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  Ars Arabica  
  Ars Arabica  
   
  Arabic Supplement to the Ars Magica Roleplaying System 
  Arabic Supplement to the Ars Magica Roleplaying System 
   
   
   
  Gene Alloway 
  Steve Castanien 
   
  ©1993 
   
   
   
   
  Table of Contents 
   
  Introduction 
  . . . . . . . . . . . . . . . . . . . . . . . . 
  2 
   
  Arabic Characters . . . . . . . . . . . . . . . . . . . . 
  3 
   
  Abilities 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  4 
   
  Combat 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . 
  5 
   
  Arabic Magic 
  . . . . . . . . . . . . . . . . . . . . . . . 
  7 
   
  Astral Spells 
  . . . . . . . . . . . . . . . . . . . . . . . 10 
   
  Laboratory 
  . . . . . . . . . . . . . . . . . . . . . . . . . 13 
   
  Arabic Bestiary 
  . . . . . . . . . . . . . . . . . . . . . . 14 
   
  Djinn 
  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 
   
  Appendix 1: Islam’s “Dominion” . . . . . . . . . . 23 
   
  Appendix 2: Sorcerer’s Slave Ad. Appendix . 26 
  
  2 
  The Medieval Arabic World 
  Islam -- The One True Faith 
  Foundation of culture -- Arabic 
  Saints and sects  
  Devils and Monsters  
  Other religions  
  • People of the Book (Jews and 
  Christians)  
  Arabic Society 
  • Leaders  
  • Aristocracy  
  • Peasant  
  • the Sexes  
  • Outsiders  
   
  Arabic Glossary: 
  Baduw - nomads; beduin; call themselves al'arab 
  Beit shaar - house of hair; goat hair 
  Bismillah - in the name of Allah 
  Caliph - successor to Mohammed 
  Diwa - court of a ruler 
  Fellahin - town dwellers/farmers 
  Ghazu raid - plundering raid to gather renown and 
  wealth; causes feuds 
  Jahiliyya - time of ignorance before Mohammed 
  Khan - inn surrounding a large courtyard 
  Kohl - powdered antimony; used for medicine and 
  cosmetics 
  Kuttab - Islamic school 
  Lillah - tithing 
  Masallah/'smallah - as Allah wills/may Allah’s 
  name be upon him 
  Rabab - one string instrument 
  Sabr - endurance and patience 
  Shari'a - Koranic law court 
  Suq - market place 
  Urf - common law or custom 
  Wazir - minister 
  Zakat - almsgiving 
   
   
   
  Additional published Ars Magica material 
  on the Islamic world would include 
  Tribunal of Hermes: Iberia, Mythic 
  Europe, A Medieval Tapestry (a couple 
  sample characters) and The Sorcerer’s 
  Slave adventure. 
  Introduction 
  
  3 
  Grogs:  
  sailor, guard, holy warrior, mercenary, janissary 
   
  Companions:  
  scholar, merchant, saint, assassin, Jinn, imam, 
  pilgrim 
   
  Sahir: 
   
  History 
   
  In the early years of the 7th century A.D., a 
  pagan wizard or sahir of the Arabian peninsula called 
  Qays ibn Nushbah foretold the birth of a great 
  Prophet and a new religion which would change the 
  world. Soon after, Mohammed was born and the 
  scattered sahir and Djinn of the peninsula followed 
  his life with great interest. Some, like Ibn Nushbah, 
  aided the young Prophet's cause, while others sought 
  to hinder its growth. As Islam gained complete 
  mastery of the land and peoples of Arabia, the sahir 
  and Djinn could sense a change of the old ways. The 
  desert life gave way to learning, conquest and 
  exploration of the world beyond the surrounding 
  sands and seas.  
   
  The magic of Ibn Nushbah was born amid 
  wandering tribes in the pagan mountains and deserts 
  of the Arabian peninsula, influenced heavily by 
  Djinn, Babylonian, Egyptian, Greek, Roman, and 
  Jewish traditions. These influences combined to 
  produce a form of magic or sihr very different from 
  those practiced by the Order of Hermes, though 
  equally as powerful in its own right. The tribes relied 
  on the sky for navigation, divination, and life-giving 
  rain, and individuals arose who had the gift of 
  controlling the influence of the stars on the earth's 
  behavior and inhabitants. These first kahana or 
  diviners gradually grew in understanding and skill of 
  the magic known the far trading Greeks as Astra, 
  meaning `of the stars'. These magi were also the first 
  humans to deal with the Djinn, a supernatural race 
  similar to Faeries inhabiting Arabia and the Near 
  East.  
   
  The Astral magic of the tribes matured as 
  magi gained access to the magic works and studies of 
  the Greeks and Persians during the conquests of 
  Islam in the 7th, 8th and 9th centuries. Perhaps the 
  most influential works on Astral magic translated by 
  the sahir were Ptolemy's Almagest which provides 
  theories on predicting astral phenomena, and its 
  companion, the Tetrabiblos, which discusses the 
  mystical effect of these phenomena on the earth and 
  that the European Order of Hermes could pose to the 
  Sahireen and set about to creating a formal Arabic 
  theory of magic, as Bonisagus did for the Order. He 
  choose to utilize only the power of the two strongest 
  of the seven planets through the guidance of the stars. 
  He was unable to unify the Sahireen into a formal 
  order, but his theory has become generally accepted 
  and helps to maintain a loose association between the 
  sahir. The power of Astral magic grows still, as the 
  observatories in Islamic lands scan the heavens and 
  yet provide places of safety for the sahir to gather and 
  study their art.  
   
  Society 
   
   
  Arabic Characters 
  
  4 
  New Talents 
  • Divination (exceptional) 
  • Alchemy (Arabic) (see Laboratory 
  Chapter) 
   
  New Skills 
  • Horse Archer Training 
  • Horsebow 
   
  New Knowledges 
  • Magic Theory 
  o Arabic specialty as opposed 
  to Hermetic  
  • Djinn Lore 
  o tribal specialties  
  • Medicine 
  o acquired easier (as one level 
  lower)  
  • Hermetic knowledges 
  o more costly (as two levels 
  higher)  
  • Church Lore -- Islamic specialty 
  • Arabic mystical knowledges 
  o as above, more costly to 
  Hermetic magi as opposed to 
  Arabic  
  o Other specialties to be named 
  later 
   
  Abilities 
  
  5 
  O people! I charge you with ten rules; learn 
  them well! Do not betray, or misappropriate 
  any part of the booty; do not practice 
  treachery or mutilation. Do not kill a young 
  child, an old man, or a woman. Do not uproot 
  or burn palms or cut down fruitful trees. Do 
  not slaughter a sheep or a cow or a camel, 
  except for food. You will meet people who 
  have set themselves apart in hermitages; leave 
  them to accomplish the purpose for which they 
  have done this. You will come upon people 
  who will bring you dishes with various kinds 
  of foods. If you partake of them, pronounce 
  God's name over what you eat. You will meet 
  people who have shaved the crown of their 
  heads, leaving a band of hair around it. Strike 
  them with the sword. Go, in God's name, and 
  may God protect you from sword and 
  pestilence. 
  - Abu Bakr, first Caliph 
   
  Warfare in the Islamic World 
  When you meet those who are infidels, strike 
  their necks until you have overwhelmed them, 
  tighten their bonds, and then release them, 
  either freely or for ransom, when war lays 
  down its burdens. Thus it is, and if God 
  wished, he would crush them Himself, but he 
  tests you against one another. Those who are 
  killed in the path of God, He does not let their 
  good deeds go for nothing. 
  - The Qur'an 
   
  The war against the infidel is as holy to the 
  warriors of Islam as the Crusades are for Christian 
  knights. Both fight in defense of their religions and 
  because of this, both fight with the sure knowledge 
  that by their actions they are assured of the salvation 
  of their souls and entry into Paradise. Whatever they 
  do, in the name of God, is just, for they fight for the 
  honor and glory of a just and merciful God. The wars 
  between Islam and Christianity are among the most 
  bloody and brutal ever recorded.  
   
   
  Arms and Armor 
  Archery 
  Learn to shoot, for what lies between the two 
  marks is one of the gardens of Paradise. 
   
  Unlike the European knights who look down 
  upon bows of any sort as common weapons unfit for 
  their station, Arab warriors of all sorts revere archery 
  as a noble pursuit. It is well known that the Prophet 
  was an expert bowman and for many, the pursuit of 
  skill with bows is a religious obligation. The great 
  number of archers in the armies of Islam often 
  provided them a decisive advantage in the early years 
  of the Crusades.  
  Shoot and ride! Of the two, I would rather 
  have you shoot than ride. Anything in which a 
  man passes his time is vain except for 
  shooting with his bow, training his horse, or 
  dallying with his wife. These three things are 
  right. He who abandons archery after having 
  learned it is ungrateful to the one who taught 
  him. 
   
   
  Arab generals employ their archers not only 
  as infantry but also, to the great dismay of the 
  Crusaders, as cavalry. Arab horse archers use a 
  specially manufactured composite bow which is short 
  enough to be easily wielded from the saddle. These 
  archers receive intensive training from childhood 
  which permits them to make fantastic shots in any 
  direction from the back of a galloping horse.  
   
  In combat, any bow may be used by a rider 
  on a motionless mount with a +2 penalty to the ease 
  factor.  
   
  Only a horse bow, or similarly short bow, 
  may be used by a rider on a moving mount. In this 
  case, the normal ease factor is doubled unless the 
  archer has the virtue of Horse Archer Training.  In 
  that case, the ease factor penalty is halved.  
  Horse Bow 
  Expense: stan   
  Str: 0 
  Rate: +4  
   
  Load: 0 
  AtkB: 0  
   
  Range: 160 
  WpnDam: +6  
    
  Combat 
  
  6 
  Exempli Gratia: Horse Archery 
   
  Salim and Bryan are out riding, on an errand 
  for Al Khalil, when they see the wolf that has been 
  terrorizing a nearby village. They pull to a halt and 
  Bryan aims his bow at the creature.  
   
  The wolf is not moving, at a distance of 
  about 30 paces. This is an easy shot, with an ease 
  factor of 9+. However, since he is on horseback there 
  is a +2 penalty, increasing the difficulty to 11+. He 
  rolls a 10 and misses.  
   
