TEXT: 1
  Introduction
  Ahlan wa sahlan! Welcome to Secrets in
  Sand. This PDF download occupies the slightly
  unusual position of being a supplement to a sup-
  plement, in that it contains material that I was
  unable to squeeze into Blood and Sand. In this
  PDF you will find the following:
  1. The Islamic Tradition in the Order of Her-
  mes: Information and rules for magi who
  approach Hermetic magic from an Islamic
  point of view.
  2. Magi of the Levant Tribunal: Game statis-
  tics for some of the Hermetic magi
  described in Blood and Sand.
  3. Husn Maryam’s Talisman: A powerful magic
  item, adapted from the Arabian Nights.
  Acknowledgements
  The author would like to acknowledge the
  contributions of Eve Kimbrough, who wrote
  Convocation of the Faithful and gave invaluable
  assistance with the development of the rules for
  the Islamic Tradition; Richard Read, who sug-
  gested Spiral’s sigils; and all the playtesters, who
  gave helpful comments and suggestions. Special
  thanks also to David Chart, Damelon Kim-
  brough, Angus Macdonald and Steph van
  Willigenburg: you all know why. Dedicated, as
  always, to Steph van Willigenburg.
  The Islamic
  Tradition in the
  Order of Hermes
  The Islamic Tradition within the Order of
  Hermes dates back to the time of the earliest
  Hermetic settlers in the Levant. Since the first
  contact and exchange of ideas between Her-
  metic magi and the Muslims, some Hermetic
  scholars have worked to incorporate Islamic
  ideas into their magic. The result of this has
  been the growth of a small tradition within the
  Order, knowing no boundaries of House or faith
  (although most are Muslims, and members of
  Houses Jerbiton, Criamon and Ex Miscellanea),
  whose magi have applied Islamic ideas to their
  magic in order to give it greater flexibility. 
  Given the current atmosphere in the East,
  it is understandable that the majority of the
  magi of the Islamic Tradition are keeping a low
  profile at the moment. However, some are
  active in opposing the Crusades and their cru-
  sading Hermetic brethren. Members of the
  Islamic Tradition are often suspected of
  involvement in counter-crusading activities. In
  most cases, these suspicions are unfounded.
  Virtues and Flaws
  There are three Hermetic Virtues and
  Flaws specifically associated with the Islamic
  Secrets in Sand
  Secrets in Sand
  Bonus Material for Blood and Sand: The Levant Tribunal
  by Niall Christie
  
  Tradition, available to all magi at character cre-
  ation. They are as follows:
  +1 Virtue: Islamic Magic
  You are a member of the Islamic Tradition.
  Although you do not have to be Muslim, you
  may make use of the ranges, durations and tar-
  gets listed under “The Islamic Influence” in
  Blood and Sand, with the following restrictions:
  1. Spell-casting: You may only cast Formulaic
  or Ritual spells using these ranges, dura-
  tions and targets. They may not be used
  with Spontaneous magic.
  2. Lab Work: In all lab work involving Islamic
  spells (learning, inventing etc.) your score
  in Theology: Islam is applied as a requisite
  to your Magic Theory score. Islamic spells
  are those involving Islamic ranges, dura-
  tions and targets. The requisite is not
  applied to work with normal Hermetic
  spells.
  You have a starting score of 2 in Theology:
  Islam, and the –1 Flaw Bad Reputation, among
  other magi of the Order, representing the fact
  that your abilities make other magi uncomfort-
  able or suspicious of you.
  +3 Virtue: Interfaith Magic
  You are an unusually adept member of the
  Islamic Tradition. You have unrestricted access
  to the ranges, durations and targets listed under
  “The Islamic Influence” in Blood and Sand. You
  have a starting score of 3 in Theology: Islam,
  and the –1 Flaw Bad Reputation, among other
  magi of the Order, representing the fact that
  your abilities make other magi uncomfortable or
  suspicious of you. If you wish, you may take
  Speak Arabic and Scribe Arabic instead of
  Speak Latin and Scribe Latin as starting Abili-
  ties. Simply substitute “Arabic” for “Latin” in
  the list of starting Abilities for your House.
  –1 Flaw: Poorly-Meshed
  Hermetic-Islamic Magic
  You were trained primarily in Islamic
  magic, with the result that you have trouble
  with Hermetic magic. You may make unrestrict-
  ed use of the ranges, durations and targets listed
  under “The Islamic Influence” in Blood and
  Sand. However, should you try to make use of
  “normal” Hermetic ranges, durations and tar-
  gets, you suffer from the following restrictions:
  1. Spell-casting: You may only cast Formulaic
  or Ritual spells using Hermetic ranges,
  durations and targets. They may not be
  used with Spontaneous magic.
  2. Lab Work: In all lab work involving spells,
  whether standard Hermetic or Islamic,
  (learning, inventing etc.) your score in
  Theology: Islam is subtracted from your
  Magic Theory score.
  Instead of starting scores in Speak and
  Scribe Latin, you have starting scores in Speak
  and Scribe Arabic, reflecting your Islamic-ori-
  entated magical upbringing. Simply substitute
  “Arabic” for “Latin” in the list of starting Abil-
  ities for your House. You have a starting score of
  2 in Theology: Islam, and the –1 Flaw Bad Rep-
  utation, among other magi of the Order, repre-
  senting the fact that your abilities make other
  magi uncomfortable or suspicious of you.
  ARS MAGICA
  2
  Adapting Islamic Magic
  to Hermetic Standards
  While followers of the Islamic tradition may make use of the
  Islamic ranges, durations and targets, “normal” Hermetic magi still
  labor to adapt these to Hermetic standards. As suggested in Blood
  and Sand, such adaptation should be the result of a Major lab dis-
  covery (WGRE, pages 84-85). Should the discovery actually be
  made, suggested restrictions on the actual use of the ranges, dura-
  tions and targets with standard Hermetic magic are as follows: 
  1. The spell or magical effect designed may not break the lim-
  its of magic (ArM4, pages 67-68).
  2. The magnitude of the spell or effect is increased by one for
  each Islamic range, duration or target incorporated (5 levels). Thus
  a Ball of Abysmal Flame spell with a range of Voice will be eighth
  magnitude (level 40).
  3. The Islamic ranges, durations and targets may never be used
  with spontaneous magic.
  These restrictions are similar to those placed on Hermetic use
  of Faerie magic (WGRE, page 136).
  
  The Faerie Problem
  Blood and Sand refers to a problem suffered
  by Middle Eastern mages: due to the scarcity of
  faeries in the area, these magi suffer penalties to
  their magic rolls when in Faerie auras, reflecting
  a lack of familiarity with them. Some players
  may wish to formalize this problem in the form
  of a Hermetic Flaw. An example is given below.
  This Flaw is available to all Hermetic magi, not
  merely those who are members of the Islamic
  Tradition.
  –1 Flaw: The Faerie Problem
  You were trained exclusively in the Levant,
  and hence have had little experience with
  faeries. You suffer from “The Faerie Problem,”
  described in Blood and Sand.
  Magi of the
  Levant Tribunal
  This section contains statistics for the fol-
  lowing magi, described in Blood and Sand. 
