Bohemian Rhapsody
Current Saga Year
1271 AD
       
Saga Mythic Europe Ordo Hermei Lusus
       
General Rules
  Khuddam  
  Sahir Summoning Spell Invention  
  Hermetic Virtues and Flaws for Sahirs  
  Al-Iksir & Art-specific Issues  
  Solomonic Laboratory Specialization  
     

Khuddam
The Cradle & The Crescent
(TC&TC, 41) provides rules for Khuddam: servent jinn that have permanently enchanted bonds with a sahir, similar to that of a Hermetic familiar. Unlike the process for familiars, however, a sahira may establish bonds with multiple jinn. In most respects, there is no confusion about which bond traits apply to a given situation, as most apply to casting spells through a jinni, and that jinni's bond is the only applicable bond. In the case of a laboratory activity, the bond which applies is that from the jinni summoned for that laboratory season.

However, Safety applies also to situations involving summoning and Fatra Bayna, which can arise in situations that do not utilize a particular jinniya. The brief rules segment in TC&TC does not clarify how to handle such situations. For the Bohemian Rhapsody Saga, the following clarification will be used. First, only a single bonus to Safety can ever apply to a roll; multiple bonds with Safety bonuses may not be applied. Secondly, for a Khadim Safety bonus to apply, the jinniya must be summoned and actively serving the sahir. This is automatically possible where the cause of the potential botch was a spell cast through a particular jinni. For other situations, the Khadim Safety bonus may be applied if the jinniya is summoned and actively assisting the sahira with her magic, even if that assistance does not directly apply to a particular die roll (for example, while summoning a different spirit). Such a service counts toward the maximum number of bound jinn.

 

Sahir Summoning Spell Invention
The Cradle and the Crescen
t (TC&TC, 39) states that the lab total used to develop summoning spells is the Solomonic Astrology lab total (even if the sahir in question doesn't have Solomonic Astrology). For general summoning spells this makes no sense whatsoever, although it does make sense in a special case. The issue arises because sahirs can create two distinct types of summoning spells. One type of summoning spell does not require the True Name of an entity (although it does require either some other Arcane Connection or the presence of the entity in the lab for at least part of the season). The other type of summoning spell requires that the True Name of the entity be known.

For the Bohemian Rhapsody Saga, the first type of summoning spell will be developed using the applicable Summoning Art lab total, using the appropriate (Realm) Lore as the applicable Ability. Solomonic Astrology is applicable, however, when converting the True Name of a jinn into a specific summoning spell. As noted in TC&TC, if a True Name is known, it may be converted into a specific summoning spell for that entity, as if it were a level 5 effect. This process uses the Solomonic Astrology lab total, as noted.

True names can be researched using (Realm) Lore. Five (5) points of experience can be converted into knowledge of a True Name, as the process is described in RoP:D (20) and RoP:I (34), and a bonus point of experience in (Realm) Lore is acquired when a True Name is fully discovered (thus, the net diversion of experience from (Realm Lore) to a True Name is four points). This is the most common method of learning True Names, and may be the only practical method of learning the True Name of a powerful entity.

True Names may also be learned through use of Solomonic Astrology. A Solomonic Astrology Ritual spell with Base 4 and Thorough Detail (thus, level 15) may be used to determine the True Name of an entity. The spell must penetrate the entity's Magic Resistance. The spell must be cast in the presence of the entity, or the sahir must possess an Arcane Connection to the entity.
(Note that this application of Solomonic Astrology may or may not be successful on an Infernal target, as the Limit of the Infernal still applies.)

 

Hermetic Virtues and Flaws for Sahirs
The Cradle and the Crescen
t (TC&TC, 30) notes that some Hermetic Virtues may be appropriate for sahir characters to take as Supernatural Virtues, but gives no details or examples. For the Bohemian Rhapsody Saga, the following adaptation rules will apply:

Major Virtue Solomonic Name Notes
Diedne Magic   n/a
Elemental Magic   n/a
Flawless Magic   n/a
Flexible Formulaic Magic   rare, but allows the sahir to vary the Parameter of a naranj, with a corresponding change in level
Gentle Gift   functions as normal
Life-linked Spontaneous Magic   n/a (unless & until Spontaneous Magic is integrated into Solomonic Magic)
Major Magical Focus   doubles the Solomonic Art or Sihr, as applicable to the focus, which must be a narrow application of a single Art:
   
Sihr   for the purpose of a single Solomonic Art (i.e. summoning strength should be calculated separately)
Alchemy   enhancing qualities; diminishing qualities; purifying; transforming
Astrology   premonitions; perceiving properties; perceiving information
Physic   diseases; wounds; Fatigue & Personality Traits; Characteristics & aging
Storytelling   emotions & mental states; actions; memories; illusions & images
Travel   a specific Realm
Mercurian Magic   n/a
--- Umayyad Magic allows the sahir to compel a summoned jinni to a service, at the cost of one or more Long-term Fatigue levels (regained normally)
   