  The wolf is startled and flees, Salim urges 
  his horse into a gallop and pursues. The wolf is still 
  within 50 paces, but it is now dodging, so it is now a 
  hard shot with an ease factor of 15+.  
   
  Because Salim is shooting from a moving 
  mount, the difficulty should increase by 15 to 30+. 
  However, Salim is a trained horse archer, to his total 
  ease factor is 15 + (15/2) = 22. He gets lucky and 
  rolls two 1's and a 6, hitting the wolf.  
   
  Swords 
  Swords are the keys to Paradise. 
   
  He who draws his sword in the path of God 
  has sworn allegiance to God. 
   
  The swords used by Arab warriors during 
  the 12th and 13th centuries are almost exclusively 
  straight, double-edged weapons nearly identical to 
  their European counterparts. It is not until near the 
  end of the 13th century that curved, single-edged 
  blades are generally introduced and they only slowly 
  become the common weapon of Arab warriors. 
  Highly curved swords such as the scimitar do not 
  predominate Arab armories until the 15th century and 
  although it is possible to encounter curved blades in 
  earlier periods, it would be quite rare.  
   
  Curved blades receive a +1 addition to their 
  attack and damage bonuses, but a -1 to their speed 
  and parry bonuses. They also require an additional 1' 
  of space.  
  Damascene Steel 
   
  Arab swordsmiths, especially those of 
  Damascus and Toledo, in Iberia, are renowned for 
  their skill and the quality of their blades. This is due 
  both to the higher quality of steel which they use as 
  well as a process of watering the blades which 
  strengthens them and leaves a distinctive pattern in 
  the metal. These weapons, like all those made by 
  Arab artisans, are highly artistic, often being 
  decorated with valuable metals and gems. For these 
  reasons, swords of Arab manufacture are highly 
  prized in both the Islamic and Christian lands.  
   
  Damasked blades add an additional +1 to the 
  damage bonus. Because of their high quality, they are 
  also easier to enchant, having only 4 base points (as 
  opposed to 5 for normal metals) for determining the 
  number of raw vis points necessary to prepare them 
  for enchantment.  
  Other Weapons 
   
  Arab warriors have available to them, and 
  use, the full range of melee weapons known to 
  Europeans. Arab cavalry is the best equipped in the 
  world; riders would often carry lance, bow, sword, 
  and mace into battle. Likewise, in addition to swords 
  and bows, Arab infantry uses a variety of weapons, 
  including spears, axes, javelins, and pole arms, in 
  combat.  
  Armor 
   
  In part due to climate, Arab warriors are 
  generally more lightly armored than their European 
  counterparts. They prefer a cuirass or hauberk to full 
  armor. They also use fewer and smaller shields.  
   
  Cavalry, because of their use of bows, do 
  not usually carry any shields and even infantry, when 
  they carry shields, use only target or round shields.  
   
  One type of armor unique to Arab lands is 
  lamellar, which consists of rectangular metal plates 
  fixed onto leather or light chain. This is available as 
  either a cuirass or hauberk and is equivalent to scale 
  mail. 
   
  
  7 
   
  The world and magic of the Arabic magi is 
  very different from that of the Hermetic magi. As 
  mentioned in the Ars Magica rule book, these non-
  Hermetic magi are more specialized than Hermetic 
  magi and very powerful. In the area of mechanics, 
  Astral magic and its forms are used in the same 
  manner as hermetic magic, as you will see below. 
  Magic theory is very advanced in the Arabic world, 
  but there is no formal organization of magi such as 
  the Order in Europe. Only in Spain, among the 
  Moors, has a core group of Arabic sahireen begun to 
  organize themselves according to the writings of Abu 
  Ma'shar. Most of the research and innovative study 
  occurs at the great observatories in a number of areas 
  created by rulers and sahir to support the Astral arts.  
   
  But as Hermetic magi know well, there are 
  limitations to magic and its use. Magic from the 
  heavens remains restricted to those things below the 
  lunar sphere and is subject to the same limitations as 
  the magic practiced by the Hermetic magi. There are 
  also many wizards that hold to no one theory. Some 
  have learned both traditions and use each as needed 
  for their own purposes. Indeed, some say that there 
  are covenants within the Order which secretly teach 
  the works of the great Arabic magi to further their 
  quest for knowledge and power. House Jerbiton and 
  recently a covenant under House Flambeau in Iberia 
  have been accused of allowing the `corrupting' 
  influence of Arabic magic to seep into their studies.  
   
  As with Hermetic magic, the sahir have 
  strengths in each of the arts which represent their 
  ability to control and work with each particular area. 
  Magic is as much a part of them as it is a Hermetic 
  magus, every day and every night -- as such, it is 
  much more than mere skill and learning. It is a 
  calling as sharp as hunger and as deep as love, 
  requiring much dedication, hard work, study, talent, 
  and time.  
   
  Astral magic is another theory of magic and 
  enables the Storyguide to develop new areas of magic 
  and research for the inquisitive mage, whether 
  Hermetic or Arabic. The Storyguide will also have 
  more flexibility in the telling of a story, and perhaps 
  find insight into other fields of non-Hermetic magic 
  to further increase the sense of wonder and mystery 
  in their Sagas.  
  Astral Magic 
  Definition 
   
  Unlike 
  Hermetic 
  magic, 
  which 
  was 
  intentionally founded with a set of formal arts and 
  practices, Astral magic has evolved over hundreds of 
  years and in its origin it draws from a multitude of 
  disparate traditions. Despite this, there has developed 
  a basic theory which, with some variations, has come 
  to dominate the Arab lands. The basis for the magical 
  arts in Arabic and Islamic lands is that of Astra, the 
  magic `of the stars'. It is necessary to know its theory 
  in order to learn the 2 forces and 12 different signs 
  associated with astral magic. The forces represent the 
  power of Shams, the Sun, and Kamar, the Moon. The 
  signs represent the 12 houses of the zodiac. These are 
  learned by sahir in the same way magi learn their 
  forms and techniques.  
   
  While Hermetic magic is more broad and 
  powerful in its own way, Astral magic has its own 
  areas of great strength. In some ways it is greater than 
  related Hermetic arts, much the way Druidic arts are 
  much stronger in spontaneous magic and dealing with 
  nature. The strengths of Astral magic are its greatest 
  effect upon human affairs and the forces of nature. 
  Objects and creatures seem more resistant to its 
  power, though they can still be significantly affected 
  by it. The two forces of Astral magic represent the 
  two ways in which power of the outer spheres can 
  affect the lower world. Astral power may either 
  overtly affect individuals, animals, or objects, which 
  is the realm of Shams, or subtly manipulate them 
  through the power of Kamar. When partnered with a 
  particular force, each of the signs has a variety of 
  attributes and areas of influence which determine the 
  type of magic it can be used to create.  
   
  When casting an Astra spell, you are able to 
  enter a frame of being which allows you to sense the 
  connections between the spheres above and those 
  things below on earth. Just as the different stars affect 
  different things on earth, you will be able to alter the 
  influence of those connections upon earthly beings 
  and natural forces, such as the weather. In practical 
  use, Astral magic can be used at birth to affect the 
  nature of individual by increasing or lessening the 
  effect of the birth sign. It is often used in divining 
  what may happen, for the knowledge of the future 
  empowers an individual to change it, though scholars 
  argue this possibility with great passion. The magic 
  Arabic Magic 
  
  8 
  of the stars also is used to improve or hinder the 
  chances for an endeavor. It can concentrate favorable 
  influences on an individual or group, by providing a 
  boon of strength. It may also enhance the strength of 
  unfavorable influences and cause disaster. It can also 
  be used for illness or health, influencing parts of 
  bodies within the realm of a particular sign. Most 
  importantly, it may be used to influence an individual 
  by subtly or overtly affecting the way he or she 
  behaves toward others and perceives the world. It 
  may affect the mental disposition of an individual, 
  causing sloth and depression, or energy and 
  happiness.  
   
  Because the Arabic tradition evolved rather 
  than being created it is less exact in many ways than 
  the Hermetic tradition. In almost every case in 
  Hermetic magic, there is a unique set of technique 
  and form which will produce a given effect, but in 
  Arabic magic there could be several combinations of 
  force and sign that cause similar results. Example: the 
  Hermetic spell "Air's Ghostly Form" causes a fog to 
  form around the caster and is Creo Auram. A similar 
  Astral spell would probably be Shams Al Tauaman, 
  but might also be Shams Al Samakah or Kamar Al 
  Akras.  
   
  The Signs and the Seasons 
   
  As mentioned above, each sign is associated 
  with a particular season. All signs associated with the 
  current season are enhanced, thereby adding +1 to all 
  magical activities using those signs. Also, the 
  relationship between the individual sahir, the season 
  and the magic of his/her birth sign is a central one in 
  the Astral arts of Arabia. All sahir gain greater power 
  during the season of their birth, as that is when they 
  are closest to the power that gave them life. The sahir 
  receive a +1 to all magical activity during the season 
  of their birth. In addition, all sahir have an affinity for 
  the magic of their birth sign. During the season of the 
  sign opposed to their birth sign, sahir must take a 
  penalty of -1 to all magical activities. Sahir also have 
  a minor magical deficiency with the sign directly 
  opposed to that of their birth.  
  Summary of bonuses and penalties 
  Affinity with birth sign 
  +1 to activities using the signs of current season 
  +1 for all magical activity during birth season 
  Minor Magical Deficiency with sign opposing 
  birth sign 
  -1 for all magical activity during season opposing 
  that of their birth sign 
  Astral Forces and Signs 
   
  The different techniques and forms of Astral 
  Magic are below. Each provides the Arabic name of 
  the heavenly body, its English equivalent, and 
  abbreviation. A brief description of the art is also 
  provided. The forms are also provided with their 
  associated season, the month they are associated with 
  in English and Arabic, element, part of the body, 
  material, opposed sign, and attributes they influence.  
  Astral Forces 
  Shams (the sun, Sh) 
   
  Shams is the external power which acts 
  upon a target. Spells of this force typically have 
  visibly unnatural effects, such as summoning a snow 
  storm in the middle of summer.  
   
