The Mobeds
Princes of Magic
Without a doubt magic arose in Persia, with Zoroaster. On this our authorities are agreed …
— Pliny, Natural History, 30.2.3
The priests of Ohrmazd are the mobeds, whose lineage can be traced back to the Median tribe and Zoroaster himself. The mobeds are a holy tradition, with Initiations that grant them unique holy powers.
In centuries past, the mobeds were sages who possessed great occult knowledge. In addition to their holy powers, they had mastered the forces of magic, astrology, alchemy, and theurgy. That knowledge is largely lost in the 13th century, and mobeds are now almost exclusively practitioners of holy powers.
The Mazdean priesthood is hereditary: only sons of a mobed or the male descendents of a priestly family can be considered for priestly office. Needless to say, mobeds are not celibate and may marry.
There are several ranks, and initiations that must be performed to achieve each rank. The lowest rank of Mazdean priest is that of ervad. An ervad may perform ordinary services, but none of the important rituals. The ceremony of martab initiates a priest to the rank of mobed, a fully qualified priest, able to perform all services and rituals. The highest remaining rank is that of dastur, the head of a group of priests of an area or particular fire temple. Higher levels of the priesthood have been lost to time.
Zoroastrian Magi
Realms of Power: The Divine gives rules for Zoroastrian holy magi on pages 116–117. Those rules could also provide inspiration for Zoroastrian holy sahirs, although the benefits of Holy Magic would need to be adapted.

Supernatural Abilities Taught by the Mobeds
Favored Abilities: Invocation, Adjuration, Wonders, Sense Holiness and Unholiness
Other Abilities(not favored): Ceremony, Dream Interpretation, Mythic Alchemy, Mythic Herbalism
Mobed characters are not limited to the Abilities listed here; these are simply common to the societas.
New Ability: Mobed Lore
This Ability is the Organization Lore for the mobeds, and is used for their initiation rituals. This lore does not give any specific knowledge of the Mazdean faith, beliefs, or rituals (this is represented by the Ability Theology: Mazdean), but rather the legends, history, and structure of the priesthood, as well as the specific initiation rites and oral lore of the mobed tradition.
Few mobeds today possess The Gift. This allows them to integrate into society easily and take on influential and trusted roles. A relatively large proportion of mobeds also possess True Faith and may perform miracles. This may be because of special divine favor, or because only the truly devout become priests in a small and oppressed religion.
Mobeds in Western Eyes
To Western wizards and mages, the priests of Zoroaster were an order of seers who were dedicated to the service of the gods who had strong constitutions and lived to a great age, for their profession as magi made it incumbent upon them to observe the strict rules of life.
The Cradle & The Crescent
The mobeds are known for their pious study and worship, their ethics, divinations and prophecy, holy learning, and rules of purity.
Few Hermetic wizards would believe that the Persian magoi still remain a living tradition. The relics, scriptures, and holy rituals of the magoi are legend, highly sought after. Zoroastrian texts are considered masterpieces of the magical arts, containing everything from hidden truths of alchemy, to the names of archangels and demon princes. Some Hermetic magi, however, believe their knowledge to have been primitive.
Mobeds and the Suhhar Sulayman
Non-mobed sorcerers before the seventh century were ignored and spurned by the Mazdean priesthood. The non-Mazdean sorcerers of Persia and the Holy Land were no match for the great imperial powers of the mobeds.
This situation was reversed after the seventh century. The Order of Solomon became the Suhhar Sulayman, and the Islamic sages and sorcerers now reign supreme in Persia, while the mobeds are an insignificant force on the periphery of the civilized world. As in the West, their lore, rituals and secrets are greatly prized, and their historical knowledge of the mystic arts of astrology and alchemy is admired, if not associated with the mobeds still living.
The Magic of the Mobeds
Mobeds practice holy powers, although these powers are only bestowed upon those initiated into full mobed rank; ervads normally have no special divine powers. The rank of dastur indicates both a political and ceremonial rank, and also suggests investment of some mystic powers.
Mobeds teach as Favored Abilities the Holy Method Invocation; the Holy Powers Adjuration and Wonders; and the Sense Holiness and Unholiness Supernatural Ability.
