Ars Magica Digital Codex

Typical 'Afrit of the City of Brass

In the City of Brass, characters will encounter the 'afrit everywhere they go. Up and down the avenues they encounter jinn going about their daily business, shoppers going to market, and merchants in stores or pushing mobile carts selling exotic wares to each other for strange prices.

With the exception of the Malik, the City of Brass is neither the Locus nor the associated terrain for their Way of Land Virtue for any of these jinn. For the most part, the Loci of these 'afarit are Brass Bottles somewhere in the mundane world, and Way of the Land is associated with the desert. The bottles form Vestiges in the city in the form of the various towers and other buildings, and these 'afarit dwell here in the city when they are sealed away in the bottles. They can roam anywhere in the city and outside the walls as long as they are within sight of the twin Brass Towers. They are prohibited from going any further unless someone opens their bottle in the mundane world, or someone makes a magical bargain with them that allows them to travel.

City of Brass, in the Magic Realm, and go about their lives there. They cannot leave the city unless summoned to the mundane realm by someone opening their bottle. However, if they are so summoned, they must obey the commands of the one who holds the bottle. The 'afarit have spread the legend that they must complete three tasks, but in reality they must obey the holder of the bottle for as long as he holds the bottle. The 'afarit are able to interpret the command, but they may not disobey. They are not bound by impossible commands, nor can they be commanded to destroy themselves. They can be commanded to return to the bottle, which has much the same effect as far as the mundane realm is concerned.

All Magic jinn are a type of genius loci, but the magic of Solomon made the brass bottle the locus of the 'afrit bound within. An 'afrit within shouting distance of its bottle is immune to Acclimation from being in a weak Magic aura, but, as a genius loci, the 'afrit cannot normally go any further from the bottle, and it can only regain Might while within the bottle, and thus in the Magic Realm. The magic of Solomon means that an 'afrit cannot move its own bottle, although it can hold it, as long as it does not move. Solomon's binding also means that the 'afrit can travel any distance from the bottle or carry the holder of the bottle to fulfill a command from the holder of the bottle.

While the bottle is sealed, the 'afrit is in the Magic Realm, not literally inside the bottle, so the bottle can be carried through an Aegis of the Hearth or a ward that would exclude the 'afrit were he present. Opening the bottle summons the 'afrit, bringing it to the mundane world through the bottle, so that it does not have to cross any ward or Aegis that the bottle is within. However, a 'afrit summoned into an Aegis is affected by the ritual's suppression of magic within the area. The ability to command the 'afrit is not affected by an Aegis, as it is the result of a ritual effect created long ago.

There is no easy way for anyone other than the 'afrit bound into the bottle to use the bottle as a path to the Magic Realm. However, Hermetic research may be able to find a way, particularly if you want to make access to the City of Brass easy in your saga.

As a further complication, Solomon bound many spirits besides jinn, including ghosts, demons, and even ancient non-Hermetic sorcerers. He also used objects other than bottles, notably oil lamps and rings; these often need to be rubbed to summon the jinni. Beings other than 'afarit await the sum-

Magic Might: 15 (Ignem) Locus: a Brass Bottle of Solomon

Characteristics: Int +1, Per 0, Pre +1, Com –1, Str +2, Sta +2, Dex –1, Qik +1

Size: +1 Season: Winter

Confidence Score: 1 (3)

Virtues and Flaws: Magic Spirit (Jinni); Arcane Lore, Educated, Large, Warrior; Greater Malediction (Bound in Bottle), Magical Air*; (Minor Personality Flaw)

Magical Qualities and Inferiorities: Focus Power, Greater Immunity (Heat & Flames), Greater Powers (x2), No Fatigue, Ritual Power, Ways of the Desert; Gift of Tongues, Improved Powers (x2), Lesser Powers (x3), Personal Powers (x2), Second Sight, Variable Powers (x2); Greater Malediction (bound by bargains), Monstrous Appearance; Reduced Abilities (x10), Restricted Power

**Personality Traits: ***Crafty +2 (applies to Communication to twist wordings of agreements), Brave +1, Loyal -1

* Essential Trait

Combat:

Fist: Init +1, Attack +4, Defense +6, Damage +2

Scimitar: Init +3, Attack +8, Defense +7, Damage +8

(Combat scores may need to be adjusted for the size of the form the jinni takes. Each point of increase subtracts 1 from both Initiative and Defense, but adds +2 to Damage.)

