The Path of Suleiman

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Path of Suleiman

  • Source: The Jinni
  • Affinity: Conjuration
  • Attribute: Social
  • Effects: Arcane, Earth, Fire, Shadow, Water, Wind, Sacred, Spirit
  • Titles: Magus
  • Favored Races: Phoenix
  • Favored Nations: Anansie, Sultanate of Hinde

History and Flavor Text

The path of sorcery was crafted in the ancient past by the sorcerer king Suleiman, one of the wisest and most respected rulers recorded in the Daena. Suleiman learned powerful summoning rituals which allowed him to call upon the jinni (singular jinn or djinn), the elemental spirits who existed in the lands around him and who plagued and pestered his people. Suleiman bound these djinn, and once he learned their secrets, called upon the rulers of the djinn. Treaties and rituals were created, whereupon someone who knows the proper invocations may call upon the djinn to aid them, and in exchange the mortal will pay respect to the djinn, or perform favours the djinn require. This balance of obligation and respect is deeply ingrained into those who practice this path of sorcery, and magus who do not show proper respect find themselves faced with powerful enemies among the djinn.

The Path of Suleiman is intricately intertwined with the Taw’hid. Those who follow this religion revere Suleiman as gifted with divine wisdom by Al-Batin. Respect is paid to the djinn and their servants, who are always petitioned in Suleiman’s name. In return, the djinn summoned follow the laws and customs of the Taw’Hid when they manifest, or when a practitioner of the path visits them in their native realms. Behind these customs is a complex system of respect, gift-giving, and exchange of favours. The Church of Joshua often finds this reverence a little too close to worship for their tastes, but as the djinn seem to follow a path similar to that of the Joshuite faith, the path is not prohibited by the Church of Joshua.

Apprentices are trained in the wisdom of the daena, and are expected to follow the traditions laid out in the book of faith. Knowledge of the names and ranks of the djinn are deeply ingrained into the student, and once the magus is satisfied with the apprentice’s training, they are allowed to call upon a familiar known as a jahi. Once a jahi has been successfully summoned, the apprentice is accepted as a magus.

Obligation (Drawback)

Each time the magus performs an invocation, they accrue a point of obligation. Obligation represents a debt owed to the djinn, and the greater the debt, the more these powerful entities will ask of the magus in the future. Obligation can be reduced by performing acts of respect and contrition to the djinn, through the bestowment of gifts upon the servants of the djinn, prayers in the name of the djinn, or simply be accepting any task offered by the djinn themselves. Once a Hero’s Obligation surpasses their Socialize + Diplomacy, no further spells are possible until the magus has reduced their Obligation down to zero. Gifts offered to the djinn provides –1 obligation for every 3 Resources the gift is worth. Prayer on behalf of the djinn provides –1 obligation for every (5 x Growth) minutes spent in prayer. Performing a task at the request of the djinn completely removes the Hero’s obligation, regardless of how much the magus may have. If the magus forgoes the use of magic from sunrise to sunset as a show of respect and contrition to the djinn, their obligation decreases by a single point.