  Shams is associated with life, knowledge, 
  and authority.  
   
  Kamar (the moon, Ka) 
   
  Kamar is the power which acts from within 
  a target. Spells of this force have either no visible 
  effect or an effect which could be mistaken for a 
  natural occurrence, such as a storm which slowly 
  gathers on the horizon before hitting.  
   
  Kamar 
  is 
  associated 
  with 
  death, 
  misdirection, and change.  
   
  Astral Signs 
  Al Samakah (pisces, Sam) 
  season: spring (March, Ramadan)  
  element: water  
  body: ears  
  material: andalusite  
  opposed to Al Adhra  
  attributes: Belief; submission, confusion  
   
  Al Nath (taurus, Na) 
  season: spring (May, Dhu l-Qa'dah)  
  element: earth  
  body: chest  
  materials: onyx and marble  
  opposed to Al Akrab  
  attributes: Passions; jealousy, dullness  
   
  Al Saratan (cancer, Sar) 
  season: summer (July, Muharram -- the beginning of  
   
  the year)  
  element: water  
  body: blood  
  materials: opal and pearl  
  opposed to Al Jadi  
  attributes: Relationships; dreams, intuition  
  
  9 
  Al Adhra (virgo, Ad) 
  season: autumn (September, Rabi Al-Awwal)  
  element: earth  
  body: all  
  material: amethyst  
  opposed to Al Samakah  
  attributes: Knowledge; rationality, excess  
   
  Al Akras (scorpio, Ak) 
  season: autumn (November, Jumada l-'la)  
  element: water  
  body: feet  
  material: obsidian  
  opposed to El Nath  
  attributes: Travel; risks, fear  
   
  Al Jadi (capricorn, Ja) 
  season: winter (January, Rajab)  
  element: earth  
  body: arms  
  materials: jasper, bone, and petrified wood  
  opposed to Al Saratan  
  attributes: Protection; realism, sacrifice  
   
  Al Hamal (aries, Ha) 
  season: spring (April, Shawwal)  
  element: fire  
  body: hands  
  material: ruby  
  opposed to Al Zubana  
  attributes: Destruction; strength, beginnings  
   
  Al Tauaman (gemini, Ta) 
  season: summer (June, Dhu l-Hijjah)  
  element: air  
  body: loins  
  materials: diamond and lapis lazuli  
  opposed to Al Kaus  
  attributes: Creation; understanding, arrogance  
   
  Al Asad (leo, As) 
  season: summer (August, Safar)  
  element: fire  
  body: heart  
  material: sapphire  
  opposed to Al Dalw  
  attributes: Conflict; courage, pride  
   
  Al Zubana (libra, Zu) 
  season: autumn (October, Rabi ath-Thani)  
  element: air  
  body: mouth  
  materials: jade and turquoise  
  opposed to Al Hamal  
  attributes: Communication; explanation, indecision  
  Al Kaus (saggitarius, Kau) 
  season: winter (December, Jumada th-Thaniyyah)  
  element: fire  
  body: all  
  material: garnet  
  opposed to Al Tau Aman  
  attributes: Change; departure, recollections  
   
  Al Dalw (aquarius, Da) 
  season: winter (February, Sha'ban)  
  element: air  
  body: eyes  
  material: emerald  
  opposed to Al Asad  
  attributes: Discovery; insight, instability  
   
  Casting Astral Spells  
   
  Astral magic includes the standard three 
  types of spells found in the Hermetic art; formulaic, 
  spontaneous and ritual. Casting formulaic spells is 
  done in the same manner as hermetic magi: Ability in 
  a force (technique) plus ability in sign (form) plus a 
  die roll, modified according to rules, etc. However, 
  astral magic does not readily lend itself to producing 
  spontaneous effects. This fact, and a strong Mercurial 
  tradition, predispose the magic of the sahir to 
  formulaic and ritual spells. The total roll for 
  spontaneous Astral spells is always divided by 5 to 
  determine the effective level, and fatigue is always 
  lost.  
   
  Magic Resistance  
  • 
  Arabic magic vs. Arabic magic 
  • 
  Cross tradition resistance 
   
  Spell Casting Options 
  • 
  Mastering a spell 
  • 
  Multiple casting 
  • 
  Fast Cast spells 
  • 
  Recognizing spells 
  o 
  Arabic 
  o 
  Other traditions 
  • 
  Words and Gestures 
  • 
  Spell Foci 
  • 
  Using vis 
  • 
  Casting a spell while maintaining 
  another 
  • 
  Casting from text 
  • 
  Counteracting Spells 
  • 
  Resolving disputes magically 
  
  10 
  Format 
   
   
   
  Spells 
  Al Samakah: water, ears, belief, 
  submission, confusion 
  Shams 
  The Blinded Ear  
  R: near, D: sun/perm  
   
  The 
  target 
  becomes 
  incapable 
  of 
  understanding spoken speech. Hearing is 
  unimpaired, but speech sounds like gibberish.  
   
  A Second's Thought  
  R: eye, D: inst  
   
  The target becomes temporarily confused 
  and is incapable of initiating any action until he 
  makes a Perception roll of 6+. (Minimum effect 
  of one round.)  
  Kamar 
  The Light of Probity  
  R: eye, D: conc/moon 
   
  The target will believe whatever the sahir 
  says unless faced with an obvious contradiction.  
   
  Al Hamal: fire, hands, destruction, 
  strength, beginnings 
  Shams 
  The Strength of Shams  
  R: touch, D: sun 
   
  Adds +1 to the target's strength score. This 
  can be increased to +2 by expending two pawns 
  of Al Hamal vis, or +3 by expending five 
  pawns.  
   
  Heat of the Unyielding Sun  
  R: near, D: conc 
  Aimed: +2  
   
  Caster causes a wave of heat to wash over 
  an area 2 paces wide. Targets must roll a 6+ 
  adding stamina or suffer 1 level of short term 
  fatigue loss per round thereafter. Note: only one 
  resistance roll is allowed.  
  Kamar 
  The Hands of the Helper  
  R: self, D: conc/special  
   
  For the duration of the spell, the caster has 
  another set of unseen "hands" to assist in an 
  endeavor. The sahir gains 1/2 of his appropriate 
  knowledge score as a bonus for that activity. 
  Using Kamar vis allows the spell to last until 
  the end of the activity. For this spell to be 
  effective for extended activity such as lab work, 
  normal rules for interruption of work apply.  
   
  Al Nath: earth, chest, passions, jealousy, 
  dullness 
  Shams 
  Mind's Light Banked  
  R: near, D: inst.  
   
  The target immediately falls unconscious. 
  Stm roll of 12+ each round to awaken, 6+ if 
  shaken.  
  Kamar 
  Love's True Light  
  R: eye, D: moon/perm.  
   
  Target falls unconscious for one round and 
  falls in love with the first person he sees upon 
  awakening. This creates the personality trait +4, 
  "Devoted to ...".  
  Al Tauaman: air, loins, creation, 
  understanding, arrogance 
  Shams 
  The Misty World  
  R: sight, D: conc (special)  
   
  A fog rises around the caster in a 30 pace 
  radius, obscuring vision within the area of 
  effect. When the caster ceases to concentrate, it 
  will disperse at a rate appropriate for the 
  existing conditions. The radius may be doubled 
  for each pawn of Al Samakah vis expended in 
  the casting.  
   
   
   
   
   
  Astral Spells 
  
  11 
  The Sky's Wrath  
  R: sight, D: inst 
  Aimed  
   
  A bolt of lightning strikes from even a clear 
  sky, doing +20 damage.  
  Kamar 
  Pride of the Foolish Man  
  R: eye, D: conc/moon  
   
  Target becomes arrogant and overconfident 
  concerning 
  a 
  particular 
  skill 
  or 
  ability 
  determined by the caster. Person gains a trait of 
  arrogant +2 and the equivalent of the 
  overconfidence flaw when the skill or ability 
  comes into play.  
  Al Saratan: water, blood, relationships, 
  dreams, intuition 
  Shams 
  Light of Cleansing  
  R: touch, D: sun/inst.  
   
  Caster cleanses any imbalance of humours 
  causing disease in a target. The effects of the 
  disease are suppressed for the duration, or 
  permanently removed if vis is used.  
   
  Sting of the Scorpion  
  R: touch, D: inst.  
   
  The caster strikes out at the target and 
  injects a powerful poison, causing a small 
  puncture wound. The target must roll a 5+ or 
  die. A successful resistance roll causes 2 body 
  levels of damage and fall to the ground in pain. 
  Kamar 
  Clearing Light  
  R: self, D: inst.  
   
  The sahir gains a sudden intuitive insight 
  into a problem he faces, details are at the 
  storyteller's discretion.  
  Al Asad: fire, heart, conflict, courage, 
  pride 
   
  Shams 
   
   
  Kamar 
  The Heat of the Flame's Exertion  
  R: near, D: conc/moon  
   
  Any exertion on the part of the target causes 
  him to overheat. The target must then make a 
  +6 stamina roll each round or lose a point of 
  fatigue.  
   
  Al 
  Adhra: 
  earth, 
  all, 
  knowledge, 
  rationality, excess 
   
  Shams 
   
   
   
  Kamar 
   
   
   
  Al Zubana: air, mouth, communication, 
  explanation, indecision 
   
  Shams 
   
   
   
  Kamar 
   
   
   
  Al Akras: water, feet, travel, risks, fear 
   
  Shams 
   
   
  Kamar 
  Twilight's Steps  
  R: spec., D: conc.  
   
  The caster, and one for every ten points of 
  his casting roll, may travel through shadows. To 
  do this, they must begin walking toward their 
  goal in a shadowy area. As they progress, the 
  shadows grow deeper and their surroundings 
  grow indistinct. They will arrive at a shadowy 
  point near their goal in one tenth the time 
  normally needed. The travelers may ignore any 
  non-magical obstacles in their path and any 
  magical obstacles must completely surround 
  either destination or travelers to be effective. 
  The travelers need not rest during their journey, 
  but any accumulated fatigue takes effect once 
  they arrive. The caster must have visited the 
  destination previously. 
   
