Ars Magica Digital Codex

Za'al-Zoresh, the Grand-Vizier

Magic Might: 30 (Ignem)

Modified Characteristics: Int +4, Per

+1, Com +1, Str +1

Size: +1

Confidence Score: 1 (3)

Modified Virtues & Flaws: add Gentleman, Great Intelligence, Student of Magic Realm, Ambitious (major), plus Busybody

Modified Qualities & Inferiorities: add Focus Power (x3), Greater Power; Improved Abilities (x10), Improved Characteristics (x3), Improved Powers (x2); Restricted Power, Slow Power; Remove Reduced Abilities (x10)

Personality Traits: Ambitious +3, Crafty +3 (Communication), Ruthless +2, Nosy +2

Combat:

Knife: Init +0, Attack +0, Defense +0, Damage +0

Soak: +2

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

Modified Abilities: Area Lore: City of Brass 4 (aristocracy), Area Lore: Egypt 5 (ancient days), Artes Liberales 5 (logic), Concentration 4 (powers), Dominion Lore 4 (Solomon), Etiquette 3 (courtly), Finesse 4 (grace), Faerie Lore 4 (Arabic), Folk Ken 4 (desires), Greek 4 (written), Guile 5 (twisted wording), Infernal Lore 4 (Iblis), Intrigue 6 (plots), Magic Lore 6+2 (jinn), Penetration 4 (Seer of Fire), Philosophiae 4 (metaphysics), Profession: Scribe 4 (copy), Second Sight 5 (spirits), Shapeshifter 6 (persona), Theology: Islam 3 (jinn)

Modified Powers:

Corporeal Veil of the Jinn, Init +1

Za'al-Zoresh has the additional forms of an asp, a vulture, and an Arab scholar.

Domination, 1 or more points, Init +0, Multicast

Lord of Fire, Taken twice, Za'al-Zoresh can duplicate Creo and Rego Ignem spells up to level 50

Seer of Fire, Taken twice, Za'al-Zoresh can duplicate Intellego Ignem spells up to level 50

Vis: 4 Intellego, 6 Ignem

Appearance: Za'al-Zoresh appears scholarly, with flowing robes and a long white beard.

mons in different supernatural realms, and the nature of that realm may make some eager to be summoned, even if they must serve.

Other types of enchanted binding exist. Bottles created by lesser wizards are greatly inferior and follow different rules. Hermetic magi have a Muto Vim spell called The Wicked Jar (Realms of Power: Infernal, page 122), and Hermetic Sahir may develop a similar spell called Jar of Suleiman. There are also Hermetic Spirit Mysteries and the Goetic Art of Binding. All of these forms of magic function according to their own rules, but none duplicate all the powers of King Solomon's bottles. Indeed, the spirit may well be able to act however it wishes once released. Lesser enchantments would explain stories in which a trapped jinni is released from a bottle only to destroy his releaser.

Faerie duplicates exist as well, because stories about these bottles have given rise to faerie imposters. Curcubites (or "Bottles of Solomon") are unique faeries that take the form of the bottle itself and create a fantastic show of imagery when opened. They gain vitality from the sense of awe and wonder created (see The Cradle and the Crescent, page 66). Other faerie jinn grant three wishes, doing so in such a way as to teach a greater moral lesson.

Duplicating Solomon's magic may be impossible. It would be considered at least a Hermetic Breakthrough, and may require Integration (or Initiation) of other forms of non-Hermetic Magic first. Since Solomon's power over the jinn was granted by God, this may well be considered a form of Holy Magic as well.