Favored Abilities are Supernatural Abilities taught by the mobed tradition, and for which mobed characters do not need to subtract the total of their Supernatural Ability scores from their Advancement Total (see ArM5, page 166). Mobeds also teach a range of non-favored Supernatural Abilities, either suffering the penalties or initiating them as a Mystery. Favored Abilities only impact mobeds with True Faith; mobeds without such a connection to Ohrmazd must take the appropriate Virtues at character creation, or Initiate into them during play.
A great number of Mystery powers are available to mobeds, although it is extremely rare for a community of Mazdeans to possess a mobed that knows more than one or two.
Mobeds experience the Divine Ascent in place of generic Warping or Twilight, with Divine Form the most common kind of Ascent.
Mazdean Hedge Magic
The mobeds are known for their strong alchemical lore; the Videvdat, for example, focuses on alchemy and medicine. Mobeds may take the Mythic Alchemy and Mythic Herbalism Virtues (see Hedge Magic Revised Edition, pages 81–82) without the need for any further background explanation, and these Virtues are often associated with the Divine Realm, rather than Magic. However, it is not unusual for a mobed to have supernatural powers derived from both realms.
Holy Powers
The Holy Powers taught by the mobed tradition are spectacular and majestic, commanding the forces of nature and creating life out of nothing. When mobeds invoke their divine wonders, they use the sacred names of yazdan and the Ameshaspand; their prayers call upon the aid of the Wise Lord himself. Especially powerful mobeds can even call into existence divine


spirits to perform tasks for them and give them aid.
Casting Score:
Communication + Invocation + Holy Power + modifiers + aura + die roll
If this total is less than the target Level, the effect doesn't happen, but there might be other effects instead, in the form of supernatural retribution. This is called a Tragedy of Hubris. It might manifest as a curse, a loss of ability, fatigue, a physical injury, or even a Flaw. It is also a great opportunity for an appropriate story event. This tragedy usually lasts only until the character has somehow atoned or made amends for his presumptuous actions, though the effects are sometimes permanent, depending on the severity of the transgression.
Minor Tragedy (–1 to –10)
- • A Method, Power or other Supernatural Ability is halved
- • Gain a Minor Flaw, e.g., Lesser Malediction, Fear, Poor Memory, Simple-Minded
- • Suffer a Medium wound
- • Receive three extra botch dice on all rolls
- • Gain a Warping point
Major Tragedy (–11 to –20)
- • A Method, Power or other Supernatural Ability is lost
- • Gain a Major Flaw, e.g., Greater Malediction, Blind, or Enfeebled
- • Suffer a Heavy wound
- • Permanently suffer a minor tragedy
- • Gain a Decrepitude point
Ultimate Tragedy (–21 or more)
- • All Supernatural Abilities are lost
- • Character possessed by a supernatural creature
- • Suffer an Incapacitating wound
- • Permanently suffer a major tragedy
- • A terrible plague, war, or famine affects the entire region
Invocation
By addressing God and the servants of the Divine, commanding them by their names, and entreating them for aid, your
The Cradle & The Crescent
character can cause holy effects to manifest. This might be because God's servants hear your character's pleas and intervene, or because your character's understanding of God's word is such that he can wield God's power using God's voice. This typically relies on Communication, and requires that the character invest Confidence in the effect.
Adjuration
Adjuration is the Power to summon, control and banish supernatural creatures of all kinds, including dispelling their powers and compelling their cooperation. Through Adjuration, God asserts his ultimate authority over creation and both the natural and supernatural worlds. Adjuration is also the witnessing of oaths and truths, by forcing otherworldly beings to recognize God's authority and obey him. The target might cry out in pain and wonder when affected, or speak in a different voice that represents its true nature for the effect's duration. Invocation is used to compel creatures to act, often forcing them to use their powers on the holy character's behalf.
Adjuration Guidelines
When these guidelines refer to a supernatural creature, it means a specific entity with a Might score.
Level 4: Bind a supernatural creature to the terms of a contract. (Invocation)
Level 5: Compel a supernatural creature within range to manifest in your presence. (Invocation)
Level 10: Compel a supernatural creature to reveal the truth, even a demon; you may ask one question, and if you overcome the creature's Magic Resistance it must answer you honestly. (Invocation)
Level 15: Compel a supernatural creature to do your bidding; you may give it one command which it must follow exactly for the duration. (Invocation)
Level 20: Compel a mundane creature to do your bidding, as earlier. (Invocation)
Level 25: Compel a human being to do your bidding, as earlier. This command must be within the person's nature, as evidenced by appropriate Personality traits. (Invocation)
True Names
Mobeds may learn and use True Names (see Realms of Power: The Infernal, page 34, and also Realms of Power: The Divine, page 20). Each True Name is treated as a special Ability called "True Name of (Being)," and costs 5 experience points to learn, and once a True Name is learned, your character gains 1 experience point to the being's associated Realm Lore. True Names grant a +5 bonus to Penetration modifiers, and are of indefinite duration.