  A ritual version of this spell allows the 
  establishment of a permanent shadow trail 
  between two places.  
  Al Kaus: fire, all, change, departure, 
  recollections 
  Shams 
  
  12 
   
   
   
  Kamar 
  The Borrowed Gift  
  R: eye, D: inst.  
   
  This spell is only effective against another 
  wizard. The caster is able to pull a formulaic 
  spell from the target's mind and cast it, in the 
  next round only, using the target's scores in the 
  relevant arts. The caster knows immediately the 
  name of the spell he has borrowed, and if he is 
  trained in the appropriate theory, he knows all 
  its effects. If the spell is not used in the next 
  round, it is lost to the caster, but in any case, the 
  target may not cast the borrowed spell in the 
  round that the caster has it. If the target was 
  preparing to cast a spell, that is always the spell 
  borrowed. Otherwise, the caster may choose a 
  spell known to him or take a spell randomly 
  chosen from those the target knows.  
   
  Al Jadi: earth, arms, protection, realism, 
  sacrifice 
   
  Shams 
   
   
   
  Kamar 
   
   
   
  Al Dalw: air, eyes, discovery, insight, 
  instability 
   
  Shams 
   
  Disrupting the Darkness  
  R: near, D: inst.  
  A bright light shoots from the caster 
  unerringly striking at a demon for +10 damage.  
   
  Kamar 
   
  The Brightening of Colors  
  R: body, D: sun/moon  
  The caster gains +2 to all perception-
  related rolls during the duration.  
   
  
  13 
  Basic Activities 
  • Studying 
  • Learning and Inventing Spells 
  • Extracting Astral Vis 
  • Cross-Studying in another tradition 
  Magical Creations 
  • Items 
  • Potions -- including Arabic 
  Longevity potions 
  • Astral Magic Foci 
  • Investigation 
  Arabic Alchemy 
  • Extraction of substances 
  • Recombination and alteration 
  • Uses 
  Apprentices 
  Familiars 
  Experimentation 
  Laboratory 
  
  14 
  Mundane Creatures 
  Bactrian Camel 
  (For the purposes of Ars Arabica, the Camel listed 
  in the Bestiary is an Arabian.) 
   
  Humble +2 
  Lustful +7 
  Size +2 
   
  STR +3 
  DEX 0 
  CUN -3 
  STM +4 
  QIK 0 
  PER 0 
   
  Bite: 
  First: +3 
  Atk: +3 
  Dam: +7 
   
  Fat: +3 
  Def: 0 
  Soak: +6 
   
  Body Levels: OK, 0/0, -1/-1, -3, -5, Incapacitated 
   
  Ferocity (taunted)  
  2  
  Aware 
   
   
  1 
   
   
  A Bactrian is considered the true beast of 
  burden for long or especially important journeys. It is 
  the mark of a wealthy and wise man whose herd of 
  camels includes Bactrians. They are often given as 
  gifts to worthy individuals by a generous sheikh. 
  They are also a little more easily controlled, except in 
  breeding season.  
   
  Seluki 
  Loyal +4 
   
  Size -1 
   
  STR 0 
  DEX +1 
  CUN +1 
  STM +1 
  QIK +1 
  PER +4 
   
  Bite: 
  First: +4 
  Atk: +3 
  Dam: +2 
   
  Fat: +1 
  Def: +2 
  Soak: -1 
   
  Body Levels: OK, -1, -5, Incapacitated 
   
  Ferocity (protecting master)  
  +2 
  Hunting  
   
   
  +2 
  Burst of Speed 
   
   
  +2 
   
   
  A seluki is a thin hunting dog of the desert, 
  like the greyhound. These animals are excellent 
  guard and hunting dogs. They often accompany 
  warriors on the march, and have been known to 
  protect a fallen master against knights, infernal 
  beasts, or much larger mundane creatures.  
   
  Scorpion 
  Vengeful +2 
   
  Size -5 
   
  STR -5 
  DEX 0 
  CUN -1 
  STM 0 
  QIK +1 
  PER 0 
   
  Claw: 
  First: +1 
  Atk: +2 
  Dam: -5 
  Sting: 
  First: +2 
  Atk: +2 
  Dam: -4* 
   
  Fat: 0 
  Def: +4 
  Soak: -5 
   
  Body Levels: OK, Incapacitated 
   
  * If stung, the poison in the Scorpion's tail 
  is deadly.  The stung person or creature 
  must roll a stress die plus their STM.  On a 
  roll of 5+ they do not die, but lose 3 body 
  levels and are incapacitated. 
   
  On a 10+ one body level is lost.  
  Anything less than 5 is immediate death. 
   
   
  The Scorpion is the scourge of the desert, 
  both vengeful and deadly. It will sting anything that 
  threatens it, and has been known to follow caravans 
  and kill those who have destroyed its home or 
  threatened it. It will crawl into clothes, turbans, 
  packs, or bedrolls, and there wait patiently. It is often 
  used by assassins, either by placing it where a victim 
  will be stung, or by extracting its deadly poison for 
  use in arrows and daggers.  
   
   
   
   
   
   
   
   
   
   
   
   
  Arabic Bestiary 
  
  15 
  Arabian Horse 
  Loyal +2 
   
  Spirited +4 
   
  STR +3 
  DEX +1 
  CUN 0 
  STM +5 
  QIK +1 
  PER +1 
   
  Bite: 
  First: +2 
  Atk: +2 
  Dam: +2 
  Hooves: First: +4 
  Atk: +4 
  Dam: +7 
   
  Fat: +5 
  Def: 0 
  Soak: +7 
   
  Ferocity (in battle)  
   
  +2 
  Burst of Speed 
   
   
  +2 
   
   
  The Arabian is a prize among all the Baduw 
  and the Fellahin alike. It is often considered the best 
  breed of horse in the world, known for its speed, 
  intelligence, and loyalty. These magnificent animals 
  may be found in the Arabian peninsula, but many are 
  given as gifts, raised in stables, or taken as booty in 
  all the areas where Muslims live. To receive one as a 
  gift is the highest honor, and to give one secures for 
  the giver a reputation of generosity. It is said that one 
  should never have a warrior choose between his wife 
  and his Arabian.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Earthly Monsters 
  Dhabi 
  Infernal Might 20 
   
  Vicious +2 
   
  Size 0 
  Patient +2 
   
  Gluttonous +3 
   
  STR +2 
  DEX -1 
  CUN +2 
  STM +2 
  QIK 0 
  PER +1 
   
  Bite: 
  First: +4 
  Atk: +5 
  Dam: +4 
   
  Fat: +2 
  Def: +6 
  Soak: +8 
   
  Body Levels: OK, 0, -1, -3, -5, Incapacitated 
   
  Abilities: 
  Ferocity (trapped)  
   
  +2 
  Stealth  
   
   
  +1 
  Track 
   
   
   
  +2 
   
  • Mesmerize: ReMe 20 or Shams Al 
  Samakah 15, 5 Infernal Might points 
  • Rock Slide: ReTe 15 or Shams Al Dalw 
  10, 5 Infernal might points. With a 
  howl the beast can cause a rock to 
  slide. 
   
   
   
  It is said this animal is the offspring between 
  a devil and a hyena, and upon first appearance it 
  looks exactly like a very large version of its mundane 
  parent. However, when meeting its eyes, the viewer 
  will notice their deep, dark green color. The Dhabi 
  stalks its prey in rocky or mountainous areas, and 
  then mesmerizes them, directing them to a cave or 
  enclosed area to be killed and eaten. To resist the 
  effects of the power of the Dhabi, the victim must roll 
  a 12+ on a stress die. Presence may be added to the 
  roll in the victims favor. When chased, the beast will 
  make an unearthly howl, causing a rock slide and 
  breaking up pursuit. If cornered, it fights back 
  viciously.  
   
  
  16 
  Some of us (Djinn) are righteous and some of 
  us are otherwise; we follow different ways. 
  We know that we cannot frustrate Allah's 
  design in the earth, nor can we frustrate it by 
  flight. When we heard the call to guidance, we 
  believed in it. 
  - The Qu'ran 
  Djinn Tribes and their History 
   
  Like Europe, Arabia is not without beings of 
  a magical nature that are not human. Djinn tribes, like 
  Faeries in the Northern climes, populate the 
  mountains, deserts, and oasis' of Arabia, Outremer, 
  and other lands in the Near East. Also like Faeries, 
  the Djinn had no souls, and were once complete 
  spirits of nature, created from smoke and fire. 
  Though fewer in number in the harsh climate of 
  Arabia, the Djinn are powerful forces with which to 
  contend. Many travelers and caravans have been lost 
  when the Djinn were not given their proper respect. 
  Many mortals were taken as slaves, teachers, lovers, 
  and food. The early Sahir learned much from the 
  Djinn, who had watched the sky from the time of the 
  Pharaohs and knew the stars above as well as the 
  desert below. By the time of Solomon, Djinn were 
  more well known and no less than seventy were 
  bound to his service by a special ring.  
   
  The Council of Choice 
   
   
  With the rise of Muhammed and the spread 
  of Islamic Domination, the lands of the Djinn were 
  increasingly lost. The Djinn tribes could not hold 
  back even the early incursions of the Prophet and his 
  followers. Fearing either destruction or the flight of 
  all Djinn from the land of the mortals, the tribes held 
  a great meeting in the Sacred Mountains of Asir, 
  south of Makkah (Mecca). Here Al-Yazid, a great 
  Jinn sheikh, set forth the great Choice. 
   
  He had had a vision in the desert, in which a 
  great scythe in the shape of a crescent moon had split 
  a great Djinni in half. In order to survive, Al-Yazid 
  told the Djinn tribes they must side with the Prophet 
  and God, or against them. Only then would the tribes 
  avoid the flight or destruction that they feared. 
   
  There was much debate over the vision, and 
  the mountains were rocked by skirmishes between 
  groups of the Ifriti tribe and those of the Jinn tribe 
  under Al-Yazid. Finally, the leaders of the tribes 
  agreed to decide, but only on a tribe by tribe basis. 
  The Jinn and their allies, the Jann, sided with 
  Muhammed and Islam. The Shaitan and Ghul tribes 
  sided against the Prophet, for they had been corrupted 
  by demons hiding within the Ifriti, whose choice for 
  evil was never in doubt. The sheikh of the small 
  Marid tribe allowed the Djinni of his tribe to decide 
  as individuals, for the Marid are very proud and the 
  strongest of the Djinni. 
   