  From Aedes Veritatis:
  Sharaf al-Din ‘Umar of House Jerbiton
  Amber the Golden of House Tremere
  SECRETS IN SAND
  3
  (Islamic equivalent of Hermetic Rego
  Mentem, Level 35)
  R: Touch, D: Salat, T: Minaret
  All persons within the area covered by
  the targeted minaret have a sudden urge to go
  there. They cannot explain why, but they do
  have a sense of urgency that grows stronger as
  the duration of the spell draws towards its
  end. The urge is of course stronger for good
  Muslims than for dhimmis: Muslim characters
  can resist the urge on an Intelligence + Con-
  centration stress roll of 12+, whereas other
  persons only need a 9+. Modifiers should be
  applied for appropriate Personality Traits
  (such as Pious) or Virtues and Flaws (such as
  Strong-Willed). If the roll is successful, the
  person still feels that something important
  demands his or her presence at the minaret,
  but can ignore the summoning for the next
  hour (re-roll each hour). Victims who failed
  their roll must obey the summoning, and
  head towards the minaret as soon as possible.
  They still behave in a sensible way: while
  they are adamant that they must go to the
  minaret, they will not endanger their lives to
  reach it in time. On a botched roll, a victim
  drops everything and run as fast as possible
  towards the minaret. He or she will not stop
  before crossing streets, and may even jump
  out of the window if it means reaching the
  minaret faster!
  When the next call to prayer is uttered
  from the minaret, the spell wears off, people
  gathered at the feet of the tower will probably
  disperse, and people who have not reached it
  yet no longer feel the urge to go there.
  This spell is usually used as an emergency
  means to summon the population of a town,
  to prepare the town’s defenses in case of an
  imminent attack, for example. By adding an
  Intéllego requisite, magi may specify what
  category of people will be affected by the
  spell. The sentence describing the summoned
  group must be uttered loudly and clearly, and
  cannot be more than six words long. “All able
  men” or “all Shi‘is” are acceptable choices, but
  “all able men between 15 and 50 with no
  family” is too restrictive. Only persons who
  believe they belong to the appropriate group
  will answer, so if the caster summons “all
  pregnant women” to the minaret, they will
  not attract any woman who has not yet real-
  ized that she is with child. (Level Rationale:
  Instill the urge to go to the minaret in a per-
  son (ReMe 20), substitute Islamic categories
  (Touch, Salat, Individual), then increase Tar-
  get to Minaret (+15) = ReMe 35).
  Sample Islamic Spell: Convocation of Faithful
  
  From Domus Pacis:
  Felix of House Guernicus
  Esther of House Verditius
  From Foothold:
  Guillaume de Bourne of House Flambeau
  Rufus de Clary of House Tytalus
  From the Hermetic Embassy:
  Spiral of House Criamon
  Power levels vary wildly in Ars Magica
  sagas, so no doubt there will be some players
  who regard the magi detailed here as being
  under- or over-powered. The statistics given
  should be regarded as mere suggestions. Note
  that all characteristics were generated using the
  random method.
  Statistics are not given for Tau of House
  Flambeau, Aurora Borealis of House Jerbiton or
  Scipio of House Guernicus: “powerful enough”
  is probably the best approach to take regarding
  these characters. It should also be noted that
  Sharaf al-Din‘ Umar of House Jerbiton has been
  generated as a member of the Islamic Tradition,
  detailed above.
  Sharaf al-Din ‘Umar
  of House Jerbiton
  Characteristics: Int +3, Per +3, Pre 0, Com +3,
  Str 0, Sta –1, Dex –1, Qik –2 
  Age: 72 (Apparent 54)
  Afflictions: Visibly aging (0), Sore knees (0)
  Size: 0
  Confidence: 4
  Virtues and Flaws: Elementalist +5, Jack of All
  Trades +2, Clear Thinker +1, Well Trav-
  eled +1, Obligations (To Ayyubid sultans)
  –2, Clumsy Magic –2, Dark Secret (Servant
  of Ayyubids) –1, Vow (Fealty to Ayyubids)
  –1, The Faerie Problem –1, Poorly-Meshed
  Hermetic-Islamic Magic –1, Obsession
  (Counter-Crusade) –1, Driving Goal (To
  find more unique longevity potion ingredi-
  ents) –1
  Personality Traits: Brave +3, Calm +3, Careful
  +3, Pious +3, Wild +1
  Reputations: Trustworthy +3, with Ayyubid
  sultans, Threat to peace +3, with Quaesi-
  tores, Untrustworthy +2, with Hermetic
  magi
  Weapon/Attack Init
  Atk
  Dfn
  Dam Fat
  Brawling (fist)
  +2
  +3
  +2
  0 
  +2
  Quarterstaff
  +8
  +7
  +8
  +3
  +3
  Soak: –1
  Fatigue levels: OK, 0, –1, –3, –5, Unconscious
  Body levels: OK, 0, –1, –3, –5, Incapacitated
  Abilities: Affinity Elements 5 (In Combat),
  Awareness 4 (Ambushes), Bargain 4 (With
  Nobility), Brawling 3 (Fist), Certamen 3
  (Ignem), Charm 4 (Being Mysterious),
  Concentration 4 (Reciting), Etiquette 3
  (Nobility), Finesse 4 (Precision), Folk Ken
  4 (Nobles), Guile 4 (Elaborate Lies), Her-
  mes Lore 4 (History), Hermetic Law 3
  (Treaty Law), Hunt 3 (Laying Traps),
  Intrigue 4 (Long-Term Plans), Islamic Law
  3 (Magic), Leadership 4 (At Tribunal),
  Legend Lore 4 (Heroes), Levant Lore 4
  (Magical Sites), Longshaft Weapon 4
  (Quarterstaff), Magic Theory 6 (Inventing
  Items), Parma Magica 5 (Mentem), Pene-
  tration 5 (Terram), Ride 3 (Fast), Scribe
  Arabic 4 (Beautifully), Scribe Latin 4
  (Neatness), Speak Arabic 5 (Eloquence),
  Speak French 3 (Listening In), Speak Latin
  4 (Eloquence), Survival 3 (Desert), Theol-
  ogy: Islam 3 (Magic)
  Arts:
  Cr 15
  In 11
  Mu 9
  Pe 7
  Re 21
  An 8
  Aq 14
  Au 13
  Co 16
  He 10
  Ig 16
  Im 3
  Me 6
  Te 15
  Vi 10
  Twilight Points: 14
  Twilight Effects: Longevity potion use 2, Vim
  score 10+ 2, Positive twilight: Experience
  points in Arcane Ability (+4 experience
  points to Penetration) 6, Negative twilight:
  Clumsy Magic 1, Negative twilight: Blatant
  Gift (actually loss of Gentle Gift) 3
  Decrepitude: 0
  Wizard’s Sigil: A shadow crosses ‘Umar’s face
  when he casts spells.
  Sigil: A plain brass ring
  Equipment: 
  1. A quarterstaff enchanted with the following:
  a) Talisman — attunements (not included in
  spell totals): Repel things +2, Project bolts
  and missiles +3, Control things at a dis-
  tance +4, Destroy things at a distance +4
  b) Repels all wooden and metal weapons which
  come within Reach (R: Reach, D: Sura, T:
  Group). Works 6 times/day. Activated by
  ARS MAGICA
  4
  
  tapping the staff on the ground twice in
  quick succession (Level rationale: Repel
  wooden and metal weapons (ReHe(Te)
  25), replace D: Concentration with Sura,
  increase target to Group +10 = ReHe(Te)
  35).
  c) Casts The Seven League Stride (R: Per., D:
  Shahada, T: Ind). Works 6 times/day. Acti-
  vated by tapping the staff on the ground
  three times in quick succession (Level
  rationale: The Seven League Stride (ReCo
  35), replace D: Mom. with Shahada = ReCo
  35).