Mobeds have access to hundreds of True Names of angels and demons. Characters may start play knowing the True Name of one or more beings (see the Knowledge of True Name Virtue, earlier in this chapter).
Using Vis
Mobeds may use holy and magical vis. If a mobed knows certain mysteries, he may even extract vis from an aura. Holy vis grants the same mechanical
bonuses as magic vis. The consequences of profaning holy vis, or using it for diabolical ends can be dire, risking Divine retribution.


Adjuration
Major, Supernatural
This Virtue allows the character to command and control supernatural beings, and he begins with the Supernatural Ability Adjuration 1.
Dream Interpretation
Major, Supernatural
The character can understand and interpret the secret meaning of dreams. This Virtue gives the Supernatural Ability Dream Interpretation 1, which may be used in place of Meditation to activate Holy Powers and also allows him to interpret dreams of a general nature. Mobeds may take Dream Interpretation, although it is not an Ability favored by their tradition. It may, however, be Initiated into as a Mystery Virtue.
Invocation
Major, Supernatural
This Virtue gives the character Invocation 1, a Supernatural Ability which
Wonders
Those who ask properly will receive God's gifts, for God provides for the faithful in need. God also summons storms, fire, winds, and other powerful natural forces. These wonders are created at the holy character's command, and even controlled by him to some extent, although God always keeps His hand upon His miracles. Such things may appear at times to listen to another voice, and act in ways that the holy character does not anticipate.
These effects use Invocation to conjure and command divine forces by their name and purpose. When a character suffers a Tragedy of Hubris with Wonders, he might create unwanted items, such as rotten food, vermin, or mud. Or the effect might still happen, but completely out of his control.
Holy Virtues
The following virtues are appropriate for characters of the mobed tradition.
Wonders Guidelines
General: Create a dangerous substance, like fire or poison, that does +(base level of the spell) damage upon contact. (Invocation)
Create a natural substance that harms non-divine supernatural creatures, such as water that corrodes like acid or a light that burns like fire, doing +(base level – 5) damage. (Invocation)
Level 2: Create a mature living plant, or cause a plant to grow more quickly. (Invocation)
Level 3: Create and control a common force of nature, such as a gust of wind or a burst of flame. (Invocation)
Create a non-living natural object, such as an animal corpse, driftwood, or a rock. (Invocation)
Level 5: Create and control an unusual force of nature, such as a sudden storm from a clear sky, or a light that shines like the day. (Invocation)
Create nourishing food or drink, enough to sustain a single person. (Invocation)
Create a nonliving object that has been processed in some way, such as a leather coat, a lance, or a coin. (Invocation)
Level 15: Create and control a powerful force of nature, such as winds that lift a person off of the ground or a flame that lights up the sky for miles. (Invocation)
Create a living, docile bird, fish, lizard, or amphibian. (Invocation)
Level 20: Create a living, docile mammal. (Invocation)
Level 30: Create an animal with Divine Might 5. Each 5 points of additional Might increases the Level by 10. (Invocation)

allows him use the Holy Method of Invocation and to roll a stress die for miraculous effects.
Wonders
Major, Supernatural
The character begins with the Supernatural Ability Wonders 1, which allows him to conjure holy items, creatures, and the elements at God's will.
Holy Abilities
These abilities can be taken by characters of the mobed tradition.
Adjuration*
The character is skilled in controlling and banishing supernatural creatures and their powers (see Miraculous Effects, later). Specialties: type of creatures (angels, demons, ghosts, faeries), causing a specific effect. (Supernatural)
Dream Interpretation*
In the Mazdean tradition, Ohrmazd and His servants regularly send messages and prophecies through dreams: Zoroaster received visions and guidance from the Wise Lord on many occasions. Dream interpretation helps mobeds translate the confusing symbolism in dreams to make clear their deeper meaning.