  As the last choice was made, an angel 
  appeared before the council. By your words and your 
  deeds, the angel said, you have entered into the realm 
  of good and evil, of God, and his enemy Satan. With 
  your choice you will carry a new responsibility, the 
  responsibility of a soul. From now on, all the Djinn 
  alive now and yet to be must decide upon their own 
  salvation or damnation. With a great rending of the 
  sky, the angel disappeared, and each Djinn felt as if a 
  door opened, and another had closed. Soon after, Al-
  Yazid and his followers bowed before the Prophet, 
  while The Ifriti and the others made ready their 
  resistance. 
   
  Djinn in the 13th Christian century 
   
   
  As Islam spread, so did the tribes of the 
  Djinn. In some instances, other Djinn were found and 
  told of the Choice, whereupon many fled this world 
  or made a decision themselves. Along with the Jinn, 
  Jann, and loyal Marids, the corrupted Djinn tribes too 
  came north, spreading evil and corruption while 
  battling the Faithful. Many Djinn fought in battles, 
  gaining renown or infamy. By the 7th Islamic century 
  (13th Christian), most Djinn are more reclusive, for 
  the further they stray from the sands and mountains 
  of Arabia and the Holy Land, the weaker they 
  become. Even in the presence of a great holy or 
  unholy place, the powers of the Djinn are suppressed, 
  though they are not destroyed, as they once were. 
  There are even many Djinn who have not made their 
  Choice, though, being bound by the angel's words, 
  they indeed have souls. 
   
  Djinn are still concentrated in the Arabian 
  Peninsula and the Holy Land, though some of the 
  more powerful can be found throughout the reach of 
  Islam. Yet every year, as the might of the Christians 
  and the followers of the Prophet grows, fewer Djinn 
  can be found, and it is said that many have given up 
  nearly all their power in order to remain in areas now 
  strong in Dominion.  
  Arabic “Faeries”, the Djinn 
  
  17 
  The Nature of Djinn 
   
   
  Djinn are related to European faeries, being 
  originally creatures of nature. They acted as nature, 
  being neither good nor evil. But the Choice brought 
  about a change in their essential nature. In response 
  to their acceptance of a decision between the forces 
  of good and evil, God gave Djinn one thing that the 
  European Faeries never had: a soul, whose final 
  disposition is dependent upon the choice made by 
  each Djinni. Thus Djinn can be Muslim or diabolical. 
  There are a few who have not made a choice, but 
  have souls nonetheless and must on day choose. 
   
  Some powers are more common in Djinn 
  than others. Most Djinn can also change into the 
  shape of an animal ally to their tribe (see below), and 
  even in their more human forms some physical 
  evidence of that animal remains with them, such as a 
  tail, or small horns, or fur on parts of the body. Many 
  may fly if need be, while almost all can create 
  illusions, an ability learned originally being a part of 
  from the desert.  
   
  Elder and Younger Djinn 
   
   
  Djinn can live very long lives. In fact some 
  of the Djinn alive at the Council of Choice remain so. 
  As Djinn age, they become more powerful, and, in 
  addition to increasing their ability in Astral magic, 
  many gain or develop new natural magic abilities as 
  well, such as enchanting objects, prophesy, and 
  greater control over the weather and elements. It is 
  the mark of a great Sahir who can call an Elder 
  Djinni a friend, or a slave. Younger Djinn are more 
  common by far, and many Djinn fear that the 
  greatness of their kind is past, and that with each 
  century the Djinn lose more of their magical nature, 
  and will someday become as other mundanes.  
   
  Djinn and Islam 
   
   
  As mentioned above, Djinn have souls and 
  can accept salvation or side with evil. Some Djinn are 
  very devout Muslims, and are said to be rulers of land 
  under a human overlord. Others seek to corrupt Sahir 
  with promises of knowledge, in the hopes that they 
  will become more powerful themselves. In some 
  instances, there is intense rivalry between evil Djinn 
  and demons. All Djinn lose their power in strong 
  Infernal areas or Dominion. They remain in whatever 
  form they have while under the influence of those 
  areas. Djinn entering into areas opposed to their 
  Choice may suffer a body level every turn if they 
  have a magic might less than twice the level of the 
  aura. This applies to Christian and Jewish auras as 
  well. 
   
  More strict forms of Islam hold the Djinn in 
  suspicion, due to their magical nature and secrecy. 
  The Almoravids in Morocco and Spain actively kill 
  any Djinn they find. It is said that because of this, 
  there are Djinn who will aid those who seek the 
  overthrow of the Almoravids, be they Christian, 
  Magus, Sahir or Muslim.  
   
  Djinn tribes and Christianity 
   
   
  The Djinn are seen by most Christians as 
  minions of the Devil or of the Muslims, whom many 
  Christians wrongly believe are allies of Satan as well. 
  A number of Djinn have fallen in both Al-Andalusia 
  and in Outremer to Christian priests and warriors. For 
  the most part, the Muslim Djinn will actively unite 
  with their mundane co-religionists against incursions 
  by Christians, unless bad blood exists between the 
  Djinn lord and this or that emir. Recent news from a 
  Jerbiton stronghold near Antioch suggests that at 
  least one Djinn has adopted Christianity(!), and has 
  been a great aid in the defense of the covenant. 
   
  In most cases, Djinn are treated as diabolic 
  at worst and dangerous at best by Christian 
  communities and individuals aware of them. Evil 
  Djinn often use this belief to create fear and 
  misconceptions against Djinn who have made the 
  choice of Islam.  
   
  Djinn and Mundanes 
   
   
  Djinn are much more powerful than a 
  normal human. Once they were worshiped as gods or 
  demigods, a role some wistfully remember to this 
  day. However, the Jinn and Jann will treat a human 
  well if they are treated well, though all will go out of 
  their way to exact revenge if treated badly. All Djinn 
  observe the Arabic rules of hospitality to the letter. In 
  return, they will expect the same. Most Djinn are 
  very selective about which humans know their true 
  nature, for they can be bound to service through an 
  object made by a human. Only a trusted person, an 
  enemy, or one who may die shortly, would know of 
  the true nature of a Djinn. It is also possible for 
  humans and Djinn to mate. Such arrangements can 
  occur several ways, though the most common is 
  either capture or legal marriage. The offspring of this 
  union have traits similar to the virtue Faerie Blood 
  (see below). 
   
  One of the greatest powers of an Older 
  Djinn is to possess a human being. It is possible for 
  an Older Djinn to take over the mind and actions of a 
  human if the Djinn can lock eyes with the target and 
  make a Prs roll of 15+. This costs 5 Djinn might 
  
  18 
  points per hour.  
   
  Djinn and Faeries 
   
   
  The Djinn of Arabia feel the Faeries of the 
  North are coming to a point where they must make 
  their own Choice. Emissaries from different tribes 
  have contacted the Faeries of the north, and their 
  reception has been mixed. Some Faeries do not care, 
  others would just as soon leave the mundane world 
  altogether, and others do not think it will happen. 
  Others take the Djinn seriously, and will take a more 
  active interest in mundane affairs as well as 
  spreading the message further North.  
   
  Djinn and Sahir 
   
   
  As mentioned above, Sahir and Djinn have a 
  long history. Early Sahir were called kahana (sing. 
  kahin), and were the intermediaries between the 
  people and the Djinn. In fact, it was the Djinn who 
  first introduced the magic of the Babylonians and 
  Egyptians to the people of the desert. As friend and 
  foe the two groups have followed each others 
  activities. In many places throughout Islam, the sahir 
  seek out Djinn for many purposes. Some seek to 
  enslave the Djinn, while others seek to gain 
  knowledge. It is said some of the greatest Sahir have 
  some Djinn blood. Sometimes, Djinn seek out 
  persons of magical nature, as slaves or entertainment, 
  or food. As mentioned before, strict or fundamental 
  Muslims distrust both Sahir and Djinn, and seek their 
  destruction in some places.  
   
  Djinn and the Order 
   
   
  The Order is not unaware of the Djinn 
  tribes. Criamon, Merinita, and Flambeau magi tend to 
  have the greatest knowledge of them and their 
  powers. The Legend of Solomon and his Ring is also 
  well known among the magi of the Order. It is even 
  rumored that a Flambeau has bound one in a bottle to 
  do his bidding. An Islamic lore or Legend lore (djinn) 
  is required to roll of 12+ to see if a magus knows of 
  the Council of Choice and the events surrounding it. 
  Some Djinn are well disposed towards magi, while 
  others like the way they taste. A Djinn can never be a 
  familiar, any more than a Faerie can.  
   
  Binding A Djinn 
   
   
  Djinn can be bound to a talisman, and the 
  person who carries that talisman may have the Djinn 
  do his/her bidding for as long as they have it. 
  However, there is always one request that, if asked, 
  will release the Djinn from its service and allow it to 
  kill the one who has asked it. Needless to say, Djinn 
  do not share this information willingly, though some 
  who have discovered a Djinn's special request have 
  used it for their own ends to eliminate less 
  knowledgeable opponents. 
   
  To bind a Djinn, one must know their name, 
  and have a part of their person to be used in the 
  making of the talisman. Many legends exist telling of 
  games of riddles between Sahir and Djinn, with both 
  trying to guess the other's name. Such games are 
  often long and dangerous, with the stakes being 
  enslavement or death for either party. The proper 
  material must be used, depending on the tribe of 
  Djinn to which the target belongs (see below). The 
  Form and Effects table in the 3rd ed. rules also is 
  applicable here, especially the container, staff, and 
  the proper gem that relates to a particular element 
  (earth, air, fire, water). 
   
