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Powering Up the Sahirs

When I originally designed the sahirs for Blood and Sand, they were more powerful than they are in the published book. The Ars Magica canon regards Hermetic magi as being the most powerful wizards in the mythic world, and so it was decided that the power of the sahirs should be reduced to reflect this.

Below I present the additional material on sahirs that was left out of the book, for players who would prefer them to be more powerful than they are in the published rules. It supplements the rules in Blood and Sand, pages 66-75.

Character Generation

At character generation, sahirs should spend some experience points to buy a Craft Ability. The precise reasons for this will be revealed below.

Sihr

Summoning Demons, Spirits and Jinn

Commanding Demons

The original sahirs were able to command demons, in the same way as they command other entities.

Additional Command

In addition to those presented in Blood and Sand, sahirs have the option of issuing the following command to entities summoned.

"Be bound": The sahir binds the entity into an object that has been prepared for it in advance (see "Seasonal Activities" below). The sahir specifies the action that will call it forth to work from its new home, and also the action that will release it. The latter may be as simple as it being commanded to be free, but usually involves more complicated circumstances, such as destruction of the object at a particular time in a particular volcano. Such instructions are also frequently in the form of a riddle. The storyguide should decide whether or not a given set of instructions is reasonable for the purposes of the saga. Once the entity is bound, it is the servant of the object, and may be given an unlimited number of commands from the list by the current holder (physically) of the object, as and when they wish (the "three wishes" are a modern invention). Should a command seem harmful to the entity, they may question it, but may not refuse to carry it out. The entity will return to the binding object after each command is complete. The magic that binds the entity also prevents it from harming the holder of the object, or the object itself. However, such a powerful magical binding is not without its cost. Once the command for the entity to bind itself has been carried out, the sahir immediately ages a number of years equal to the entity's maximum Magnitude (Might divided by 5). Note that this aging occurs even if the sahir is currently not otherwise aging for supernatural reasons (such as the effect of a bargain with a spirit). The sahir must also make a Stamina stress roll against an ease factor of 3 + the entity's maximum Magnitude. If the roll is failed, the sahir must take a 1-point affliction, or increase the score of a current affliction by 1 (see ArM4, page 181). On a botched roll, take the affliction and a Decrepitude point.

Invocation of Planetary Spirits

The following is a third option for the use of the additional energy supplied from beyond the lunar sphere when the sahir summons a planetary spirit:

The sahir may direct the energy into an item that has been prepared for the purpose (see "Seasonal Activities" below). The item effectively becomes a charged item (ArM4, page 87), containing the spell the sahir has just cast, with a number of charges equal to the Craft Ability the sahir used to create the item. Once these charges are used up, the spirit will have to be re-summoned to refill the item, although the item itself is reusable. At this point the sahir should also specify the command word or action to be used to activate the spell in the item.

Seasonal Activities

In addition to those listed in Blood and Sand, sahirs may engage in the following seasonal activities:

Prepare Binding Item

The sahir may spend seasons preparing items to hold bound entities. Each item must be prepared for a particular entity, with which the sahir has a Familiarity, or to which they at least have an Arcane Connection. The item is prepared by generating a Lab total equal to:

Intelligence + Sihr + Appropriate Lore + Familiarity + Aura

For every point by which the sahir's total exceeds the entity's Might, one point is accumulated towards the item's completion for each season of work. Once a number of points equal to the entity's Might have been accumulated, the item is complete.

There are other limitations on these items. The size and material of an item limits the Might of the entity it may hold. Consult the Material and Size Table on page 83 of ArM4. The maximum Might of an entity an item may hold is equal to the number of pawns of vis a Hermetic magus would need to prepare the item multiplied by 10. Thus, a copper lamp (small, base metal) may hold an entity of up to Might 100. The sahir is also limited by his or her Craft Ability. The sahir may not create an item that will hold an entity with a Magnitude (Might ÷ 5) that is greater than his or her Craft score. In addition, no item may hold more than one entity.