The Dream Interpretation Ability has two uses. The first is a form of Meditation, as per the Holy Method, used in combination with Holy Powers. In this case the character must engage in ritual prayer for an hour before spending a full night in restful sleep. Upon waking the character must spend (6 – Dream Interpretation, to a minimum of 1) hours contemplating the imagery revealed to him in his dream. At the end of that time you roll for the miraculous effect as normal. Note that Meditation cannot be used with Adjuration or Wonders; see Realms of Power: The Divine,
New Wonders Guidelines
General: Create a sacred spiritual force that that can neutralize the spiritual taint of the Infernal Realm. For example, the force could transform Infernal Warping into Divine Warping (1 Warping Point per level of effect is transfigured), although the Warping itself is not removed. The power can strip the infernal nature of Infernal vis, completely destroying the vis (1 pawn of vis per 3 levels of effect). It can also destroy Confidence Points gained through committing sin (1 Confidence Point per 5 levels); note that doing this causes the target to feel great remorse for the acts they performed to gain the Infernally gained Confidence Points (this does not work against demons, but can work against other creatures with Infernal Might). (Invocation)
Create a sacred force that acts as the Scourging the Infernal power radiated by relics (Realms of Power: The Divine, page 45), forcing infernal beings to flee (note that this is an equivalent effect, not a true relic power). Use the level of the effect in place of the Divine Might of the relic when calculating the effect of the aura. (Invocation)
Level 35: Create a spirit with Divine Might 5. Each 5 points of additional Might increases the Level by 10. (Invocation)
page 48. However, mobeds may possess other Holy Powers.
The second use is a form of direct divination. In this case the character is interpreting his own dreams or the dreams of others to find answers to posed questions. The dreamer must be prepared, as per the other use of the Dream Interpretation Ability, and upon waking the character again spends (6 – Dream Interpretation, to a minimum of 1) hours contemplating the imagery. You may then make an Intelligence + Dream Interpretation roll. Characters with the Premonitions Ability gain a bonus equal to their Premonitions score.
The Ease Factor is the level of the equivalent Momentary non-ritual Intellego Hermetic spell. Holding an arcane connection to a target is treated as Touch range and the Boundary target does not require a ritual. The usual rules for penetration in ArM5, page 184, apply to this Ability.
Most who possess the Dream Interpretation Ability have specific rituals that they believe help them to achieve insight. Some fast before sleeping, some wear ritual clothes while they sleep, while others sleep in graveyards in order to gain the assistance of ghosts.
Specialties: Any appropriate Holy Power, own dreams or the dreams of others, dreams had under specific circumstances (Supernatural)
Invocation*
Using holy words, phrases and prayers, the character can invoke Ohrmazd's power. He must either cry out his prayer in a loud voice, or somehow inscribe his prayer in writing. This adds the character's Communication to your roll, and requires that he spend a point of Confidence (or Faith) to bring the effect into being.
You may also roll a stress die instead of a simple die when calling a holy effect if you wish. By doing so, the character essentially commands rather than entreat God's aid, summoning more potential power but risking giving greater offense should he prove unworthy.
Specialties: using holy names, in writing, affecting a particular kind of target. (Supernatural)

Wonders*
The character can cause living creatures, non-living objects, and forces of nature to manifest through God's power (see Miraculous Effects, later). Specialties: causing a specific effect, a particular kind of material, in specific circumstances. (Supernatural)
Group Magic
Mobeds can practice their magic collectively. In times past, when they were an imperial priesthood, hundreds of mobeds would gather to perform great rituals in honor of Ohrmazd and his angels. In the 13th century, few communities have more than a few Mazdean priests and those that do are unlikely to possess the knowledge of such powerful rites.
To perform group powers, mobeds use the Ceremony Ability (see Realms of Power: The Divine, pages 34–36), and engage in prayers and rituals. Most of these are communal in nature, and so laypeople will often participate (although this gives no mechanical bonus).
Holy Mobed Mysteries
The mobeds have several unique mysteries that are holy in nature (that is, they can only be initiated by a character with Holy Powers or True Faith). Many allow mobeds to wield mystical powers.
Blessing of [Ameshaspand] (Minor Mystery Virtue)
The mobed with this holy mystery gets a +3 bonus to Casting Scores for holy powers used in the area covered by a specific Ameshaspand (see list). There is a different version of this virtue for each Ameshaspand.