  Once the talisman is completed, the sahir 
  must find or summon the particular Djinni, and best it 
  in some form of competition. The Djinn must join in 
  the match, but the type of competition must be agreed 
  upon by both parties. The length of servitude depends 
  on how well the sahir or magus bested the Djinni, 
  though this only provides the new master with an 
  approximate time in which the Djinni may be held in 
  servitude. If barely defeated, the Djinni may serve for 
  one task. If defeated by 3 or more, it will serve for 
  perhaps a month. 6+ it may serve a year. 9+ and the 
  Djinni may serve the talisman for 5 years or more. 
  Greater than this, the time is the Storyguide's 
  discretion. Djinn do not grant wishes greater than 
  their own magic can provide, but they will follow 
  commands. For example, if a Djinni was asked to 
  make someone rich, he could create the illusion of 
  riches for the duration of his servitude, or give actual 
  gold he has acquired, either from his own treasure or 
  taken from another. 
   
  Once bound, the master now has two 
  options, depending on the type of talisman and 
  service he/she needs. The master may keep the Djinni 
  near, by providing it a place to stay inside the 
  talisman. This is dangerous, for the Djinni is bound to 
  the talisman, and not to the sahir.  The owner of the 
  talisman controls the Djinni. The other option is to be 
  able to summon the Djinni for a set amount of time, 
  or for a particular service. Here, it is possible to use 
  the talisman as a summoning device, for a limited 
  purpose or number of times, to do the bidding of the 
  wielder. 
   
  Once bound, any Djinni will try to regain 
  control over its own destiny. When possessing a 
  talisman, the owner is mystically linked to the Djinni 
  as well. The Djinni may try to end his servitude three 
  times, by engaging a master in the same contest that 
  
  19 
  the Djinni lost originally. The master does not have 
  to accept the challenge, but must make a stress roll 
  9+ with his/her Presence vs. the Presence of the 
  subdued Djinni to resist (stress + own Prs - Djinni's 
  Prs = 9+). If a Djinni bests his master in the contest, 
  its power is broken. It may never be used to bind him 
  again. 
   
  Djinn have long memories, and never forget 
  a kindness or an injustice. If the Djinni was treated 
  fairly and graciously by the master, it is possible that 
  no hard feelings would result. If a Djinni is freed 
  before its service is done, it my even reward it's 
  liberator well. However, if mistreated or made to 
  abuse its power, the master should be ready to face an 
  angry Djinni when the service is completed. Needless 
  to say, Ifrit, Shaitan, and Ghul tribes take revenge 
  much more frequently. Also, it is very bad manners 
  to bind a Djinni who is under your protection and 
  hospitality. Remember as a Storyguide to take such 
  treatment and behavior into consideration when 
  determining how long and how well a Djinni will 
  serve a master. 
   
  Creating a Djinn Talisman 
   
   
  To create a talisman by which a Djinn can 
  be controlled, the magi or sahir must have a personal 
  connection to the Djinn, by knowing its name, having 
  a personal item, or something from their person, like 
  a strand of hair. The item must also be tailored to the 
  Djinn's tribe. 
   
  Each tribe has a particular form of vis and 
  with which it is associated, as well as specific type of 
  material. In addition to the amount of vis as 
  determined by the Materials and size table, at least 1 
  pawn per 5 levels of power of the targeted Djinn 
  must also be added to bind that particular Djinn(this 
  amount is not affected by size or material of the 
  talisman). The associated vis must be used for both 
  preparation and binding. The power of the vis is not 
  added to the lab total unless it is greater than the 
  power of the Djinn. Any bonus from vis above the 
  amount needed for preparation and binding may be 
  added to the lab total. 
   
  Other factors are equally important. The 
  purest example of the associated material should be 
  used as well. The form of the talisman should match 
  the nature of the particular Djinn. More common 
  talismans include lamps, rings, bags, and scabbards. 
  The talisman must be in a form that can contain 
  something, however. The use of the containment 
  effect is constant (+5), restricted to affecting a 
  specific being (+3), and the item must maintain 
  concentration (+5). The base level of the effect of the 
  talisman is 5 higher than the Djinn it will contain, 
  plus the modification listed above. Remember the 
  greater the power of the talisman in containing the 
  Djinn, the greater the ability one will have in 
  controlling it. For every 5 levels of power the 
  talisman is compared to its target, the wielder/creator 
  of the talisman gets +1 to besting the Djinn in the 
  contests of wills. 
   
  Remember the greater the power of the 
  talisman in containing the Djinn, the greater the 
  ability one will have in controlling it. For every 5 
  levels of power the talisman is compared to its target, 
  the wielder/creator of the talisman gets +1 to besting 
  the Djinn in the contests of wills. 
   
  Tribes and associated vis 
  Jinn 
  Auram 
  Jann 
  Terram 
  Marid 
  Aquam 
  Ifrit 
  Ignem 
  Shaitan 
  Auram 
  Ghul 
  Corpus 
   
  Djinn Might and Powers 
   
   
  The Djinn tribes, though greatly changed in 
  nature and power from Djinn of pagan times, are still 
  formidable foes. Only the great Solomon (Suleyman) 
  was ever able to bring them under control, by using 
  his copper and iron ring. In Ars Arabica, Djinn Might 
  is used to allocate power to a Djinni. Djinn Might 
  itself is used in the same way as other Might scores in 
  Ars Magica. It provides a measure of the power of a 
  creatures, a way to regulate mystic powers, determine 
  resistance and penetration, determine effectiveness of 
  spells, and to indicate a source of power. The Djinn 
  are in fact related to the Fay, though today they are 
  more separate and estranged than ever. All Elder 
  Djinn are very powerful, in that they can fly and can 
  choose to become completely invisible, as well as 
  having a greater command of magical arts. Younger 
  Materials and their association with the Djinn, and 
  effects in the lab 
  Cat's Eye 
  +6  
  (Corpus) when binding Ghul 
  Agate 
  +6  
  (Auram) when binding Jinn 
  Jade 
  +6 
  (Aquam ) when binding the Marid
  Emerald 
  +8 
  (serpents) when binding the 
  Shaitan 
  Obsidian 
  +4 
  (Terram) when binding Jann 
  Ruby 
  +6 
  (Ignem) when binding Ifrit 
  Copper 
  +3 
  when binding/summoning Jinn, 
  Jann, or Marid 
  Iron 
  +3 
  when binding/summoning Ifrit, 
  Shaitan, Ghul, or Marid 
  
  20 
  Djinn are generally much weaker because of their 
  distance from Arabia, intermarriage with humans, 
  and the consequences of their Choice.  
   
  Djinn Tribes 
   
  Jinn 
   
   
  The most populous of the Djinn tribes who 
  have sided with Islam, the Jinn accepted the Prophet 
  before any of the other tribes. They have also been 
  the most active in associating with humans and sahir.  
  It has happened that they have also become the least 
  magical, especially outside the Arabian Peninsula and 
  the Holy Land. The Jinn have sought to become 
  faithful followers of the Koran, and may visit a 
  mundane mosque on very special holy days. They 
  also enjoy discussing the Law, and the Koran and 
  will often invite a learned religious scholar of any 
  faith to come and debate with them. There are 
  however famous renegades, who have sided with the 
  forces of evil and corrupting men away from the 
  Koran. It is said that many Jinn travel on carpets that 
  fly, and live in places where the wind never stops. 
  Some can change their appearance to a smoke or 
  mist, a huge eagle, or a strong man or woman.  
   
  Elder Jinn  
  Djinn Might:  35 
  Abilities: 
  • 
  Shapechange to Animal (5) Great 
  Eagle 
  • 
  Communicate with Animals 
  • 
  Prophesy 
  • 
  Flight 
  • 
  Invisibility 
  • 
  Elemental Control (8) - air 
  Spells: Auram Lvl 40 
  Vulnerability to Copper 
   
  Younger Jinn  
  Magic Might:  25 
  Abilities: 
  • 
  Shapechange to Animal - Lion 
  • 
  Insubstantial Form 
  • 
  Elemental Control (5) 
  Spells: Auram Lvl 25 
  Vulnerability to Copper 
   
   
  Jann 
   
  The Jann tribe have been more conservative 
  in their approach to humankind, but have embraced 
  Islam for the most part. They are the most 
  individualistic of the Djinn, yet have almost 
  exclusively sided with the followers of the Prophet in 
  times of danger. The Jann were among the first Djinn 
  that humans came in contact with, for they consider 
  an oasis as perhaps the most beautiful place that 
  exists. Caravans suffered or prospered at their hands, 
  for it is said they could hide an oasis from those who 
  had previously mistreated them or shown disrespect. 
  Powerful Jann can still take the form of a camel, 
  generally white, and travel slowly between oasis 
  under their control. They occasionally will disappear 
  in a cyclone of sand. Their greatest enemies are the 
  Ghul, who lurk in the desert to strike at unwary guest 
  of the Jann, or at the Jann themselves on their travels. 
  Jann will only rarely be found in cities, though many 
  are said to have palaces at their favorite oasis. They 
  often appear as a whirlwind of sand, or as a soldier in 
  order to conceal themselves.  
   
  Elder Jann  
   
  Magic Might:  30 
  Abilities: 
  • 
  Enchanting Music 
  • 
  Shapechange Self to Animal  - 
  Camel 
  • 
  Elemental Control -  (7) earth 
  • 
  Communication with animals 
  • 
  Flight 
  • 
  Invisibility 
  Spells:  Terram Lvl  35 
  Vulnerability to Copper 
   
  Younger Jann  
   
  Djinn Might: 20 
  Abilities: 
  • 
  Insubstantial form 
  • 
  Shapechange to Animal 
  • 
  Elemental Control 
  Spells: Terram Lvl 20 
  Vulnerability to Copper 
   
   
   
  
  21 
  Marid 
   
  The Marid are the fewest in number among 
  the Djinn, and the strongest. It is said that a Marid 
  was the first Djinn, and his brothers began the other 
  tribes. Marid are solitary beings, and often live near 
  the coast. They are masters of the weather, and 
  sailors are careful not to anger these Djinn. They can 
  be seen to travel across water as a waterspout and 
  have been known to wreck ships with the wind and 
  waves they can cause. Many Marid delay their 
  Choice until late in life, staying out of the struggle 
  between Islam and diabolical powers. Indeed, many 
  Marid left the mundane world as a result of the 
  Council, choosing to leave rather than side with the 
  two contesting powers. Iblis, the ancient leader of the 
  Ifrit, is said to have a great hatred of the Marid. 
  Legend says that it was the Marid that prevented the 
  Ifrit and the Shaitan from destroying the Jinn in a 
  great battle after the Council of Choice. A marid may 
  appear as a wise old man or a porpoise, or a horse, 
  leading travelers to wise courses.  
   