Prepare Spell Item

The sahir may spend seasons preparing items to hold planetary spell effects, described above. Each item must be prepared for a particular spell effect. The item is prepared by generating a Lab total equal to:

Intelligence + Sihr + Divination: Astrology + Familiarity with appropriate planet + Aura

For every point by which the sahir's total exceeds the spell's level, one point is accumulated towards the item's completion for each season of work. Once a number of points equal to the spell level have been accumulated, the item is complete.

There are other limitations on these items. The size and material of an item limits the level of the spell it may hold. Consult the Material and Size Table on page 83 of ArM4. The maximum spell level an item may hold is equal to the number of pawns of vis a Hermetic magus would need to open the item for enchantment multiplied by 10. Thus, a gold ring (tiny, gold) may hold a spell of up to level 100. The sahir is also limited by his or her Craft Ability. The sahir may not create an item that will hold a spell with a Magnitude (level ÷ 5) that is greater than his or her Craft score. In addition, no item may hold more than one spell.

Points Costs for Items

For the purposes of the Magic Item Virtue and covenant creation (ArM4, pages 40 and 211):

An item with an entity bound into it is considered to be of a level equal to twice the Might of the entity (Might x 2).

An item containing a planetary spell is considered to be of a level equal to the level of the spell plus the maximum number of charges in it (Level + Charges).

Wardat al-Quds Ex Miscellanea

The following statistics represent Wardat al-Quds (the sample sahira given in Blood and Sand) as she would be using the rules given here:

Characteristics: Int 0, Per -2, Str +1, Sta +3, Pre +3, Com +2, Dex -2, Qik -2
Age: 33
Afflictions: None
Size: 0
Confidence: 3
Virtues and Flaws: Entrancement +4, Outsider Trained in Order +2, Cyclic Magic (+3 at Full Moon) +2, Strong-Willed +1, Plagued by Jinni -4, Cyclic Magic (-3 at Dark Moon) -2, Obsessed (Counter-Crusade) -1, Driving Goal (Defeat al-Abyad) -1, Reclusive -1
Personality Traits: Reclusive +3, Determined +3, Pious +3, Brave +1
Reputations: Hedge witch +3, with the Order of Hermes, Threat to peace 1, with the quaesitores

Weapon/Attack Init Atk Dfn Dam Fat
Brawling (fist) +1 +1 +1 +1 +6

Soak: +3
Fatigue levels: OK, 0, -1, -3, -5, Unconscious
Body levels: OK, 0, -1, -3, -5, Incapacitated
Abilities: Awareness 3 (Alertness), Bargain 2 (Jinn), Bone Carving 4 (Jewelry), Brawl 2 (Fist/Kick), Charm 1 (Ulterior Motive), Concentration 4 (Long Periods), Divination - Astrology 5 (Planets), Entrancement 3 (The Curious), Folk Ken 2 (Peasants), Guile 2 (Lying to Authority), Hermes Lore 2 (Exotic Magi), Islamic Law 1 (Sorcerers), Leadership 5 (Intimidation), Legend Lore 5 (Jinn), Levant Lore 2 (Holy Land), Magic Sensitivity 2 (Spirits), Occult Lore 5 (Ghosts), Scribe Arabic 3 (Old Texts), Second Sight 3 (Jinn), Sihr 6 (Research), Speak Arabic 5 (Holy Land), Speak Latin 2 (Hermetic), Survival 2 (Desert)
Familiarities: 'Aziza 3 (Ghost of Grandmother, Magic Might 15), Hiss 2 (Airy Fire Spirit, Magic Might 15), Lucius 3 (Demon, Infernal Might 15), al-Manqa'i 3 ("The Bog-Dweller" - Jinni of Ghul Tribe, Magic Might 15), al-Mirrikh 3 (Mars), al-Mushtari 4 (Jupiter), al-Shams 4 (The Sun), Sharif 3 ("Noble" - Jinni of Marid Tribe, Magic Might 15)
Decrepitude: 0
Equipment: A copper bracelet (her sigil), and a bone pendant imbued with the power of al-Shams to be a Spell Item. Casts an Islamic version of Bind Wound (R: Touch, D: Sun, T: Ind. - CrCo15), and has 5 charges.
Encumbrance: 0

Copyright © Niall Christie 2003.

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