  2. Brass sigil ring
  3. Longevity potion: In 11 + Co 16 + Int 3 +
  Magic Theory 6 + aura 4 + Lab bonus 1, for
  a current Lab total of 41, bonus – 8. Four
  unique ingredients (WGRE, page 101) —
  his first tooth, dust from the site of his first
  spell, chips from his parents’ bones and
  stone from the ruins of his first home.
  Encumbrance: –1
  Spells Known (all Islamic — ranges, durations
  and targets are given):
  The Earth’s Carbuncle (R: Voice/Sight, D: Sha-
  hada, T: Spec. — Re(Mu)Te 15/31)
  Crest of the Earth Wave (R: Voice, D: Spec., T:
  Spec. — ReTe 25/43)
  Earth Shock (R: Voice, D: Shahada, T: Spec. —
  ReTe 25/43)
  The Earth Split Asunder (R: Voice/Sight, D:
  Spec., T: Spec. — ReTe 30/43)
  Wall of Protecting Stone (R: Voice/Sight, D:
  Sun, T: Spec. — CrTe 30/33)
  Circling Winds of Protection (R: Per./Touch, D:
  Spec./Sun, T: Room — ReAu 15/37)
  Charge of the Angry Winds (R: Voice, D:
  Adhan, T: Spec. — CrAu 15/31)
  The Wrath of Allah (See Blood and Sand, page
  @@ — Re(Cr)Te(Ig) 35/36)
  Breaking the Perpetual Drought (R: Per., D:
  Sun, T: Minaret — CrAq 35/32)
  Parting the Waves (R: Touch, D: Qira’a, T:
  Sight — ReAq 35/38)
  Pull of the Watery Grave (R: Sight, D: Qira’a,
  T: Spec. — ReAq 25/42)
  Clouds of Rain and Thunder (R: Sight, D:
  Qira’a, T: Minaret — CrAu 20/31)
  The Incantation of Lightning (R: Voice/Sight,
  D: Shahada, T: Spec. — CrAu 35/34)
  Wings of the Soaring Wind (R: Per., D:
  Qira’a/Sun, T: Ind. — ReAu 20/37)
  Gathering of the Stormy Might (R: Per., D:
  Spec., T: Sight — ReAu 30/37)
  Pull of the Skybound Winds (R: Voice/Sight, D:
  Shahada, T: Spec. — ReAu 30/41)
  The 
  Chirurgeon’s 
  Healing 
  Touch 
  (R:
  Touch/Voice, D: Sun/Inst., T: Ind. — CrCo
  25/24)
  Sight of the True Form (R: Sight, D: Shahada, T:
  Ind. — InCo 25/20, –5 to required ease fac-
  tors)
  The Seven League Stride (R: Per./Touch, D:
  Shahada, T: Ind. — ReCo 35/30)
  Arc of Fiery Ribbons (R: Spec., D: Shahada, T:
  Group — CrIg 25/37)
  Ball of Abysmal Flame (R: Voice/Sight, D: Sha-
  hada, T: Ind. — CrIg 35/37)
  Circle of Encompassing Flames (R: Voice/Sight,
  D: Qira’a, T: Ind. — CrIg 35/34)
  Burst of the Sweeping Flames (R: Sight, D: Sha-
  hada, T: Ind. — ReIg 20/44)
  Ward 
  Against 
  Heat 
  and 
  Flames 
  (R:
  Touch/Voice, D: Sun, T: Ind. — ReIg
  30/40)
  Conjuring the Mystic Tower (R: Reach, D:
  Moon/Inst., T: Str. — CrTe 35/37)
  Creeping Chasm (R: Voice, D: Spec., T: Spec.
  — ReTe 30/44)
  Change the River’s Path (R: Voice, D:
  Qira’a/Perm., T: Spec. — ReAq 30/42,
  WGRE, page 157)
  Fulgurous Orb (R: Voice/Sight, D: Shahada, T:
  Room — CrAu 35/34, WGRE, page 157)
  The Travelling Thistledown (R: Per./Touch, D:
  Sun, T: Ind. — ReAu 25/37, WGRE, page
  158)
  Call Aeolus’ Servants (R: Voice/Sight, D:
  Qira’a/Sun, T: Room — ReAu 25/41,
  WGRE, page 158)
  Prison of the Zephyrs (R: Voice/Sight, D:
  Qira’a/Sun, T: Ind. — ReAu 25/41,
  WGRE, page 158)
  Breath of Vulcan (R: Voice/Sight, D: Shahada,
  T: Room — CrIg(Au, Te) 30/31, WGRE,
  page 164)
  Curse of the Attraction of the Fire (R:
  Voice/Sight, D: Sun/Moon, T: Room —
  ReIg 35/40, WGRE, page 165)
  Gift of the Bear’s Fortitude (R: Per./Touch, D:
  Salat/Moon, T: Ind. — MuCo(An) 25/10)
  Voice of the Lake (R: Touch, D: Sura, T: Spec.
  — InAq 25/28)
  Eyes of the Bat (R: Per./Touch, D: Spec., T:
  Spec. — InAu 25/27)
  SECRETS IN SAND
  5
  
  Heat of Hell’s Impending Doom (R: Per., D:
  Qira’a/Moon, 
  T: 
  Minaret 
  —
  Mu(Re)Au(Ig) 30/25)
  Stone Tell of the Mind that Sits (R:
  Reach/Voice, D: Salat, T: Small — InTe
  35/29)
  Sense the Feet that Tread the Earth (R: Touch,
  D: Sura, T: Minaret — InTe 30/33)
  Amber the Golden
  of House Tremere
  Characteristics: Int +3, Per +2, Pre –2, Com 0,
  Str 0, Sta 0, Dex 0, Qik 0 
  Age: 54 (Apparent 37)
  Afflictions: None
  Size: –1
  Confidence: 3
  Virtues and Flaws: Knack with Certámen +4,
  Piercing Gaze +2, Mentor (Catullus of
  Tremere) +2, Lightning Reflexes +2,
  Strong-Willed 
  +1, 
  Magical 
  Affinity
  (Felines) +1, Small Frame –3, Curse of
  Venus –2, No Sigil –1, Twilight Points (3)
  –1, Oversensitive (Being controlled) –1,
  Disfigured (Strange appearance) –1, Bad
  Reputation (Undisciplined +2, in House
  Tremere) –1
  Personality Traits: Curious +4, Independent
  +3, Cat +3, Cruel to enemies +1, Brave +1
  Reputations: Undisciplined +2, with House
  Tremere, Threat to peace +2, with Quaesi-
  tores
  Weapon/Attack Init
  Atk
  Dfn
  Dam Fat
  Brawling (fist)
  +5
  +4
  +5
  –1 
  +4 
  Soak: –1
  Fatigue levels: OK, –1, –3, –5, Unconscious
  Body levels: OK, –1, –3, –5, Incapacitated
  Abilities: Affinity Felines 4 (Domestic Cats),
  Animal Handling 3 (Cats), Awareness 2
  (Sounds), Brawling 4 (In Cat Form),
  Certámen 4 (Animal), Charm 2 (Seduc-
  tion), Concentration 3 (On Watch),
  Finesse 3 (Grace), Folk Ken 3 (Magi),
  Guile 3 (Awkward Corners), Hermes Lore
  3 (Politics), Hermetic Law 2 (Loopholes),
  Hunt 3 (Stalking), Intrigue 3 (Gossip),
  Legend Lore 2 (Beasts), Levant Lore 2