Benefits of the Path of Suleiman

Growth 0

  • The first act of a magus is to summon their jahi, an elemental familiar, from the courts of the jann. A jahi is a female elemental spirit, who acts as an emissary for the magus to the jann, petitioning them in the name of their master for the favours to be called. Without the jahi to act as a go-between, the magus has no method of calling upon the jann and can not perform invocations. Calling a jahi requires an urn, containing the element of the jahi that the magus wishes to summon. The ritual to call the jahi requires a Results Roll (Social + Diplomacy), and takes one hour. The magus pays (Difficulty) Essence at the end of the hour, when the roll is made. The Potency of the roll creates a pool which can be expended to improve the familiar. The jahi must be chosen from the list of elements below, and gains a Merit and additional Powers dependant on the type of jahi the magus has decided to summon. All Merits use the familiar’s Growth or Might unless stated otherwise. Once summoned, the familiar bonds with the magus, allowing the Hero to gain a number of additional benefits from the jahi. The magus has control of most aspects of the familiar, but this control is not total. Benefits provided below from the familiar can be invoked as a Free Action, and as long as the jahi and the magus are within the same realm, cannot be blocked through magical means.
Trait Initial Points Bonuses
Attribute Points 4 + (4 x Growth) 1 Potency 1 bonus point
Size –6 1 Potency +1 or –1 Size
Skill Points Diplomacy 1, Presence 1, 10 + (10 x Growth) 1 Potency 6 bonus points
Talents None 1 Potency 1 Talent
Powers Flight, Incorporeal, Spirit, Tongues 2 Potency 1 Power
This jahi is immune to poisons and diseases. It does not need to breathe, drink, or eat.
Jahi Powers Familiar Merit
Marid Aura (Water) Blessing of Water (Instant Action, Scene): At request, the magus can become infused with the essence of water. The magus is refreshed, as if they had drunk their fill of water. The magus is capable of breathing underwater, and can move through water at their full speed. Anything carried by the magus is protected from the damaging properties of water. The magus can protect up to (Growth) additional people with this Merit, by having the jahi spend one additional Essence per person protected for the Scene. The jahi may extend the duration of this Merit immediately, paying the Essence Cost at the beginning of the next Scene without interruption.
Qareen Aura (Wind) Blessing of Wind (Instant Action, Scene): At request, the magus can become infused with the essence of air. The magus’s lungs are filled with fresh air, and they are immune to suffocation for the Scene. They magus can fly at (Might) Speed by expending a Free Action each Round. The magus can grant flight to up to (Growth) additional people with this Merit, by having the jahi spend one additional Essence per person blessed for the Scene. The jahi may extend the duration of this Merit immediately, paying the Essence Cost at the beginning of the next Scene without interruption.
Ifrit Aura (Fire) Blessing of Fire (Instant Action, Scene): At request, the magus can become infused with the essence of fire. The magus can no longer be burned or harmed by the sun or heat, and any equipment carried is also immune to fire and heat. The magus can protect up to (Growth) additional people with this Merit, by having the jahi spend one additional Essence per person protected for the Scene. The jahi may extend the duration of this Merit immediately, paying the Essence Cost at the beginning of the next Scene without interruption.
Ghul Aura (Shadow) Blessing of Shadow (Instant Action, Scene): At request, the magus can become infused with the essence of shadow. The magus recovers from, and becomes immune, to poison and disease. The magus is also given the means to see things plainly, causing (–Growth) Potency to all illusions and glamours that the magus happens to see. This also reduces the effectiveness of disguises or stealth when used against the magus. The jahi may extend the duration of this Merit immediately, paying the Essence Cost at the beginning of the next Scene without interruption.
Sila Aura (Earth) Blessing of Earth (Instant Action, Scene): At request, the magus can become infused with the essence of earth. The magus gains (+Might) Speed, and ignores all Speed penalties caused by terrain. The magus is capable of crossing marshy or swampy surfaces without being hindered. The magus can grant this ability to up to (Growth) additional people with this Merit, by having the jahi spend one additional Essence per person blessed for the Scene. The jahi may extend the duration of this Merit immediately, paying the Essence Cost at the beginning of the next Scene without interruption.
  • Command: In most relationships between the magus and the jahi, the bond between the two creates a form of companionship – the familiar wants to obey the Hero, and will fulfil the spirit of any request, rather than simply the letter of the request given. The jahi always knows the intent behind any request, and what the magus truly wishes accomplished. Jahi who are mistreated, however, may become grudging and mischievous, and when commanded tend to ignore the spirit of the order, subverting it by following a strict or twisted interpretation of the command given – whichever would further aggravate the Hero.
  • Augment Magic While the jahi is within (Magus’ Might) metres of the Hero, invocations are augmented. The magus gains (Jahi’s Growth) bonus dice on all spells and Benefits from the Path of Suleiman.
  • Duplicate Spell When performing an invocation with Target (Self), the magus can spend one Essence to have the spell effect duplicated upon the jahi at the same Potency. In addition, when the magus has cast a spell, they may increase the Essence Cost by one to have the jahi ‘learn’ the spell. At any point before the following day’s sunrise, the jahi may cast the spell, using their own traits. If the magus uses this benefit again, the jahi forgets the old spell, and ‘learns’ the new spell cast.
  • Re-Summon If a jahi is slain or banished, the magus can summon it once again and draw it back to them. The Hero must gain a Potency equal to the familiar’s Might to summon them successfully. If the jahi is destroyed, a new one may be summoned, but manifests at beginning Potency.
  • Telepathy The familiar and magus have an intimate bond with one another, allowing one to share their thoughts and senses with the other regardless of distance while in the same realm. The jahi immediately understands the intent and desires of the magus, as well as anything the Hero senses or feels, while the magus can only sense the thoughts, senses, and sensations the familiar sends to them.
  • Share Essence The magus may spend the jahi’s Mana in addition to their own Essence. This is uncomfortable for the jahi, as it is also sacrificing the familiar’s vitality. If needed, however, the Hero may grant the familiar access to their own Essence, allowing the jahi to heal. Either the familiar or magus can draw out an amount of Essence or Mana equal to their own Might per Round.