Ameshaspand: Asha Vahishta Meaning: "Best Righteousness" Equivalent Form(s): Ignem, Imaginem
The Cradle & The Crescent
Ameshaspand: Khshathra Vairya Meaning: "Desirable Dominion" Equivalent Form(s): Vim
Ameshaspand: Haurvatat Meaning: "Health"
Equivalent Form(s): Aquam, Auram
Ameshaspand: Spenta Armaiti Meaning: "Holy Devotion" Equivalent Form(s): Terram
Ameshaspand: Ameretat Meaning: "Long Life" Equivalent Form(s): Herbam
Ameshaspand: Vohu Manah Meaning: "Good Purpose" Equivalent Form(s): Animal
Ameshaspand: Spenta Mainyu Meaning: "Holy Spirit"
Equivalent Form(s): Corpus, Mentem
Mazdean Alchemy (Minor Mystery Virtue)
Through Mazdean Alchemy, a mobed may distill vis from a Divine Aura. Distilling divine vis takes a season before the vis is extracted. The character uses as his Lab Total his Intelligence + Invocation + Wonders + Holy Magic + modifiers. Modifiers include the aura, bonuses from Lab assistants and so on. The Lab Total is divided by 10, as per Hermetic vis extraction.
Mazdean Astrology (Major Mystery Virtue)
This Mystery allows the character to use his knowledge of the heavens to determine the most effective time to pay or use holy powers. The mobed may also use new astrological durations.
Celestial Durations
No duration may be longer than a year. Failing the calculation roll causes the effect to fail. Botching a calculation roll causes the effect to botch.
Minutes: The effect lasts for a certain number of astrological minutes. Equivalent to Diameter. To calculate the duration correctly, succeed in a roll of Intelligence + Artes Liberales + dice against an Ease Factor of 6 + Number of Minutes desired.
Hours: The effect lasts a number of astrological hours, regardless of sunrise or sunset. Equivalent to Sun. To calculate the duration correctly, succeed in a roll of Intelligence + Artes Liberales + dice against an Ease Factor of 6 + Number of Hours desired.
Days: The effect lasts a number of astrological days, regardless of the lunar phase. Equivalent to Moon. To calculate the duration correctly, succeed in a roll of Intelligence + Artes Liberales + dice against an Ease Factor of 6 + Number of Days desired.
Sign: The effect lasts a number of astrological signs, regardless of sunrise or sunset. Equivalent to Year. To calculate
Mobed Beliefs on Astrology
According to the holy Zoroastrian tome, the Dadistan i Menok i Khrat ("Judgments of the Spirit of Wisdom"), the art of Astrology was passed from the Spirit of Wisdom to Zoroaster.
Mobeds believe that welfare and adversity on Earth originates through the seven planets and the twelve zodiacal signs. To the mobeds, the twelve great Spirits of the Zodiac are among Ohrmazd's most capable and holy defenders, constantly striving to bring goodness and wellbeing into the world. The planets (the Sun, Moon, Mars, Mercury, Jupiter, Venus, and Saturn), on the other hand, are ruled by monstrous demons, which, by dint of being closer to the world, constantly thwart their zodiacal rivals and more often than not succeed in bringing ruin and misery to humanity (an explanation of why Earth is not a paradise).


Invocation Wonders Level 50
R: Per, D: Mom, T: Ind, Ritual
Only the most pious, holy and experienced mobeds ever attempt the preparation of Saoshyant's elixir. This holy ritual requires a season of preparation to cast.
These are the instructions for preparing the elixir of eternal life, that which raises our bodies from the elements into which they have been dissolved and reunites them with our souls, as handed down from Saoshyant the Savior.
The mobed must first prepare himself for salvation by undergoing a terrible ordeal. Molten metal (usually lead) is poured over his entire body, which he must endure for three days (see Injuries, Heat and Corrosion in ArM5, page 181). The surging metal removes all taint from his soul and purifies his flesh, but also causes him terrible pain and injury, though it is said to feel like being bathed in warm milk if the mobed is completely without sin. Some of the metal probably sticks to his body, and if he survives he must bear these disfiguring patches grafted to his skin like tattoos for the rest of his days, as removing them again exposes him to evil and undoes the effects of the ritual.