  (Personalities), Magic Theory 5 (Inventing
  Spells), Parma Magica 4 (Mentem), Pene-
  tration 3 (Corpus), Scribe Arabic 2 (Read-
  ing), Scribe Latin 3 (Illumination), Speak
  Arabic 2 (Syrian), Speak Italian 4 (Floren-
  tine), Speak Latin 5 (Hermetic), Stealth 6
  (Hunting), Swim 2 (Rough Water), Theol-
  ogy: Islam 1 (Women)
  Arts:
  Cr 11
  In 14
  Mu 15
  Pe 10
  Re 11
  An 18
  Aq 7
  Au 9
  Co 17
  He 8
  Ig 11
  Im 8
  Me 12
  Te 7
  Vi 9
  Twilight Points: 5
  Twilight Effects: Apprenticeship 3, Longevity
  potion use 1, Vim score 5+ 1
  Decrepitude: 0
  Wizard’s Sigil: Eyes flash golden
  Sigil: A ruby bracelet, currently held by Catul-
  lus
  Equipment: 
  1. Assorted props for shape-changing
  2. Longevity potion: In (was) 12 + Co (was) 12
  + Int 3 + Magic Theory (was) 4 + aura 4 +
  Lab bonus 1, for a current Lab total of 36,
  bonus –7 
  Encumbrance: 0
  Spells Known:
  Peering into the Mortal Mind (InMe 30/26)
  Thoughts Within Babble (InMe 25/26)
  Opening the Tome of the Animal’s Mind (InAn
  25/32)
  Viper’s Gaze (ReAn 15/29)
  Panic of the Trembling Heart (CrMe 15/23)
  Trust of Childlike Faith (PeMe 10/22)
  Calm the Motion of the Heart (PeMe 15/22)
  Confusion of the Numbed Will (ReMe 15/23)
  Full Health of Beast and Bird (CrAn 25/29)
  Soothe Pains of the Beast (CrAn 20/29)
  Weaver’s Trap of Webs (CrAn 20/29)
  Hunter’s Sense (InAn 30/32)
  The Beast Remade (MuAn(Co) 25/32)
  Cripple the Howling Wolf (PeAn 20/28)
  Panic of the Elephant’s Mouse (ReAn 15/29)
  The Gentle Beast (ReAn 20/29)
  Circle of Beast Warding (ReAn 25/29)
  Commanding the Harnessed Beast (ReAn
  30/29)
  The Chirurgeon’s Healing Touch (CrCo 20/28)
  Sight of the True Form (InCo 25/31)
  Whispers Through the Black Gate (InCo(Me)
  15/26)
  The Inexorable Search (InCo 20/31)
  Shape of the Woodland Prowler (MuCo(An)
  25/32)
  Strings of the Unwilling Marionette (ReCo
  25/28)
  ARS MAGICA
  6
  
  Gift of the Bear’s Fortitude (MuCo(An) 25/32)
  Cloak of Black Feathers (MuCo(An, Au)
  30/24)
  Steed of Vengeance (MuAn 30/33)
  Transformation of the Ravenous Beast to a Tor-
  pid Toad (MuAn 30/33)
  Curse of Circe (MuCo(An) 35/32)
  Mind of the Beast (MuMe(An) 30/27)
  Blessing of Antaeus’ Fortitude (MuCo 35/32 —
  WGRE, page 160)
  Gift of the Buoyant Gosling (MuCo 35/32 —
  WGRE, page 160)
  Humility of the Vanquished Knight (MuMe
  20/27 — WGRE, page 169)
  Preternatural Growth and Shrinking (MuCo
  20/32)
  Amber has also invented and mastered the
  following:
  Shape of the Barnyard Creeper
  MuCo 25 (Amber’s casting total: 37)
  R: Touch/Near, D: Sun/Perm., T: Ind.
  Spell Focus: A Cat’s Claw (+2)
  Requisite: Animal
  You place a cat skin over yourself or anoth-
  er, and the target turns into a cat. The target
  may change back at will, ending the spell. The
  spell requires possession of a cat skin (Level
  rationale: Turn a human into a land animal =
  MuCo(An) 25).
  Shape of the Spotted Stalker
  MuCo 25 (Amber’s casting total: 32)
  R: Touch/Near, D: Sun/Perm., T: Ind.
  Spell Focus: A Leopard’s Tooth (+4)
  Requisite: Animal
  You place a leopard skin over yourself or
  another, and the target turns into a leopard.
  The target may change back at will, ending the
  spell. The spell requires possession of a leopard
  skin (Level rationale: Turn a human into a land
  animal = MuCo(An) 25).
  From Cat to Cat
  MuAn 20 (Amber’s casting total: 38)
  R: Touch, D: Sun, T: Ind.
  Spell Focus: A Leopard’s Tooth (+4)
  Turns a cat into a leopard. The cat may
  transform itself back at will. Amber of Tremere
  uses this most often on her familiar, Luigi, who
  enjoys the power the leopard form gives him
  (Level rationale: Turn an animal into another
  animal = MuAn 20).
  Luigi, Amber’s Cat Familiar
  Characteristics: Int +1, Per +3, Pre n/a, Com
  n/a, Str –3, Sta 0, Dex +3, Qik +3
  Magic Might: 13 
  Size: –3
  Virtues: Lightning Reflexes +2, Piercing Gaze
  +2
  Personality Traits: Curious +4, Independent
  +2, Cruel to enemies +1
  Weapon/Attack Init
  Atk
  Dfn
  Dam Fat
  Bite and Claws
  +5
  +5
  +7
  –3
  0
  Soak: –2
  Fatigue levels: OK, –3, Unconscious
  Body levels: OK, –3, Incapacitated
  Abilities: Awareness 2 (Sounds), Stealth 6
  (Hunting)
  Familiar Scores:
  Opening the Enchantment: Exchange slitted
  pupils/gold skin and Cat+3/Cruel to ene-
  mies +1
  Bond Score: 47
  Cord Scores: Gold +2, Silver +2, Bronze +2
  Bond Qualities: Unlimited Bond +10, Shared
  Senses (Side-effect: Amber tends to stare
  intently at things, while Luigi looks around
  a lot) +10, Mental Communication (Side
  effect: Exchange Curious +4/Independent
  +2) +10, Shared Ability (Stealth 6/Aware-
  ness 2, side effect: Amber tends to pad
  around quietly, while Luigi cocks his ear at
  every sound) +5, Exchange Virtues (Light-
  ning Reflexes +2/Piercing Gaze +2) +5,
  Shared Protection (Side effect: Amber
  crouches slightly at danger, while Luigi sits
  up on his hind legs) +5.
  Vis: 1 pawn Animal in each eye and 1 in his
  brain, for a total of 3.