Growth 1

  • Seal of Suleiman (5 DP, Requires Growth 1)
    • The magus learns how to craft a seal. This is a carved circle inlaid with rare elements and built into a surface. The seal requires the magus to design and craft the seal by making a Results Roll (Physical + Occultism). The materials required cost (Difficulty) Resources, and takes (Potency) days to craft. This seal has a (Might + Potency) Hardness and is permanent until it is destroyed. When used for Conjuration spells, the magus gains (Potency) Additional Successes on the invocation roll. The seal does not improve as the magus increases in Growth, the magus must create a new seal if they wish to make a stronger one.

Growth 3

  • Invocation of Suleiman (10 DP, Requires Growth 3)
    • When performing an invocation which uses the Earth, Fire, Shadow, Water, or Wind Effect, the magus may spend 2 Essence and invoke the name of Suleiman, increasing the casting time by one Action. The Effect gains (Growth) Potency.

Growth 5

  • Binding of Suleiman (15 DP, Requires Growth 5)
    • The magus seals off an Entity by using either the seal or sigil of Suleiman and performing potent binding and banishing rituals. Once the Entity crosses into the seal, or touches the sigil, the magus spends 3 Essence and makes a Passive Roll (Spiritual + Occultism) as a Full Round Action, and gains (Actions Sacrificed) Additional Successes to the roll. This roll is made against the Entity’s Resolve, allowing the Entity to use Integrity as an Active Defence.
    • The Entity loses (Potency) Initiative, and if this does not reduce the Entity’s Initiative Trait to 0, the magus must choose to either continue the binding the following Round, or release the Entity. Releasing the Entity restores their Initiative, while continuing the binding forces the magus to pay the Essence Cost each Round, and make a new Passive Roll. Initiative loss from each consecutive Round is cumulative. If within a seal, the Entity may not cross the seal’s borders. If touched by a sigil, the Entity’s body is bonded to the sigil. This condition persists until the magus decides to release the Entity. Once the Entity’s Initiative is reduced to 0, they are bound within the seal or by the sigil indefinitely, providing the following:
    • From this point on, the magus may ask questions of the Entity at any time. Only one question may be asked each Round, and requires the expenditure of one point of Essence. The Entity is forced to answer the question wholly and truthfully.
    • The magus may bargain with the Entity. The magus can ask for anything the Entity is able to provide, and in return, the magus can offer anything they are capable of granting. Any bargain made is enforced by the binding ritual – the Entity will attempt to fulfil their end of the bargain to the best of their ability, and the magus is expected to do the same. Conditions and penalties are often provided as part of the bargain, and these penalties are enforced by the power of the binding – death, loss of magic, maiming, and other such penalties can be enforced upon the magus by the Entity to ensure the Hero does not attempt to cheat the bargain. Due to the power of the binding, the Entity can not cheat their end of the bargain.
    • The magus may release the Entity. The Entity is bound by any bargains made, and is also bound to not act against the magus for one year and one day. The magus is also under the same obligation (as listed under sigil of Suleiman, below). The Entity is otherwise free to act as they please, limited by any bargains made.
    • The magus may dismiss the Entity. The Entity is immediately banished to their native realm unharmed. Dismissing an Entity frees it and the magus of all bindings and bargains, and the magus is not protected from retaliation if the Entity can find a way to act against them.
    • The magus may leave the Entity within the seal, or held by the sigil. This prevents the Hero from using the seal or sigil for any other purpose, and a new seal or sigil will need to be made. The Entity is immobilised, held in place until the binding agent is destroyed. This may, in theory, take days or centuries, as the Entity is incapable of harming the binding agent themselves. The magus can return at any time to question, bargain, release, or dismiss the Entity, as the Hero sees fit.

Growth 7

  • Sigil of Suleiman (20 DP, Requires Growth 7)
    • The magus learns how to craft the sigil of Suleiman. This is an amulet or ring worn by the Hero, used to bind spirits. The magus makes a Results Roll (Mental + Occultism) to craft the seal, which has a (Difficulty) Resource Cost. It takes (Potency) hours to craft the sigil, which has a (Potency + Might) Hardness. When faced with an Entity, the magus may attempt to touch them with the seal. If the Entity comes into contact with the seal, the magus can spend 4 Essence to make a Passive Roll (Social + Occultism) against the Entity’s Resolve. The Entity may use Integrity as an Active Defence. If successful, the Entity must obey (Potency) command by the magus, as if the magus had summoned the Entity themself. The Entity is released at sunset the following day regardless of how many commands are given. Once released, the Entity and the magus may not act against each other for a year and a day. Acting against the Entity results in the magus losing access to invocations for (Entity’s Might) months.