Soak: +2

Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–24), Dead (25+)

* Injury increments may need to be adjusted for the size he takes

Abilities: Arabic 5 (clever wordplay), Artes Liberales 1 (astronomy), Athletics 2 (leaping), Awareness 2 (alert), Bargain 4 (services), Brawl 4 (fistfight), Concentration 2 (powers), Dominion Lore 1 (Solomon), Finesse 2 (precision), Folk Ken 2 (desires), Guile 4 (twisted wording), Infernal Lore 1 (Iblis), Leadership 3 (intimidation), Magic Lore 3 (jinn), Penetration 2 (Lord of Fire), Second Sight 4 (spirits), Shapeshifter 3 (fiery being), Single Weapon 4 (scimitar), Theology: Islam 1 (jinn)

Powers:

Corporeal Veil of the Jinn, 0 points, Init –4, Corpus:

R: Touch, D: Sun, T: Ind

This power gives the 'afrit the Major Virtue: Shapeshifter and the Ability Shapeshifter 1. The 'afrit can take as many forms as he has points in the Ability. Most 'afarit's first form is that of a monstrous man, which can range in Size from +4 to —5. Additional forms include smoky vapor, a stationary stone pillar, and a spinning column of fire. At higher scores, they may start to choose the forms of animals or alternate personae. No matter which form they take though, they are easily identified. See the section on Jinn, earlier, for more details on this power.

As smoky vapor, the 'afrit cannot be harmed or restrained by physical means. It can squeeze through the tiniest cracks, and solid objects pass right through it. As vapor, the 'afrit moves slowly and for the most part cannot participate in physical combat.

As a stone pillar, the 'afrit is rooted to the ground, cannot move, and is immune to most physical damage. It is easily mistaken for a mundane pillar carved to resemble a grotesque humanoid.

As a whirling column of fire, the

'afrit immune to most physical harm, but can be doused and is easier to restrain. The heat inflicts +10 damage to anything in direct contact with the 'afrit. This is also added as a damage bonus in combat.

No Hermetic Equivalent; Greater Power (50 levels, -5 cost); Variable Power; Restricted Power (all forms have an identifying trait)

Domination, 1 or more points, Init –4, Mentem

R: Voice, D: Sun, T: Ind

Some 'afarit have the power to control people's minds and emotions using their voices. Once initiated, there is no limit to the distance that may separate the 'afrit from its subject. The effect lasts for a duration of Sun, but may be perpetuated by spending a point of Might at sunrise and sunset. The 'afrit can control multiple people, and can affect multiple targets at once by spending 1 point of Might per person.

ReMe50 (Base 30, +1 Eye, +2 Sun, +1 Flexibility); Greater Power (50 levels)

Fabricator of (Form), Variable points, Init –9 R: Touch or Voice, D: Mom, T: Ind or Group

Many Jinn have the power to conjure material items that are real, in much the same way as Hermetic Creo Rituals. This power allows a jinni to create inanimate goods within a specific Form, and the power may be taken multiple times to cover multiple Forms. The jinni chooses if the fabricated goods are permanent or merely last a month. If permanent, the power's cost permanently reduces the jinni's Magic Might. The cost is 1 point per Magnitude of the effect, and the maximum effect is equal to the jinni's Might or 25, whichever is lower.

Cr(Form); Ritual Power Fiery Aura of the 'Afrit, 0 points, Init –2, Ignem

R: Touch, D: Diam, T: Ind An 'afrit can engulf himself in a coat of flame that does him no harm but sets fire to things he touches and inflicts +5 fire damage. This is added as a bonus to combat while in corporeal form. In vapor form he becomes a hot sulphurous smoke that causes people to choke and gag, requiring a Stamina stress roll against an Ease Factor of 3 to avoid losing a Fatigue level (taking Light Wounds once all Fatigue is lost). If in the form of a stone pillar, the 'afrit is engulfed (cont/d) in flame and those close enough to touch it take +5 damage. As a column of fire, the 'afrit's heat damage

CrIg 10 (Base 5, +1 Conc); Lesser Power (1 levels, –3 cost)

increases by +5.

Flight, 1 point, Init –5, appropriate Form R: Touch, D: Conc, T: Ind Many jinn have the power to fly. Some jinn are carried off by a whirlwind, others call forth clouds that carry them into the sky, some have wings that seem too small to carry them, and other jinn may roll out a rug and call it a flying carpet. No matter the method, it is but a cosmetic personalization and the effect is the same. The jinni is able to carry others along up to the limit of his Strength.

ReIg 15 (Base 4, +1 Touch, +2 Sun); Lesser Power (15 levels, –2 cost)

Invisibility, 1 point, Init 0, Imaginem Some jinn have the power to become invisible and can remain so for as long as they choose.

(Base 4, +3 Constant, +1 changing image); Personal Power (20 levels, –1 cost)

Jinni's Leap, 0 points, Init -1, Corpus Many jinn can transport instantly to any location they can perceive, up to 50 paces distant.