  Felix of House Guernicus
  Characteristics: Int +4, Per +4, Pre 0, Com 0,
  Str +2, Sta +3, Dex 0, Qik –2
  Age: 48 (Apparent 45)
  SECRETS IN SAND
  7
  
  Afflictions: Stiff joints (1), Visibly aging (0),
  Loss of hearing (0)
  Size: 0
  Confidence: 3
  Virtues and Flaws: Cautious Sorcerer +2, Clear
  Thinker +1, Quaesitor +1, Veteran +1,
  Common Sense +1, Social Contacts (Kab-
  balists) +1, Premonitions +1, Tough +1,
  Well-Traveled +1, Old –3, Painful Magic
  –3, Lame –2, Common Fear (Fire) –2
  Personality Traits: Sensible +3, Diligent +3,
  Fair +3, Brave +2, Honest +1
  Reputations: Fair +3, with the Order of Hermes
  Weapon/Attack Init
  Atk
  Dfn Dam
  Fat
  Brawling (fist)
  –5
  +2
  –6
  +2
  +6
  Mace & Round
  Shield
  –3
  +6
  +1
  +7
  +7
  Soak: +6
  Fatigue levels: OK, 0, –1, –3, –5, Unconscious
  Body levels: OK, 0, –1, –3, –5, Incapacitated
  Abilities: Animal Handling 2 (Horses), Aware-
  ness 2 (Ambushes), Bargain 2 (Military
  Supplies), Brawling 2 (Fist/Kick), Carouse
  2 (Drinking Songs), Charm 2 (First Impres-
  sions), Concentration 2 (On Guard), Eti-
  quette 2 (Magi), Folk Ken 2 (Magi), Guile
  2 (Quick Lies), Hermes Lore 2 (House Cri-
  amon), Hermetic Law 3 (Non-Hermetic
  Magi), Hunt 2 (Snares), Intrigue 2 (Subtle
  Plots), Judaic Lore 2 (Famous Rabbis), Lev-
  ant Lore 2 (Holy Land), Magic Theory 4
  (Potions), Parma Magica 2 (Mentem), Pre-
  monitions 2 (Ambushes), Rabbinical Law
  2 (Magic), Scribe Hebrew 2 (Neatness),
  Scribe Latin 3 (Neatness), Shield and
  Weapon 3 (Mace and Round Shield),
  Speak Arabic 4 (Military), Speak French 2
  (Latin States), Speak Latin 5 (Hermetic),
  Theology: Judaism 2 (Rituals)
  Arts:
  Cr 6
  In 11
  Mu 5
  Pe 0
  Re 3
  An 0
  Aq 0
  Au 0
  Co 6
  He 0
  Ig 0
  Im 12
  Me 11
  Te 0
  Vi 2
  Twilight Points: 1
  Twilight Effects: Longevity potion use 1
  Decrepitude: 0 
  Wizard’s Sigil: Felix’s magic is painful to cast
  Sigil: A gold ring with the symbol of House
  Guernicus on it
  Equipment: 
  1. Sigil ring
  2. Walking staff
  3. Longevity potion (brewed by Tau of Flam-
  beau): In 14 + Co 16 + Int 4 + Magic The-
  ory 6 (+1 for Specialty) + aura 1, for a cur-
  rent Lab total of 42, bonus –8
  Encumbrance: 0
  Spells Known:
  Eyes of the Past (InIm 20/28)
  Ear for the Distant Voice (InIm 20/26)
  Summoning the Distant Image (InIm 25/26)
  Discern Images of Truth and Falsehood (InIm
  30/26)
  Peering into the Mortal Mind (InMe 30/25)
  Thoughts Within Babble (InMe 25/25)
  The Chirurgeon’s Healing Touch (CrCo 20/15)
  Whispers Through the Black Gate (InCo(Me)
  15/20)
  The Inexorable Search (InCo 20/20)
  Lifting the Dangling Puppet (ReCo 15/12)
  Panic of the Trembling Heart (CrMe 15/20)
  Emotion of Reversed Intentions (MeMe 20/19)
  Trust of Childlike Faith (PeMe 10/14)
  Aura of Rightful Authority (ReMe 20/17)
  Esther of House Verditius
  Characteristics: Int +3, Per 0, Pre +3, Com 0,
  Str –3, Sta 0, Dex 0, Qik –1
  Age: 43 (Apparent 39)
  Afflictions: Slowing reactions (0)
  Size: 0
  Confidence: 3
  Virtues and Flaws: Jack of All Trades +2, Intu-
  ition +2, Mage-Smith (WGRE, page 60)
  +2, Inventive Genius +1, Social Contacts
  (Merchants) +1, Well-Traveled +1, Secret
  Vis Source (Terram) +1, Weak Parma Mag-
  ica (When Unaware) –3, Noncombatant
  –2, Enemies (Magi of al-Arama) –2, Fol-
  lower of Verditius –1, Driving Goal (Amass
  Wealth) –1, Dark Secret (Selling Magic
  Items to Mundanes)
  Personality Traits: Avaricious +3, Professional
  +3, Friendly +2, Subtle +2, Mercenary +2
  Reputations: Professional 1, with local mer-
  chants
  Weapon/Attack Init
  Atk
  Dfn
  Dam
  Fat
  Brawling (fist)
  0
  –3
  –1
  –6
  –3 
  Soak: 0
  Fatigue levels: OK, 0, –1, –3, –5, Unconscious
  Body levels: OK, 0, –1, –3, –5, Incapacitated
  Abilities: Awareness 2 (Urban Settings), Bar-
  gain 4 (Magic Items), Carouse 2 (Stay
  ARS MAGICA
  8
  
  Sober), Charm 3 (Asking Favors), Concen-
  tration 3 (Long Periods), Craft: Armory 2
  (Chain-mail), Craft: Clothiery 4 (Cloaks),
  Craft: Jewelry-making (Rings) 3, Craft:
  Weapon-smithing 2 (Swords), Etiquette 2
  (Merchants), Finesse 2 (Precision), Folk
  Ken 3 (Merchants), Forgery 3 (Letters),
  Guile 3 (Selling), Hermes Lore 2 (Famous
  Magic Items), Hermetic Law 1 (Magic
  Items), Intrigue 3 (Trade), Legend Lore 1
  (Famous Magic Items), Levant Lore 3
  (Mercantile Quarters), Magic Theory 7
  (Items), Parma Magica 3 (Vim), Penetra-
  tion 2 (Mentem), Scribe Latin 2 (Lab
  Texts), Speak Arabic 2 (Merchant Class-
  es), Speak English 4 (Colorful Phrases),
  Speak Latin 5 (Catching Nuances), Verdi-
  tius Magic 5 (Vim)
  Arts:
  Cr 10
  In 11
  Mu 10
  Pe 10
  Re 10
  An 5
  Aq 5
  Au 5
  Co 10
  He 7
  Ig 5
  Im 9
  Me 10
  Te 10
  Vi 11
  Twilight Points: 3
  Twilight Effects: Longevity potion use 1, Vim
  score 10+ 2
  Decrepitude: 0 
  Wizard’s Sigil: A slight tension in the air
  Sigil: Gold circlet
  Equipment: 
  1. Assorted tools and spell foci
  2. Sigil circlet
  3. A cloak enchanted with the following effect:
  Whenever the hood is raised, the wearer
  becomes invisible, and also may not be
  heard, even if they move. Use is unlimited
  (Level rationale: Destroy an object’s ability
  to affect sight and hearing (PeIm 10),
  increase by one magnitude to allow move-
  ment (+5), reduce range to Touch (–5),
  duration to Concentration (–5, item main-
  tains concentration) = PeIm 5).