Once the mobed are is of evil, he must sacrifice a holy animal, usually a bull with Divine Might. This provides the necessary vis for the spell, and from its fat Saoshyant's elixir may be distilled. Drink this, and for as long as the mobed strictly follows the tenets of Mazdeanism, he does not have to make aging rolls and cannot die. Instead, he gains a Warping point every year, another whenever he gains Aging or Decrepitude points from other means, and another when he would die from his wounds or a lethal blow. Fatal wounds Incapacitate him instead.
Saoshyant's Elixir is intensely personal and cannot be cast upon another; to gain the gift of extended life on earth, a mobed must perform it himself.
(Special)
the duration correctly, succeed in a roll of Intelligence + Artes Liberales + dice against an Ease Factor of 6 + Number of Signs desired.
Astrological minutes, hours, and days are equal in length to normal units of time, but have no fixed starting point, so that the effect lasts a fixed length of time, rather than until a fixed point. Astrological signs are, similarly, one-twelfth of a year each.
Celestial Blessing for Holy Spell Casting
The mobed may determine the most favorable hour for performing holy magic, holy powers or use other divine abilities. By aligning his practices to the beneficial powers of the stars, he may gain a bonus of +1 to +5. The player must decide on the activity and bonus desired before rolling, and succeed in a roll of Intelligence + Artes Liberales (Astrology) + simple die against an Ease Factor of (desired bonus x 4). If successful, the mobed determines an hour during that day (selected by the storyguide) in which the activity will benefit from the desired bonus. If the mobed does not perform the chosen activity in that hour, there is no benefit. A mobed may perform this calculation multiple times for a single day, but each hour may have no more than one bonus. A failed roll indicates that the mobed can find no more bonuses for that day.
Righteousness of the Wise (Minor Mystery Virtue)
Mobeds believe that Spenta Mainyu revealed these secrets (and others) directly to Zoroaster before taking him to Ohrmazd. For many mobeds, the attribute of wisdom is the highest nature of God.
This Mystery Virtue grants the mobed access to unique Ranges, Durations, and Targets that are compatible with Holy Powers (see insert).
Saoshyant's Elixir (Major Mystery Virtue)
The ritual of Saoshyant's Elixir (Realms of Power: The Divine, page 117) is the Zoroastrian route to immortality. The ceremo-
New Durations, Ranges, and Targets
New Duration: Fire
The spell will last as long as a specific sacred fire burns in a specific fire temple (the fire and temple must be determined at the time of casting the spell). Fire is equivalent to Moon.
New Range: Ground
The target can be affected so long as he/it is touching the same ground that the caster is standing upon. The caster need not be able to see the target. Rivers, mountains and other significant obstacles (although not roads or walls) act as boundaries to this range. Furthermore, the ground must be natural earth. Artificial ground, like floorboards or cobble stones, puts a target out of this Range. Ground is equivalent to Arcane Connection.
New Target: Community
Affects everyone living in the same community. A community is defined as a group of people living in the same locality, or who form a distinct segment of society (such as Jews, beggars, or Christians, but can also include plants or animals). Community is equivalent to Boundary.

Long-Lived Mobeds
There have been several long-lived mobeds: the high priests Vishtana, Tansar, and Kartir all lived for several generations, as did Osthanes, the first Prince of Magi. However, each reached a point of wanting to take their reward in the next life. The practical lifespan of a mobed with the Ameratat power is no more than around 200 years.
ny itself is a sacred and holy purification rite. Gaining this Mystery Virtue grants you knowledge of the ritual, which can be performed with the Holy Method and Power, Invocation and Wonders. Like the ritual in Realms of Power: The Divine, the level of this holy rite is 50.
Gifts of Gayomart (Major Mystery Virtue)
Gayomart ("Primeval Man") was the Zoroastrian Adam or "first man," and is seen as the embodiment of human perfection. This Holy Mystery opens the human body and soul to the Light of God, making those characters with True Faith even more holy and sacred.
A character must possess True Faith to initiate this mystery. The mystery grants the character additional powers as his True Faith score increases (see "Embodying the Light," Realms of Power: The Divine, page 61).
Asha (Truth): True Faith 1
The character cannot be lied to or purposefully deceived. In his presence, no one may speak or communicate a direct lie. This power has a Penetration equal to his True Faith score, and may be increased by +5 for each Faith point spent. If this power Penetrates, even demons and faeries cannot deceive him.