Length of Service Fatigue Levels
week or less   One
month   Two
season   Three
year   Four
Mythic Blood   Replace the Minor Magical Focus with a Puissant [Art] Virtue; the sahir may avoid loss of up to two Fatigue levels from casting
Secondary Insight   anytime the sahir gains experience in a summoning Art, he also gains 1 point of experience in each of two Solomonic Arts; anytime the sahir gains experience in a Solomonic Art, he gains two points of experience in a summoning Art
--- Subtle Solomonic Magic allows the sahir to disguise Ritual naranj of all Solomonic Arts with the corresponding Ability
     
Minor Virtue Solomonic Name Notes
Adept Laboratory Student   functions as normal
Affinity with Art   functions as normal
Cautious Sorcerer   functions as normal
Cyclic Magic (positive)   functions as normal
Deft Form Deft [Art] allows the sahir to disguise Ritual naranj of the specific Art with the corresponding Ability
Enduring Magic   n/a
The Enigma  

n/a

Faerie Magic Yatu Magic as noted in TC&TC & allows sahir to use Solomonic magic with any summoned Faerie, not merely jinn
Fast Caster   functions as normal
Free Study   adds +3 to the Source Quality when learning from Jinn
Harnessed Magic   n/a
Heartbeast   n/a (but technically possible, as the Initiation into Heartbeast does not require the Gift be Opened to Hermetic Magic, or indeed may not require the Gift at all)
Hermetic Prestige   although unlikely, this is technically possible, as this is really a Social Virtue
Inoffensive to Animals   functions as normal
Inventive Genius   functions as normal
Life Boost   functions as normal
Minor Magical Focus   n/a, due to structure of Solomonic magic
Magical Memory   functions as normal
Mastered Spells   n/a (although incorporating spell mastery into Solomonic magic would be a possible avenue of integration)
Method Caster   functions as normal
Personal Vis Source   functions as normal (this should really be a General Virtue)
Puissant Art   functions as normal
Quiet Magic   n/a, due to structure of Solomonic magic
Side Effect   functions as normal
Skilled Parens   functions as normal
Special Circumstances   functions as normal
Study Bonus   functions as normal
Subtle Magic   (see new Major Virtue above)
Verditius Magic   n/a

Similarly, some Hermetic Flaws may be adapted for Sahirs:

Major Flaw Solomonic Name Notes
Blatant Gift   functions as normal
Chaotic Magic   n/a (unless & until Spontaneous Magic is integrated into Solomonic Magic)
Deficient Technique Deficient [Art] applies to a single Solomonic Art, for which all casting and lab totals are halved, but not Study totals; Sahir must be capable of using the Solomonic Art to which this Flaw applies
Difficult Longevity Ritual Difficult Elixir lab totals towards the Elixir are halved; Sahir must be capable of making an Elixir in order to take this Flaw
Magic Addiction   functions as normal
Necessary Condition   functions as normal
Painful Magic   functions as normal
Restriction   functions as normal
Rigid Magic   functions as normal
Short-ranged Magic   n/a
Study Requirement   functions as normal
Twilight Prone Fatra Bayna Prone functions as normal
Unstructured Caster   functions as normal
Waster of Vis   functions as normal; includes vis used in bargains
Weak Magic Resistance   functions as normal; Sahir must know the Parma Magica to take this Flaw
Weak Spontaneous Magic   n/a (unless & until Spontaneous Magic is integrated into Solomonic Magic)
     
Minor Flaw Solomonic Name Notes
Careless Sorcerer   functions as normal
Clumsy Magic   n/a
Creative Block   functions as normal
Cyclic Magic (negative)   functions as normal
Deficient Form   n/a, due to structure of Solomonic magic
Deleterious Circumstances   functions as normal
Difficult Spontaneous Magic   n/a (unless & until Spontaneous Magic is integrated into Solomonic Magic)
Disjointed Magic   n/a
Disorienting Magic   functions as normal
Flawed Parma Magica   functions as normal; Sahir must know the Parma Magica to take this Flaw
Hedge Wizard   n/a (this should really be a Social Flaw)
Incompatible Arts   n/a
Infamous Master   functions as normal (this should really be a Social Flaw)
Limited Magic Resistance   the Sahir lacks Magical Defenses related to a single Solomonic Art
Loose Magic   n/a
Offensive to Animals   functions as normal
Poor Formulaic Magic   functions as normal
Short-lived Magic   n/a
Slow Caster   functions as normal
Susceptibility to Divine Power   functions as normal
Susceptibility to Faerie Power   functions as normal
Susceptibility to Infernal Power   functions as normal
Unimaginative Learner   Sahir subtracts 3 from rolls when studying jinn
Unpredictable Magic   functions as normal
Warped Magic   functions as normal
Weak Enchanter   Sahir halves lab totals when creating Bindings

 

Al-Iksir and Art-Specific Activities
The Cradle and the Crescen
t (TC&TC, 41) states that "any of the traditional Solomonic Arts" may be used to create Al-Iksir. This is inappropriate and will be handled differently in the Bohemian Rhapsody Saga. Al-Iksir is a Solomonic Physic + Medicine activity; no other Solomonic Arts are applicable. This does mean that unGifted sahirs who lack Solomonic Physic are incapable of creating Al-Iksir for themselves (just as unGifted sahirs who lack Solomonic Alchemy are incapable of extracting vis from an Aura).