  4. Longevity potion: In 11 + Co 10 + Int 3 +
  Magic Theory 7 + Verditius Magic 5 + aura
  1 + Lab text 6 + Inventive Genius bonus
  +3, for a current Lab total of 46, bonus –9
  Encumbrance: 0
  Spells Known:
  Gather the Essence of the Beast (MuVi 15/21)
  Shroud Magic (MuVi 25/21)
  Eyes of the Eons (InTe 10/21)
  The Miner’s Keen Eye (InTe 20/21)
  Subtle Shift of the Heart (MuMe 10/20)
  Emotion of Reversed Intentions (MuMe 20/20)
  Posing the Silent Question (InMe 20/21)
  Whispers Through the Black Gate (InCo(Me)
  15/21)
  Edge of the Razor (MuTe 5/20)
  Sight of the Transparent Motive (InMe 10/21)
  Weighing the Turncoat’s Silver (InMe 20/21 —
  WGRE, page 169)
  Disenchant (PeVi 20/24)
  Masking the Odor of Magic (PeVi 20/21)
  Thoughts Within Babble (InMe 25/21)
  The Gift of Vigor (ReCo 20/20)
  Aura of Rightful Authority (ReMe 20/20)
  Mastering the Stolid Mundane (ReMe 20/20 —
  WGRE, page 170)
  Wall of Protecting Stone (CrTe 25/20)
  Circle of the Faerie Stone (CrTe(Vi) 30/20)
  Peering into the Mortal Mind (InMe 30/21)
  Sense the Magic Root (InHe(Vi) 10/18 —
  WGRE, pages 162-3)
  Eyes of the Future (InIm 30/23 — WGRE, page
  167)
  Beguile the Normal Mind (ReMe 20/20 —
  WGRE, page 170)
  Wizard’s Sleeve of Practical Tools (CrTe 15/20
  — WGRE, page 171)
  Origin of the Ancient Object (InTe 15/21 —
  WGRE, page 171)
  Stone Tell of the Mind that Sits (InTe 30/21)
  Watching Ward (ReVi 30/24)
  Guillaume de Bourne
  of House Flambeau
  Characteristics: Int +2, Per +1, Pre –2, Com
  –1, Str +3, Sta +3, Dex +1, Qik +1
  Age: 43 (Apparent 39)
  Afflictions: None
  Size: +1
  Confidence: 3
  Virtues and Flaws: Magical Affinity (Ignem)
  +3, Large +3, Lightning Reflexes +2,
  Enduring Constitution +1, Fury (When
  wounded) –3, Overconfident –2, Blatant
  Gift –1, Loose Magic –1, Obsessed (Cru-
  sade) –1, Disfigured (Scar) –1
  Personality Traits: Overconfident +3, Pious
  +3, Brave +3, Hot-tempered +2
  Reputations: Great warrior +2, with Crusader
  magi, Threat to peace +2, with Quaesitores
  SECRETS IN SAND
  9
  
  Weapon/Attack Init
  Atk
  Dfn Dam Fat
  Brawling (fist)
  +5
  +4
  +4
  +4
  +7
  Longsword
  +10
  +8
  +10
  +8
  +9
  Longsword &
  Kite Shield
  +9
  +9
  +14
  +8
  +9
  Soak: (Reinforced Leather Hauberk) +7
  Fatigue levels: OK, 0/0, 0, –2, –4, Unconscious
  Body levels: OK, 0/0, 0, –2, –4, Incapacitated
  Abilities: Affinity Ignem 5 (Creo), Athletics 2
  (Stamina), Awareness 3 (Ambushes),
  Brawling 3 (Fist/Kick), Climb 2 (Cliffs),
  Concentration 2 (Ignoring Pain), Hermes
  Lore 2 (History), Hermetic Law 1 (Mun-
  dane Interference), Hunt 3 (Desert), Lead-
  ership 2 (Grogs), Legend Lore 2 (Jinn),
  Levant Lore 3 (Politics), Magic Theory 4
  (Potions), Parma Magica 4 (Ignem), Scribe
  Latin 2 (Speed), Shield & Weapon 5
  (Longsword & Kite Shield), Single
  Weapon 5 (Longsword), Speak Arabic 2
  (Holy Land), Speak French 4 (Norman),
  Speak Latin 5 (Hermetic), Stealth 3
  (Ambushing), Survival 3 (Desert), Swim 3
  (Rough Water)
  Arts:
  Cr 12
  In 5
  Mu 8
  Pe 10
  Re 5
  An 5
  Aq 5
  Au 5
  Co 12
  He 5
  Ig 19
  Im 5
  Me 7
  Te 5
  Vi 5
  Twilight Points: 5
  Twilight Effects: Longevity potion use 1, Vim
  score 5+ 1, Positive Twilight: Increased
  understanding (Ignem, may write up to 2/3
  score) 3
  Decrepitude: 0
  Wizard’s Sigil: Sparks from fingertips
  Sigil: Longsword
  Equipment: 
  1. Longsword
  2. Kite shield
  3. Reinforced leather hauberk
  4. Longevity potion: In 5 + Co 12 + Int 2 +
  Magic Theory 4 (+1 for specialty) + aura 2
  + Lab penalty –1, for a current Lab total of
  25, bonus –5
  Encumbrance: 0
  Spells Known:
  Ball of Abysmal Flame (CrIg 35/40)
  Arc of Fiery Ribbons (CrIg 25/40)
  Pilum of Fire (CrIg 20/40)
  Blade of Virulent Flame (CrIg 20/40)
  Prison of Flames (MuIg 15/35)
  Well Without Light (PeIg 30/37)
  Tremulous Vault of the Torch’s Flame (ReIg
  5/32)
  Words of the Flickering Flame (InIg 25/32)
  Leap of the Fire (ReIg 20/32)
  Burst of the Sweeping Flames (ReIg 25/32)
  Ward Against Heat and Flames (ReIg 25/32)
  The Chirurgeon’s Healing Touch (CrCo 20/27)
  Panic of the Elephant’s Mouse (ReAn 15/13)
  Whispers Through the Black Gate (InCo(Me)
  15/15)
  Wizard’s Sidestep (ReIm 10/13)
  Panic of the Trembling Heart (CrMe 15/22)
  Gift of the Hero’s Strength (MuCo(Cr) 20/23
  — WGRE, page 160)
  Mighty Fling of the Menacing Knight (ReCo
  20/20 — WGRE, page 162)
  Curse of Attraction of the Fire (ReIg 30/32 —
  WGRE, page 165)
  Enlarging the Distant Image (MuIm 10/16 —
  WGRE, page 167)
  The Crystal Dart (MuTe(Re) 10/13)
  Eyes of the Serpent (ReCo 10/20 — WGRE,
  page 161)
  Cripple the Howling Wolf (PeAn 20/18)
  Eyes of Flame (CrIg 35/40 — WGRE, page 164)
  The Severed Limb Made Whole (CrCo 30/27)
  Preternatural Growth and Shrinking (MuCo
  20/23)
  Rufus de Clary
  of House Tytalus
  Characteristics: Int +3, Per +2, Pre +2, Com
  +1, Str –2, Sta –1, Dex –1, Qik –1
  Age: 45 (Apparent 36)
  Afflictions: Stoop (0), Aching joints (0)
  Size: 0
  Confidence: 3
  Virtues and Flaws: Silent Magic +5, Subtle
  Magic +2, Inspirational +1, Read Lips +1,