  Elder Marid  
   
  Magic Might:  40 
  Abilities: 
  • 
  Glamour 
  • 
  Communicate with Animals 
  • 
  Elemental Control (8)  water 
  • 
  Shapechange to animal - porpoise, 
  horse 
  • 
  Flight 
  • 
  Enchant objects 
  Spells: Aquam 50 
  Vulnerability to Copper/Iron  
   
  Younger Marid  
   
  Magic Might:  30 
  Abilities: 
  • 
  Elemental Control  (6)    water 
  • 
  Shapechange to animal - horse 
  • 
  Insubstantial form 
  • 
  Glamour 
  Spells:  Aquam 25 
  Vulnerability to Copper/Iron 
   
   
   
  Ifrit 
   
  The Ifrit were among the most numerous of 
  the tribes, and the most violently opposed to Islam. 
  Their main homes are in abandoned or desolate 
  places. They seek the violent death of their enemies, 
  and it is rumored that the Old Man in the Mountain is 
  part Ifrit, or has them as allies. Iblis was their great 
  leader who was corrupted by a demon, and led his 
  tribe away from Islam. He nearly destroyed the Jann 
  and many of their human allies in a great battle in the 
  mountains south of Makkah. Only with the massive 
  intervention of the Marid were the Ifrit with their 
  Shaitan and demonic allies defeated. The Ifrit lost 
  most of their host in the battle, though even today 
  they are among the most powerful of the Djinn, with 
  allies both demonic and mundane. The may appear as 
  a soldier, or a great dog. The Ifrit often move across 
  land as a great tornado of dust, or on magical camels 
  made of sand and evil magic. They may also strike as 
  giant serpents or scorpions spitting fire.  
   
  Elder Ifrit  
   
  Magic Might: 30 
  Abilities: 
  • 
  Shapechange to Animal - serpent/ 
  scorpion 
  • 
  Communicate with animals 
  • 
  Flight 
  • 
  Change Size 
  • 
  Curse 
  • 
  Invisible 
  • 
  Elemental Control  (7) - Fire 
  Spells:   Ignem (35) 
  Vulnerability to Iron 
   
  Younger Ifrit  
   
  Magic Might:  20 
  Abilities: 
  • 
  Insubstantial form 
  • 
  Curse 
  • 
  Shapechange Self to animal 
  • 
  Elemental Control (4)  Fire 
  Spells:  Ignem (20) 
  Vulnerability to Iron 
   
   
   
  
  22 
  Shaitan 
   
  The Shaitan are the oldest tribe after the 
  Marid. They are also the longest lived of all the 
  Djinn, with many of their number reaching Elder age. 
  Their home is in the mountains where even the rock 
  and water are hot. They are masters of deception, and 
  can disappear in a cloud of smoke, traveling on 
  clouds of hot air from place to place. They are well 
  known for their pride, and many had human 
  worshipers and slaves in the times before the Prophet. 
  The Shaitan are also the most adept at manipulating 
  the pride of man to turn him away from Allah. 
  Shaitan often seek out a human who is righteous in 
  order to achieve greater glory in turning him away 
  from Islam, seeing that to be a great feat. These evil 
  Djinn often appear as beautiful women, but will 
  retain some part of an animal's form on their body. 
  They often appear as smoke or a jackal, and will use 
  disease as a weapon in many instances. They are 
  often seen as or riding black camels.  
   
  Elder Shaitan  
   
  Magic Might:  25 
  Abilities: 
  • 
  Invisibility 
  • 
  Flight 
  • 
  Curse 
  • 
  Glamour 
  • 
  Elemental Control (6) - air 
  • 
  Shapechange to Animal - 
  Jackal/black camel 
  • 
  Enchant Object 
   
  Spells:  Auram (30) 
  Vulnerability to Iron 
   
  Younger Shaitan  
   
  Magic Might:  15 
  Abilities: 
  • 
  Curse 
  • 
  Insubstantial 
  • 
  Shapechange to Animal - jackal 
  • 
  Elemental Control 
  Spells: Auram (15) 
  Vulnerability to Iron 
   
   
  Ghul 
   
  The Ghul are the most base and depraved of 
  the Djinn. Wholly corrupted by the Infernal powers, 
  these Djinn are at times uncontrollable, driven mad 
  by desires and evil forces that are now part of their 
  nature. The Ghul stalk the trackless wastes of the 
  desert and prey upon the living and the dead. they 
  may only eat what they have killed or what dead 
  creature has not had the name of Allah spoken over 
  it. They are very intelligent, but can behave as 
  animals when in a crazed lust for food. They are very 
  superstitious and consider their hospitality to be 
  inviolable. If offered salt, they will not attack the 
  individual who offered the salt, or his household. 
  Being creatures of the desert, they are bitter foes of 
  the Baduw, and will at times work with the Dhabi. 
  However, fights often erupt between the creatures 
  over the victim. The Ghul often appear as pilgrims 
  and join caravans, then fall upon their hosts if they 
  are not treated with due hospitality. They will also 
  openly attack individuals or small groups. Many 
  Ghul seek out grave sites, and will devour the newly 
  dead or retrieve them for evil sahir or other diabolical 
  masters. The Elder Ghul can actually change 
  themselves to vultures, and follow their mundane 
  cousins to battle fields and dying travelers.  
   
  Elder Ghul  
   
  Magic Might:  25 
  Abilities: 
  • 
  Flight 
  • 
  Curse 
  • 
  Strength 
  • 
  Control Person 
  • 
  Shapechange to animal - vulture 
  • 
  Invisibility 
  Spells: Rego (20), Corpus (25) 
  Vulnerability to Iron 
   
  Younger Ghul  
   
  Magic Might: 15 
  Abilities: 
  • 
  Charm 
  • 
  Strength 
  • 
  Curse 
  Spells:  Rego (10), Corpus (10) 
  Vulnerability to Iron 
   
  
  23 
  Introduction 
   
   
  The aura of power associated with the 
  Catholic Church in Mythic Europe is well known to 
  the magi of the Order of Hermes. The influence of 
  the Divine, termed the Dominion, permeates all areas 
  inhabited by followers of the Church. The Dominion 
  protects those that live within it by dampening the 
  power of the other mystic forces of the world. 
  Faeries, forces of the Devil and magical people and 
  creatures are all restricted by the Dominion in 
  varying degrees. 
   
  The Church is not, however the only 
  religious organization in the world. While the 
  majority of Europe is ruled by its adherents, there are 
  areas where the religions of Judaism and Islam hold 
  sway. From the point of view of gaming, one could 
  simply adopt a strictly monotheistic view when 
  characters enter these areas and assume that the effect 
  of the Dominion does not change. This method, 
  though simple, sacrifices the differences in religions 
  that make them interesting. By varying the effects of 
  the Dominion according to region, Storyguides can 
  keep their troupes on their toes. More importantly, 
  the restrictions of Dominion are a reflection in the 
  attitudes of the populace. As the attitudes of the 
  people change, so should the effects of the 
  environment that spawned them. 
   
  Not having done significant research, I will 
  leave an article on the influence of Judaism to 
  another. I suspect that it would be similar to that of 
  Catholicism. Islam, however, has many differences 
  from Catholicism which affects its influence on the 
  other powers of the world. I will detail these one at a 
  time and intermix some general ideas. 
   
  Infernal 
   
   
  Islam's ideas of Hell are very similar to 
  those of the Church and Judaism's. If anything, Islam 
  is even stricter on its definition of what takes a 
  person from a state of grace. The ways of proper 
  living are very carefully defined within the Koran 
  (even more than in the Torah). Any deviation from 
  these practices is considered to bring one closer to the 
  devil. The only completely unpardonable sin, 
  however, is multitheism. "There is no god but 
  Allah...," anyone denouncing this is considered 
  apostate and worthy of only death. Since the first act 
  of a diabolist is often to accept another god, it takes 
  great care to maintain a diabolic coven within 
  Muslim lands. The finality and fierceness of this 
  attitude is reflected in Islam's power over the 
  Infernal. The vehemence of Moslem people, reflected 
  in the table following, does not mean that they are 
  less susceptible to Infernal influence. Followers of 
  Islam, however, tend to be less forgiving of sins and 
  more intent on removing any trace of the Devil from 
  their midst. 
   
  Faerie 
   
   
  One of the peculiarities of Islam is its 
  relation to the forces of Nature. For the most part, 
  those areas that are mostly Islamic do not intermix 
  with western European Faerie areas. If this is because 
  of some mysterious interdependence between faeries 
  and the Church or a preference of the faeries 
  themselves is unknown. 
   
  Instead of whimsical and enigmatic faeries, 
  Islam interacts with Nature almost exclusively in the 
  form of djinn. Where faeries are spirits of natural 
  places (springs, forests, clouds, etc.) the djinn are 
  spirits of the elements (fire, air, earth, etc.). The 
  Dominion is needed to protect the common folk from 
  the intrusion of faeries. While most mean no harm, 
  malicious faeries abound and playful faeries can 
  easily be destructive; even benign faeries can turn 
  malicious if mistreated. Djinn, in contrast, are 
  haughty creatures, rarely deigning to interact with 
  mortals. Indeed, great sorcerers must work lifetimes 
  to simply contact a single djinn. The common folk, 
  therefore, do not need the protection of religion from 
  these powerful creatures and the strength of Islam 
  does not typically oppose them. 
   
  There are areas where Islam comes in 
  contact with western faeries; this is most notable in 
  Iberia. Since the power of Islam does not usually 
  protect against the more minor spirits of Nature, its 
  followers are often surprised by faeries. More often 
  than not, the adherents of Islam quickly adopt the 
  practices of the local people to defend against these 
  mysterious spirits. Sometimes the folklore is adapted 
  and intermixed with religious practice. 
   