ReCo15 (Base 15); Personal Power (15 levels, –2 cost)

Lord of Fire, points equal to Magnitude, Init + (1 – Magnitude), Ignem 'Afrit can duplicate Creo Ignem and Rego Ignem spells up to level 25. Focus Power (25 levels)

Seer of Fire, points equal to Magnitude, Init + (1 – Magnitude), Ignem The 'afrit can duplicate Intellego Ignem spells up to level 25. The necessary condition is that it must gaze into a fire or inhale smoke. Focus Power (25 levels, Restricted Power)

Smite with Fire, 3 points, Init –7, Ignem R: Voice, D: Mom, T: Ind Powerful 'afrit have the power to unleash a fiery blast at will. The form and shape depends on the 'afrit's personality; from a bolt to a jet streaking out forth from it, to a column that drops on its opponent or a fireball that explodes on impact. These differences are all cosmetic and the effect is the same, inflicting +15 fire damage upon the target.

CrIg20 (Base 10, +2 Voice); Lesser Power (20 levels, –1 cost)

(The point costs and Initiatives of the Powers have not taken into account the 'afrit's two Improved Powers Magical Qualities, which gives the 'afrit 10 mastery points. 1 mastery point can reduce a power's cost by 1 or improve its Initiative by 1. Select which powers to modify to personalize each individual 'afrit. 1 mastery point can also be converted into 5 experience points, which the 'afrit may spend on Spell Mastery for its powers.)

Equipment: sparse clothing, jewelry, scimitar

Encumbrance: 0

Vis: When slain the 'afrit leaves behind a lump of coal, containing 3 pawns of Ignem vis.

Appearance: The most common appearance of an 'afrit is that of a large muscular man, with dark red or black skin, gleaming eyes, wild hair, jagged teeth, horns, and sometimes wings. 'Afrit are often mistaken for demons.

Using Realms of Power: Magic, the Typical 'Afrit Character Guide template was generated as a Winter Character with a base Might score of 15, taking the Minor Inferiority of Reduced Abilities multiple times to balance out the Powers and other Qualities. This makes it easy to generate more powerful 'afrit by assigning them a higher Might score and removing Reduced Abilities multiple times for more experience points. New Qualities may be chosen as well for additional Powers, more experience points, and so forth. Most 'afrit have a Might score between 15 to 25, while the nobility ranges between 30 and 45 and the Malik has a Might of 50

Each 'afrit needs only a name and a Minor Personality Flaw for individual distinction. Further individualization can be made with minor Virtues and Flaws modifications. For example, Kabira the Seeress has the Virtues of Intuition and Premonitions, but lacks the Virtues of Warrior and Large. Her Minor Personality Flaw is Busybody, and she also has the Visions Flaw. Finally, she has Privileged Upbringing, in essence freeing up experience points for a Premonitions score of 4. Characteristic points can be rearranged. For example. Kabria has Intelligence +2, Communication +1, Strength +1, and Stamina +1. Whatever the modifications, Qualities, Inferiorities, and Powers remain consistent.

Magic Might: 40 (Ignem) Modified Characteristics: Pre +2, Sta +3, Dex +2

Size: +1

Confidence Score: 1 (3)

Modified Virtues & Flaws: Magical Champion, Affinity with Single Weapon, Essential Virtue: Fierce Fighter (+3 Dexterity in combat), Puissant Single Weapon, Self-Confident, Tough; Wrathful (major), Curse of Venus, Proud (minor), Oversensitive

Modified Qualities & Inferiorities: Add Greater Immunity to steel weapons; Improved Abilities (x3), Improved Characteristics (x3), Improved Powers (x2). Remove Reduced Abilities (x8)

Personality Traits: Hubris +3, Wrathful+3, Fierce Fighter +3 (Dexterity), Crafty +2 (Communication), Easily Offended +2, Loyal +2

Combat:

Fist: Init +1, Attack +13, Defense +9, Damage +2

Scimitar: Init +3, Attack +20, Defense +13, Damage +9

Soak: +10

Modified Abilities: Area Lore: City of Brass 3 (garrison), Athletics 4 (leaping), Awareness 4 (combat), Brawl 7 (fistfight), Carouse 3 (drinking songs), Concentration 4 (powers), Dominion Lore 3 (Solomon), Faerie Lore 3 (Arabic), Finesse 5 (precision), Guile 3 (twisted wording), Infernal

Lore 3 (Iblis), Leadership 4 (intimidation), Magic Lore 5 (jinn), Penetration 5 (Smite with Fire), Second Sight 5 (spirits), Single Weapon 8+2 (scimitar)

Modified Powers:

Fiery Aura of the 'Afrit, Init –1 Lord of Fire, Multicast, Penetration Smite with Fire, 0 points, Fast Cast, Multicast

Equipment: Clothing, jewelry, partial scale armor, two brass scimitars

Vis: 8 pawns of Ignem vis

Appearance: Afdal-Kathir's handsomeness appeals to the wrong sort of lady. He dresses in finery and caries himself with a regal demeanor.