  Strong–Willed +1, Decrepit (Due to child-
  hood abuse) –2, Diabolic upbringing –2,
  Terrors (Demons) –2, Driving Goal (Magi-
  cal power) –1, Obsessed (Crusade) –1,
  Dark Secret (Son of diabolists) –1, Fragile
  Constitution –1
  Personality Traits: Power-hungry +3, Manipu-
  lative +3, Heartless +2, Vulnerable +1
  Reputations: Dangerous +2, with magi about
  whom he knows secrets, Threat to peace
  +2, with Quaesitores
  ARS MAGICA
  10
  
  Weapon/Attack Init
  Atk
  Dfn Dam Fat
  Brawling (fist)
  +2
  +1
  +1
  –2
  +1
  Dagger
  +4
  +3
  +4
  +1
  +2 
  Soak: –1
  Fatigue levels: OK, 0, –1, –3, –5, Unconscious
  Body levels: OK, 0, –1, –3, –5, Incapacitated
  Abilities: Awareness 2 (Details), Brawling 2
  (Dagger), Certamen 3 (Mentem), Charm 4
  (First Impressions), Civil & Canon Law 2
  (Crusade), Concentration 2 (Long Peri-
  ods), Disputatio 2 (Debate), Finesse 3 (Pre-
  cision), Folk Ken 3 (Magi), Guile 4 (Quick
  Lies), Hermes Lore 4 (Personalities), Her-
  metic Law 3 (Mundane Interference),
  Intrigue 4 (Plotting), Leadership 3 (Magi),
  Levant Lore 2 (Politics), Magic Theory 4
  (Inventing 
  Spells), 
  Occult 
  Lore 
  2
  (Demons), Parma Magica 4 (Mentem),
  Penetration 3 (Mentem), Read Lips 3 (Dis-
  tance), Scribe Latin 2 (Bad Handwriting),
  Speak Arabic 3 (Holy Land), Speak French
  4 (Provencale), Speak Latin 5 (Whispers)
  Arts:
  Cr 8
  In 11
  Mu 5
  Pe 17
  Re 5
  An 5
  Aq 5
  Au 5
  Co 16
  He 5
  Ig 5
  Im 6
  Me 12
  Te 3
  Vi 8
  Twilight Points: 2
  Twilight Effects: Longevity potion use 1, Vim
  score 5+ 1
  Decrepitude: 1 
  Wizard’s Sigil: Conspicuously absent
  Sigil: Silver pendant engraved with the symbol
  of House Tytalus
  Equipment: 
  1. Dagger
  2. Sigil pendant
  3. Longevity Potion: In 11 + Co 16 + Int 3 +
  Magic Theory 4 + aura 2 + Lab penalty –1
  + Lab text 4, for a current Lab total of 39,
  bonus –7
  Encumbrance: 0
  Spells Known:
  Trust of Childlike Faith (PeMe 10/28)
  Loss of But a Moment’s Memory (PeMe(In)
  10/22)
  Black Whisper (PeMe 35/28)
  Blessing of Childlike Bliss (PeMe 25/28)
  Grip of the Choking Hand (PeCo 15/32)
  The Wound that Weeps (PeCo 15/32)
  Aura of Rightful Authority (ReMe 20/16)
  Veil of Invisibility (PeIm 10/22)
  Silence of the Smothered Sound (PeIm 10/22)
  Peering into the Mortal Mind (InMe 30/22)
  Thoughts Within Babble (InMe 25/22)
  Pain of the Wizard’s Gaze (PeCo 25/32 —
  WGRE, page 161)
  Spectacle of Abject Terror (CrMe 20/19 —
  WGRE, page 168)
  Weighing the Turncoat’s Silver (InMe 20/22 —
  WGRE, page 169)
  The Demon’s Eternal Oblivion (PeVi 20/24)
  Circular Ward Against Demons (ReVi 15/12)
  The Inexorable Search (InCo 20/26)
  Incantation of the Milky Eyes (PeCo 30/32)
  The Chirurgeon’s Healing Touch (CrCo 20/23)
  Panic of the Elephant’s Mouse (ReAn 15/9)
  Whispers Through the Black Gate (InCo(Me)
  15/22)
  Whispering Winds (InAu 15/15)
  Eyes of the Past (InIm 20/18)
  Conjuration of the Indubitable Cold (PeIg
  20/21)
  Clenching Grasp of the Crushed Heart (PeCo
  40/32)
  Spiral of House Criamon
  Characteristics: Int +3, Per +1, Pre –3, Com
  –5, Str 0, Sta +1, Dex 0, Qik 0
  Age: 53 (Apparent 42)
  Afflictions: None
  Size: 0
  Confidence: 3
  Virtues and Flaws: Affinity Vim +3, Visual
  Eidetic Memory +3, Magic Sensitivity +1,
  Strong-Willed +1, Well Known (Sufis of
  Baghdad) +1, Rapid Convalescence +1,
  Feeble Communication –4, Lack of Con-
  trol –2, Disfigured (Tattoos) –1, Blatant
  Gift –1, Incomprehensible –1, Obsessed
  (Islam’s magic) –1
  Personality Traits: Enthusiastic +3, Naive +3,
  Obsessive +3, Obscure +3
  Reputations: Wise +2, among the Sufis of
  Baghdad, Peacemaker +1, with the Quaesi-
  tores and Muslim authorities, Interfering
  do-gooder +1, with Crusader and counter-
  crusading magi
  Weapon/Attack Init
  Atk
  Dfn Dam Fat
  Brawling (fist)
  –2
  –3
  –3
  0
  –2 
  Soak: +1
  Fatigue levels: OK, 0, –1, –3, –5, Unconscious
  Body levels: OK, 0, –1, –3, –5, Incapacitated
  Abilities: Affinity Vim 5 (Intéllego), Aware-
  ness 2 (Magic), Concentration 3 (Long
  SECRETS IN SAND
  11
  
  Periods), Enigmatic Wisdom 6 (Twilight),
  Finesse 3 (Precision), Hermes Lore 3 (Cri-
  amon), Hermetic Law 2 (Treaties), Islamic
  Law 2 (Treaties), Levant Lore 2 (Famous
  Mages), Magic Sensitivity 3 (The Magic
  Realm), Magic Theory 5 (Inventing
  Spells), Parma Magica 3 (Vim), Penetra-
  tion 2 (Vim), Scribe 2 Arabic (Obscure
  Texts), Scribe Latin 3 (Obscure Texts),
  Speak Arabic 2 (Expansive Vocabulary),
  Speak Latin 5 (Hermetic), Speak Scots
  Gaelic 4 (Colorful Phrases), Survival 1
  (Desert), Theology: Islam 2 (Magic)
  Arts:
  Cr 12
  In 20
  Mu 15
  Pe 14
  Re 15
  An 7
  Aq 3
  Au 3
  Co 14
  He 3
  Ig 5
  Im 12
  Me 13
  Te 3
  Vi 23
  Twilight Points: 6
  Twilight Effects: Longevity potion use 1, Vim
  score 20+ 4, Positive Twilight: Increased
  understanding (Vim, may write up to 2/3
  score) 1
  Decrepitude: 0 
  Wizard’s Sigil: Spiral’s hair stands on end
  Sigil: “What? Oh, er...” (rummages within the
  folds of his robes and produces a small
  mummified toad) “This?”