Vohu Manah (Good Mind): True Faith 4
Through Vohu Mana, the mobed personifies wisdom and the true path to God. He gains a Commanding Aura (Realms of Power: The Divine, page 42), which grants a bonus to his soak equal to twice his True Faith score, and a commanding aura (equivalent to Aura of Rightful Authority with Voice range). (The normal Commanding Aura also grants Magic Resistance, but True Faith grants that anyway.)
Hauvatat (Wholeness): True Faith 6
The mobed's physical body becomes immune to putrefaction, change, disease and all forms of material corruption and decay. Subtract double the character's True Faith score from Aging Rolls. He more easily resists magical attempts to alter the shape of his body, inflict harm upon him or give him diseases or wounds. He gains an additional bonus to Soak and Recovery rolls equal to his True Faith Score x3 (giving a total bonus to Soak totals of True Faith x5, with the bonus from Vohu Manah). Furthermore, he no longer scars or blemishes, as his body slowly returns to its perfect natural state. Incapacitating wounds no longer leave permanent marks upon him, and given enough time (years) he can re-grow lost limbs and other body parts.
Ameratat (Immortality): True Faith 8
So long as the mobed maintain the maxims of Zoroaster and Ohrmazd, remains in a state of purity and truthfulness, observes the taboos and behaves with good thoughts, good words and good deeds, he will never die, and gain Warping Points instead of Decrepitude points. Mechanically this requires that the character have a Faith Point gained from a purity ritual at all times. His body slowly ages, although he can more easily resist its effects through the gift of Hauvatat. While this virtue means the character effectively will never die, he can still be killed by massive damage.
Mobed Initiations
Mobeds can initiate unGifted practitioners into their mysteries. The rules for this are laid out in Hedge Magic Revised Edition, page 13.
Mobed Initiation Scripts
Mobeds use their Mobed Lore for initiation totals. The mystagogue is typically another initiated mobed or dastur. It is possible for mobeds to self-initiate if they have a script but no mystagogue, although most mobeds seek out a mystagogue from another community.
The scripts used by mobeds to Initiate their various powers typically emphasize extreme purity and lengthy prayers. Initiations can also require the initiate to challenge and overcome great foes — powerful demons and evil sorcerers. Similarly, Ordeals could also require the initiate to end famine, hunger or disease for a community. Initiation Quests typically involve the establishment of a fire temple, the conversion of a significant or notable person, or recovery and proper burial of a deceased Mazdean.
While there are many written Initiation Scripts, Mazdeanism places great value on the oral tradition; many of the living Initiations are oral Scripts.
Initiation into Mythic Alchemy
Initiation Ease Factor: 21
Script Bonus: +5 (+3 Quest: light ceremonial fire, +1 Sacrifice of wealth, +1 time)
The initiate must light one of the grand ceremonial fires of the Mazdean faith, known as the atesh adaran , in honor of the first 27 yazdan, and Ameratat. This typically takes a season to properly prepare and perform, and takes significant expenditure. The initiate must remain in a state of ritual purity throughout the process.
Initiation into Mythic Herbalism
Initiation Ease Factor: 21
Script Bonus: +13 (+3 Quest, +9



Major Flaw: Enfeebled, +1 Sympathetic Bonus)
The intitiate must must hunt down and destroy a powerful disease-causing Infernal spirit, while affected by the illness that the spirit causes. The illness must inflict the equivalent of the Enfeebled Major Flaw. This shows that he is capable of personally overcoming terrible sickness mystically and physically. Apart from the illness, the initiate must remain in a state of ritual purity throughout the initiation.
Initiation into Dream Interpretation
Initiation Ease Factor: 21
Script Bonus: +6 (+1 time, +3 Sympathetic bonus, +3 Minor Flaw: Offensive to Animals)
Dream Interpretation can only be intitiated into by a Mazdean who is married by the Mazdean ritual. The intitiate must spend a season in meditation, prayer, ritual cleansing, and contemplation of his dreams. Finally, at the end of the season, the initiate must travel deep into the wilderness in an area with many wild animals, imbibe ceremonial haoma, and survive for the night without magical aid. During this night, and thereafter, the initiate has the Offensive to Animals Flaw. Overcoming this obstacle symbolises the intitiate's triumph over nightmares.
