mortals, like a spirit, and mostly unable to affect them, physically or with their magic. They are also tangible to other spirits: they are able to see and interact with each other as if they were corporeal. Spirits who travel through the doorway experience just the opposite; they become physical and unable to interact with the spirit world without appropriate powers. (See Realms of Power: Magic, page 100, for more on how spirits interact with the physical world.)
Sahirs generally circumvent the delay by casting the spell during a full moon.
(Base 25, +1 Moon)
The oubliette al-wazir
Solomonic Travel Level 45 Delay: Immediate, Ritual
This ritual spell opens passage to a particular location in the Magic Realm, without requiring travel through the Twilight Void (see Realms of Power: Magic, pages 21–23). It is said that the current grand vizier possesses an Arcane Connection to a pit in the middle of a great stone fortress located in that realm, built on an island in the middle of a cold and lonely sea. Traitors to the Suhhar can be quietly exiled to this prison through the use this spell.
(Base 30, +3 Immediate)