  Equipment:
  1. Sigil...er...toad
  2. Longevity Potion: In 17 + Co 14 + Int 3 +
  Magic Theory 5 + aura 0, for a current Lab
  total of 39, bonus –7
  Encumbrance: 0
  Spells Known:
  Sense the Lingering Magic (InVi 30/50)
  The Invisible Eye Revealed (InVi 30/50)
  Shell of Opaque Mysteries (CrVi 25/44)
  Shell of False Determinations (CrVi 25/44)
  Spell Analysis (InVi 30/50 — WGRE, page
  173)
  Sense the Shadows of the Spheres (InVi(Me)
  10/43 — WGRE, page 174)
  Sight of the Active Magics (InVi 40/50)
  Shroud Magic (MuVi 35/44)
  Wizard’s Communion (MuVi 35/44)
  Mirror of Opposition (Corpus) (MuVi 35/44)
  Mirror of Opposition (Mentem) (MuVi 35/44)
  Mirror of Opposition (Vim) (MuVi 35/44)
  Wizard’s Boost (Vim) (MuVi 35/44)
  Wizard’s Boost (Mentem) (MuVi 35/44)
  Demon’s Eternal Oblivion (PeVi 35/43)
  Masking the Odor of Magic (PeVi 35/43)
  Aegis of the Hearth (ReVi 35/47)
  Circular Ward Against Demons (ReVi 35/44)
  Maintaining the Demanding Spell (ReVi
  35/44)
  Winds of Mundane Silence (PeVi 35/43)
  Watching Ward (ReVi 35/47)
  Wizard’s Focus (InVi(Me) 30/40 — WGRE,
  page 173)
  Glimpse Through the Mystic Veil (Magical)
  (InVi 20/50 — WGRE, page 174)
  Reveal the Gift (InVi 30/50 — WGRE, page
  174)
  Warping the Magical Veil (Magical) (MuVi
  20/47 — WGRE, page 174)
  Hammer 
  of 
  Thaumaturgical 
  Shattering
  (Pe(In)Vi 35/43 — WGRE, page 174)
  Wizard’s Wait (ReVi 35/44 — WGRE, page
  175)
  Discern Images of Truth and Falsehood (InIm
  30/33)
  Summoning the Distant Image (InIm 25/33)
  Peering into the Mortal Mind (InMe 30/34)
  Thoughts Within Babble (InMe 25/34)
  Gift of Reason (CrMe 25/26)
  Emotion of Reversed Intentions (MuMe 20/29)
  Aura of Rightful Authority (ReMe 20/29)
  Eyes of the Future (InIm 30/36 — WGRE, page
  167)
  Beguile the Normal Mind (ReMe 20/29 —
  WGRE, page 170)
  Husn Maryam’s
  Talisman
  During the reign of the caliph Harun al-
  Rashid, Husn Maryam was a Muslim princess of
  Genoa, the granddaughter of a powerful
  enchantress, who gave her this talisman and
  taught her its powers. It takes the form of a car-
  nelian bead on a gold chain, which has on it
  five faces, each of which is engraved with a pic-
  ture, around which are written in Arabic the
  names of God. A different power is associated
  with each face. All command phrases must be
  spoken in Arabic.
  1. Engraved with a travel bed. When the pic-
  ture is rubbed, and the words, “In the name
  of Sulayman, o carnelian, I order you to
  ARS MAGICA
  12
  
  SECRETS IN SAND
  13
  bring me a traveling bed,” are spoken, a
  traveling bed appears, complete with cush-
  ions and covers. When the bead is held
  with this face upwards, and the words,
  “Carnelian, o carnelian, I conjure you, in
  the name of Sulayman, to rise with us,” are
  spoken, the bed rises into the air, and car-
  ries those upon it wherever they direct it.
  The bed’s movement is controlled by mov-
  ing the face of the carnelian (storyguides
  may wish to impose Dexterity rolls). The
  bed remains in existence until it is dis-
  missed, at which point it disappears. (Level
  rationales: Create a bed with covers and
  cushions, R. Reach, D. approx. Sun, T. Ind.
  = CrHe(An) 20, control the bed, R. Reach,
  D. approx. Qira’a, T. Ind. = ReHe 25). 
  2. Engraved with a pavilion. When this face
  is held towards the holder, and the words,
  “In the name of Sulayman, o carnelian, let
  a pavilion be set up here,” are spoken, a
  large pavilion appears, with curtains and
  floor mats. This pavilion remains until it is
  dismissed. (Level rationale: Create a pavil-
  ion with curtains and mats, R. Reach, D.
  approx. Sun, T. Str. = CrHe 25).
  3. Engraved with a tree. When this face is
  pointed downwards, and the words, “By
  virtue of the names of God, let trees spring
  up here, with a large river by their side,” are
  spoken, a group of trees appears, with a
  river flowing past them. The river appears
  to rise from the ground 100 paces away, and
  to disappear into it again 100 paces away in
  the other direction. The water of the river
  is not only refreshing, but also provides
  genuine sustenance. The river and trees
  remain until dismissed. (Level rationale:
  Create a body of water and a group of trees,
  R. Reach, D. approx. Sun, T. approx.
  Minaret = CrAq(He) 45).
  4. Engraved with a table. When this face is
  held towards the holder, and the words, “By
  virtue of the names of God, let a table be
  spread,” are spoken, a table appears, cov-
  ered with rich food. The food is fully nutri-
  tious, and tastes delicious. The table and its
  contents remain until dismissed. (Level
  rationale: Create a table of food, R. Reach,
  D. approx. Sun, T. Ind. = CrAn(He) 25).
  5. Engraved with a knight on horseback.
  When this face is rubbed, an Arab knight
  on horseback appears, and fights any ene-
  mies of the holder. The knight should be
  created as a normal companion character
  — he wears a chain-mail hauberk, and
  fights with a sword, shield and lance. The
  horse has the normal scores listed on page
  260 of ArM4. When the enemies have
  been routed or slain, the knight, his horse
  and their equipment disappear. If either the
  knight or his horse are slain, they and their
  equipment both vanish. (Level rationale:
  Create an armored knight and horse and
  make them fight, R. Reach, D. approx.
  Qira’a, T. approx. Group = CrCo(Re, An,
  He, Te) 40).
  All powers may be used an unlimited num-
  ber of times. The talisman’s powers are extreme-
  ly powerful, breaking many Hermetic limits, and
  it contains more powers than a Hermetic mage
  could instill. Thus the item is likely to be sought
  by many Hermetic magi. Such magi are likely to
  go to great lengths to obtain it, and may be pre-
  pared to slay those who oppose them. Due to its
  utterly non-Hermetic composition, the levels
  listed under the rationales for all its powers are
  doubled for purposes of investigation.
  
  Blood and Sand
  The Levant Tribunal
  AN ARS MAGICA SOURCEBOOK OF THE NEAR EAST
  BY NIALL G. F. CHRISTIE
  W
  elcome to a land of contrasts, from the lofty mountains of Asia Minor to the
  luxuriant green of the Nile valley, from ageless cities to young kingdoms, from
  bustling sea ports to impregnable castles. Welcome to a landtorn between
  religious wars and tortuous politics, theater of the clash between East and West, a place
  where two cultures collide. Welcome to a land of wonders, haunted by stone memories
  of lost civilizations, inhabited by powerful sorcerers, home to the finest scholars of both
  worlds. Welcome to a land of opportunities, where the lucky and strong can achieve
  fame and riches beyond measure, but where the corpses of the weak and the slow litter
  the ground.
  Blood and Sand is the guide to the Hermetic tribunal of
  the Levant. It details the mundane and Hermetic geog-
  raphy and history of the area, shaped by Islam and the
  Crusades. It describes the mundane and magical inhabi-
  tants of the region, be they emirs in mighty castles or
  traders in the Latin states, magi of Hermes or Muslim
  sorcerers, jinn or naddahas. From the Ark of the
  Covenant to the criminal underworld of Acre, this book
  provides everything you need for a saga set in this most
  volatile of Hermetic tribunals.
  Description: 128 pages, hardcover
  Stock Number: AG0269
  ISBN: 1-58978-025-6
  Suggested Retail Price: $29.95 (US)
  Available in September 2002
  
SOURCE: textdata/thevault/Ars Magica [multi]/4th edition/Ars Magica 4e - Blood and Sand - Bonus Material - Secrets in Sand.pdf