  Magic 
   
   
  Islam shares many tenets with Catholicism; 
  both religions grew from the same tradition. One of 
  these shared tenets is the proscription against using 
  Appendix 1: Islam’s “Dominion” 
  by Peter Hentges 
  
  24 
  magic. Magic is seen to be an instrument of evil. 
  While Catholicism sees this as a danger to the 
  community, Islam views it as a danger to the 
  individual. Indeed, Islam is, overall, a much more 
  individualistic religion. It has no structure of priests 
  and bishops and very little in the way of organized 
  practices. 
   
  Islam's individualism prevents it from 
  exerting the same influence as the Catholic 
  Dominion. This is most noticeable to the magi of the 
  Order of Hermes in its effects on magic, or lack 
  thereof. Only during those actions that bring the 
  holiness of Islam to its many followers, do magi 
  notice an effect similar to that of the Dominion in 
  lands dominated by the Church. The five daily 
  prayers (at dawn, mid-morning, noon, mid-afternoon, 
  dusk and nightfall) bring the level of Islamic 
  Dominion in a city close to that of the Dominion in a 
  Catholic countryside. During fasting periods, the 
  Dominion rises during the day, nearly approaching 
  Catholic levels. The highest Islamic Dominion magi 
  are likely to encounter on a consistent basis is around 
  pilgrims traveling to Mecca. The hajj is one of 
  Islam's most sacred duties and the people undertaking 
  it often undergo ritual cleansing to bring them closer 
  to Allah before beginning their journey. 
   
  Islam's lack of effect on magic should not be 
  interpreted as making it "weaker" or less important 
  than Catholicism. Islam has a long tradition of 
  tolerating mystic influences in their spirituality. In 
  fact, during the 12th and 13th centuries, Sufism, the 
  mystic sect of Islam, enjoyed great popularity. Sufis 
  were often credited with miracles that closely 
  approximate some Hermetic magic. Furthermore, the 
  individualistic nature of Islam, while preventing a 
  broad effect like the Dominion, tends to foster more 
  True Faith among its followers. Also, Islam's secular 
  leaders often have religious authority and can easily 
  make life for those they oppose even more dangerous 
  than the leaders of the Catholic Church can. 
   
  Dominion 
   
   
  This is the most controversial area of 
  interaction. The result of conflicts between religious 
  auras, effectively battles of gods, are probably the 
  reason White Wolf has never discussed this topic. 
  Given the history that is recorded, however, we can 
  make some assumptions about the results of the 
  interaction between the Dominions of Catholicism 
  and Islam from a Medieval viewpoint. 
   
  The jihad, or holy war, of Islam is well 
  known to modern people. On the strength of their 
  faith, which commanded them to bring all people of 
  the Earth into their religion, Arab warriors subdued a 
  geographical area that rivals the greatest empires of 
  history. Only to Europeans did they ever fail in their 
  quest and there they were limited by geography more 
  than ability. Wherever the religion of Islam was 
  planted it flourished and, with a singular exception, 
  could never be completely stamped out. During the 
  period of Islamic expansion, the wave of raiders 
  carried a Dominion much like that of Catholicism. 
  With that power, no force could stand in their way. 
  When other leaders were able to unify the people in 
  faith the spirit of the jihad would return and a power 
  like the Dominion would again sweep over the land. 
   
  History tells us, in no uncertain terms, that it 
  was the followers of the Church who were most 
  successful whenever the two religions met. The 
  crusades, though often failures, were a persistent and 
  powerful force against the Moslem peoples. Where 
  the two religions came into their most direct conflict, 
  in Iberia, it is the Catholics that came out on top. 
  Indeed the Catholic forces were able to completely 
  remove the influence of Islamic religion from the 
  peninsula by A.D. 1502. One can, therefore, 
  demonstrate that Catholicism is the more persistent 
  influence. This is the case because of the structure of 
  the Catholic Church which, like the Mercurian cult 
  that led to the Order of Hermes, puts great store in 
  ritual and has a highly organized structure for the 
  dispensation of power. The mass, in which followers 
  of the Church ingest the body and blood of Christ, 
  serves to anchor the power of the Dominion in the 
  people and as they move, carry it with them. 
   
  Islam's individualism, as we have noted 
  before, leads to a higher occurrence of True Faith 
  among its followers but leaves them without the 
  consistent benefits of the Dominion. The strength of 
  the jihad is founded on the number of individuals 
  with True Faith in the forces. No amount of faith, 
  however, will sustain life in a body without a head 
  and the inevitable defeats of war lessen the divine 
  strength of the jihad. Without the ability to convert 
  new followers, Islam would never have expanded as 
  far as it did. 
   
  When the two auras, or their followers come 
  into conflict, the hairiest of situations arise. If you 
  choose that one side's effects dampen the others you 
  are ranking the power of the gods, not always a 
  desirable situation. My solution is to not set them 
  directly in opposition to each other. Both gods, after 
  all, desire the same thing for their followers and are 
  above the conflicts of mortals. This is not to say the 
  gods do not play a role in the struggle. Those of True 
  Faith on both sides of any kind of conflict between 
  the religions receive appropriate bonuses and may 
  call for miracles normally. The results of this, given 
  the characteristics of the Dominions detailed above, 
  will likely be that a force of Moslems will win a 
  particular battle but that the settlers following the 
  
  25 
  Christian force will eventually supplant any influence 
  of Islam. Indeed, the general failure of the Crusades 
  may be attributed to the lack of settlement following 
  the Christian advances. 
   
  The interaction given here is, obviously, not 
  a modern perspective. If it were true, the entire world 
  would be Catholic. (If you think this interaction is 
  controversial, 
  imagine 
  the 
  one 
  arising 
  from 
  Protestantism!) 
  From 
  a 
  medieval 
  standpoint, 
  however, it is a model that fits the history that is 
  recorded. The Church is the most powerful single 
  organization in Mythic Europe. If they face any foe 
  with a dedication of faith and the support of their 
  followers, they will win. This is important for the 
  magi of the Order of Hermes to remember. 
   
  Interaction Chart 
  Level 
  of 
  Islam 
  Magic Faerie Infernal Dominion Islam
  1-2 
  0 
  0 
  - 
  * 
  + 
  3-4 
  0 
  0 
  2- 
  * 
  + 
  5-6 
  -/2 
  0 
  3- 
  * 
  + 
  7-9 
  - 
  - 
  x 
  * 
  + 
  10 
  x 
  x 
  x 
  * 
  + 
    
  * The religions do not oppose each other 
  directly. Those with True Faith may call 
  for miracles normally and may affect 
  those of the opposing faith normally. 
  + Add rating of the place to rolls. 
  - Subtract the rating of the place from rolls. 
  If there is a number in front of the -, 
  multiply the penalty by that number 
  before applying it. -/2 means the penalty 
  is halved before being applied. 
  x Power does not function in this area. 
  Other powers affect Islam in the same manner the 
  Divine areas. See page 73 of the 2nd edition rules. 
  Basically, from a magus' perspective, Islam 
  generally leaves you alone at low levels but will 
  duplicate the Dominion's effect at high levels. 
    
   
  Some examples of Islam Levels: 
  Countryside 
  0 
    
  Village 
  0 
    
  City 
  0-1 
  Population of 
  12,000 or more 
  practicing Moslems
  Major City 
  1-3 
  Granada, Cairo, 
  Cordova, Baghdad, 
  Damascus, etc. 
  Mecca 
  5-7 
  Depending on 
  proximity to 
  Mosque 
  Mosque 
  7-
  10 
  Depending on 
  importance of 
  Mosque and area in 
  Mosque 
  During 5 prayers 
  +1   
  Days of fast 
  +2 
  Highest point, 
  reached at noon. 
  Cumulative with 
  daily prayers. 
  On pilgrimage 
  +1 
  Per every 
  approximately 20 
  pilgrims in group. 
  (Very localized 
  effects.) 
    
   
  
  26 
  Note: All instance of Genjii from the original text have 
  been changed to Djinni for purposes of consistency. 
   
   
  The faeries of the East, djinni appear in 
  many forms with many powers.  Unlike the Western 
  faeries, who embody a medley of woods and brooks, 
  animals and hillsides, these beings draw their power 
  from the pure Elements, Air, Water, Earth and Fire.  
  As pure beings, they lack the mecurial nature of other 
  faeries.  Instead, they are severe, purposeful and 
  proud.  They pursue their amusements with deliberate 
  hedonism, in the luxurious pleasure-domes of their 
  hidden cities. 
   
  Although innumerable variations of djinni 
  exist, the race has certain features in common.  Most 
  look like muscular, well-formed humans, with limbs 
  trailing off into wisps of smoke, cloud or water.  
  Djinni come from five tribes, Red, Golden, Green, 
  Blue, and Royal Black.  Their skin color matches 
  their tribe, although the Royal Black djinni are 
  actually a deep shade of violet.  No djinni needs 
  water, food or air to survive, although all djinni enjoy 
  all three. 
   
  Every djinni has a secret name, which 
  controls its soul.  These creatures become pitifully 
  helpless when their names are known.  Anyone who 
  speaks a djinni’s name may cast spells at it with a 
  +30 on all Magic Rolls.  Furthermore, by inscribing a 
  djinni’s name on a lamp, ring, bottle or other 
  receptacle, one can trap a djinni within the object.  It 
  remains within until someone rubs the lamp, wears 
  the ring, opens the bottle or otherwise deliberately 
  uses the device.  If the djinni bargains for its release, 
  an unbreakable faerie magic keeps it from breaking 
  its word, but this same magic compels the bargainer 
  to obey the terms of the agreement. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The djinni divulge their names only to their 
  most trusted sorcerers, for use in beneficial spells.  
  Many a dying djinni learns that potent magic offers 
  his only hope to survive.  Therefore, through corrupt 
  magicians and clever spies, True Names have leaked 
  out.  Certain ancient tomes contain the names of 
  djinni, and a number of demons claim to have such 
  lore.  An Intéllego spell (with a form appropriate to 
  the djinni’s element) to uncover this information 
  would be a 40th level ritual and would require some 
  physical token from the djinni in question.  
  Understandably, the djinni seek vicious revenge on 
  anyone who pries after their names. 
   
  Appendix 2: The Djinni 
  Appendix from the back of “The Sorcerer’s Slave” adventure 
  
SOURCE: textdata/thevault/Ars Magica [multi]/To sort/Ars Magica - Ars Arabica.pdf