Similar statements such as those regarding Initiating the Arts, which specify that Solomonic Travel is not necessary for an activity based on Solomonic Travel (pg42), should also be ignored. Solomonic Travel is the governing Art for any initiatory activity. This does mean that only a sahir with Solomonic Travel, Gifted or unGifted, may initiate someone into a Solomonic Art. Note that many sahirs possess an innate talent (Virtue) for a particular form of Solomonic Magic, and thus do not require initiation to learn that particular talent. Solomonic "families" may desire to initiate children who do not display a native talent, or who lack a native talent for summoning, and this is the most common application of the initiation process. Gifted practicioners are valued for their ability to initiate any of the Solomonic Arts.

This tendency in TC&TC to give sahirs a "pass" on issues that would legitimately restrict a similar activity in any other tradition is one of the significant flaws in TC&TC. UnGifted practicioners, whatever their tradition of magic, are not the equal of Gifted practicioners.

A related issue, although inexplicably inverted, is the assignment of Solomonic Storytelling to the Seeking & Scouring lab activities. These activities should use the appropriate summoning Art, not Storytelling (ref. other summoning Arts or Abilities which have similar functions). Despite the applicability of (Area) Lore to the lab total, the summoning Art is applicable. As a result, all sahirs should be capable of this activity.

 

Solomonic Laboratory Specialization
The Cradle and the Crescen
t (TC&TC, 38) includes a brief summary of Solomonic laboratories and some specific rules for handling them, but does not address laboratory specialization (per Covenants, ch 9). The following rules adaptations will be adopted for the Bohemian Rhapsody Saga.

First, all of the primary characteristics of a Hermetic laboratory are applicable to a Solomonic laboratory. Thus, a Solomonic laboratory also has Size, Refinement, General Quality, Upkeep, etc. All of the rules and laboratory trait modifications for laboratory characteristics in Covenants also apply to Solomonic laboratories and activities, with the exception of specific changes noted in TC&TC, such as the mechanisms for setting up a new lab and reducing its penalties for Solomonic Arts.

The principles of labwork apply to Solomonic laboratories, although the application of those principles may require adaptation. This is especially true with regard to the principle of Sympathy. An underground lab may be beneficial to the Hermetic Art of Terram, but that does not necessarily mean that an underground lab has any special sympathetic relevance to any Solomonic Art. However, there may be areas of sympathy that are more relevant to Solomonic magic than they are to Hermetic magic. Social features, for example, may be of greatly increased value for Solomonic Storytelling, compared to their value or detriment to various Hermetic activities. The same is also true for many Aesthetic features, which in addition to improving the appearance of the lab, may provide sympathy for Solomonic Storytelling.

Some care must be used with regard to Safety and Warping and the use of the charts for Hermetic Experimentation and Disasters. Solomonic magic is very different from Hermetic magic, and thus the possible results are different.

 

Solomonic Activities
Solomonic laboratories have eight applicable activities which may benefit from specialization:

Solomonic Activity   Hermetic reference
Experimentation   Experimentation
Khuddam   Familiars
Bindings   Items
Al-Iksir   Longevity Ritual
Naranj   Spells
Teaching   Teaching
Texts   Texts
Taqqa Manipulation   Vis Extraction
     

These activities are roughly equivalent to Hermetic activities, which are cross-referenced for each. Applicable lab traits from Covenants may be used directly for reference (i.e. Superior Lighting will grant a +1 specialization in Texts for a Solomonic laboratory, just as it would for an Hermetic lab, and Superior Equipment will grant a +1 specialization in Taqqa Manipulation for a Solomonic laboratory, just as it would grant a +1 in Vis Extraction for an Hermetic lab.


Solomonic Arts
Solomonic magic has far fewer Arts than Hermetic magic; there are only six available Arts in which to specialize:
Summoning Solomonic Astrology Solomonic Storytelling
Solomonic Alchemy Solomonic Physic Solomonic Travel
     

Each Solomonic laboratory may have up to two activity specializations (just as with Hermetic laboratories), and up to two Art specializations (fewer than allowed for Hermetic laboratories, because of the reduced number of applicable Arts), for a total of up to four specializations.

Although Solomonic Arts have no direct cross-references to Hermetic Arts, there are some rough correlations which may be useful in adapting laboratory traits from Covenants.

Hermetic Art Solomonic Art
Intellego   Astrology
Rego   Summoning, Travel
Animal, Corpus, Mentem   Physic
Imaginem, Mentem   Storytelling
Aquam, Auram, Herbam, Ignem, Terram   Alchemy
Vim   Summoning, Travel
     

Again, it must be emphasized that these are not direct cross-references. Not every trait that grants a potential specialization in Intellego is adaptable to a specialization in Solomonic Astrology, for example. Each trait should be considered on a case-by-case basis.


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Guide Icon
Guide for Players
(pdf)
a two-page quck guide to the basic stuff for those who are new to Ars Magica
 
 
Guide Icon
Summary of Hermetic Guidelines
(pdf)
a listing of all guidelines for Hermetic Magic as applicable to the Bohemian Rhapsody Saga