TEXT: THE MAGIC
  OF ARABY
  By Adam Graham
  
  THE MAGIC
  OF
  ARABY
  A supplement for 2nd Edition Warhammer Fantasy Role Play
  Version 1.0
  By 
  Adam Graham
  Special Thanks To 
  Jackdays
  Inspired By
  Warmaster By Games Workshop
  &
  Warhammer Armies Araby
  http://battlereporter.freeforums.org/araby-warhammer-fantasy-battle-army-book-pdf-t2374.html
  This document is completely unofficial and in no way endorsed by Games Workshop Limited. 
  Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, 
  the Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games 
  Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, 
  Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, 
  the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, 
  Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, 
  names, races, race insignia, characters, vehicles, locations, units, artefacts, illustrations and images 
  from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2008, 
  variably registered in the UK and other countries around the world. Used without permission. No 
  challenge to their status intended. All Rights Reserved to their respective owners. 
  
  INTRODUCTION
  The creation of this guide is a result of what happened when a I wanted to add a Arabyan sorcerer with a 
  Genie to my campaign and one didn't exist in official or unofficial supplements.   Yes, that's all I needed,  
  one single Magi with a Marid Genie, and this is what I ended up with.  The Maji wasn't even going to be a 
  big part of my campaign, but you can be damn sure he is now!  My wife says this is just a result of my  
  OCD, needing everything to be explained even when it wont be included.  Maybe she's right, but 
  whatever the cause this is what I had when I was done.
  While creating this piece I attempted to stay with an Arabian flair to the whole work, while still remaining 
  true to the Warhammer setting.  I tried to include what little official information exists on Araby which 
  mainly comes from the Warmaster game.  Also of great use was the player made supplement for 
  Warhammer Fantasy Battle: Warhammer Araby.  Unfortunately neither of these sources really go into 
  much on the way a Maji is to use a Genie to power their spells, only that they do.  So I made it all up the 
  way I liked.
  The Maji Career path is very similar to the Wizard Career path while the Djinn themselves are much like a 
  glorified Familiar.  As a Maji requires a Genie in order to cast spells a very unique magical atmosphere is 
  added to the setting.  One that I think is both fun and interesting to use and play.   Though this material 
  was written for my use as a GM it is completely suitable for player use, especially in the southern 
  regions of the Old World.
  Use of this what you will, keep what you like and change what you don't, but by all means enjoy it.
  Adam 
  
  MAGIC IN THE
  LAND OF ARABY
  MAGIC IN ARABY
  Manipulating magic is quite difficult in the lands of 
  Araby as the winds of magic blow weakly across 
  the land.  Therefore Maji have turned to binding 
  the elemental spirits of the land, known as Djinn, 
  to various devices and use their magical essence 
  in order to cast their spells.  This strange way of 
  magic  does  however make  Maji  the  undisputed 
  masters of magic in their land as Color Wizards 
  find it incredibly difficult to work their art.  In fact 
  the only type of magic that is reliable in the region 
  other than  Djinn magic is Dark magic.  For the 
  foul energies of Dhar permeate the lands of Araby 
  as well as they do in any other.
  COLOR & DIVINE MAGIC
  On the occasions that a Wizard from the northern 
  lands come to Araby they find that their spells are 
  much  more  difficult  to  cast.   Whenever  one 
  attempts  to  cast  a  spell  from  one  of  the  eight 
  Lores of Magic, or any Divine Lore, all Channeling 
  Tests become Hard (-20%) and a penalty of -2 is 
  applied to each Casting Die rolled.  
  These  penalties  apply  equally  to  all  Ritual  and 
  Lesser Magic spells as well, though Petty spells 
  are unaffected as they draw so lightly upon the 
  winds of magic that there exists enough energies 
  to sustain their effects.
  CHAOS MAGIC
  Dark magic is not hampered in Araby as is color 
  magic  for  the  sluggish  blowing  of  the  magical 
  winds allows for pools of Dhar to form more easily. 
  The  only hindrance  to  a  Chaos  Sorcerer,  other 
  than execution by beheading if caught, is in the 
  summoning of Daemonic creatures.  
  When  casting  any  spell  that  summons  forth  a 
  Daemon all required Casting Rolls are increased 
  by  4,  and  once  summoned  the  Daemon  must 
  succeed  an  Instability  Test  for  each  minute  it 
  exists or else it will lose its hold on the mortal 
  world and slip back into the Realm of Chaos.
  NECROMANCY
  The foul art of Necromancy is harnessed as easily 
  in Araby as anywhere else in the Old World due to 
  its reliance on the availability of Dhar.  In fact the 
  binding  of  Djinn  originated  with  the  Priests  of 
  ancient Nehekhara, though these foul sorcerer's 
  bound lesser daemons (which they called Djinn) 
  as opposed to elemental spirits.
  Of  course,  as  in  most  all  civilized  cultures, 
  Necromancy is officially forbidden and those who 
  practice  its  corrupt  art  are  hunted  down  and 
  beheaded.  It is whispered that in times past the 
  Grand Sultan has authorized certain court wizards 
  to study this fell magic as a means of protection 
  from the dreaded lands of the dead to the east.  If 
  this practice still continues it is vehemently denied 
  by those in power.
  QHAYSH
  Qhaysh,  or  true  magic,  is  unaffected  by  the 
  weakening of the winds of magic in Araby.  This is 
  due  to  it  drawing  upon  multiple  winds  at once 
  allowing  its  practitioners  to  gather  enough 
  energies for their spells.
  MAJI ABROAD
  Maji  who  journey  outside  of  Araby  toward  the 
  north find that their way of magic works perfectly 
  fine for them.  As long as a Genie is bound to their 
  Artifact of Binding they have a solid link to the 
  mortal word and thus the Maji is able to conjure 
  his spells as normal.  There does however exist 
  the unfortunate situation that outside of Araby a 
  Genie is considered a Daemon.  This of course 
  causes the Witch hunters to pursue them without 
  mercy.  
  3
  
  THE ARABYAN
  MAJI 
  MAGIC IN ARABY
  Manipulation of magic in the land of Araby is 
  much  more  difficult  then  other  parts  of  the 
  Old  World  as  the  land  lies  so  far  removed 
  from  the  world's  northern  pole,  the  greatest 
  source of the magical winds that blow across 
  the Old World.  As such the Maji of the region 
  have taken to binding the elemental spirits of 
  the desert known as the Djinn.  It is through 
  these mystical beings that the Maji of Araby 
  are able to work their magical art to a degree 
  of  power  that  is  rivaled  by  all  but  the  most 
  accomplished Wizard Lords. 
  SIFR
  The  life  of  a  Sifr  is  one  of  preparation  in 
  dealing  with  Djinn  and  deep  study  into  the 
  ways of building and enchanting  the devices 
  with  which  to  bind  them.   These  objects, 
  commonly referred to as Artifacts of Binding 
  by  their  creators,  range  from  pieces  of 
  intricate jewelery fashioned from crystals and 
  precious metals, to containers such as small 
  boxes,  bottles,  and  most  famously,  lamps. 
  Once  this  task  has  been  mastered  and  the 
  would-be  Maji  has  succeeded  in  enchanting 
  their own Artifact of Binding they are ready to 
  set out and bind a Genie.
  -Sifr Advance Scheme-
  Main Profile
  WS BS
  S
  T
  Ag
  Int
  WP 
  Fel
  -
  -
  -
  -
  +5%
  +10%
  +15%
  +10%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  -
  +2
  -
  -
  -
  +1
  -
  -
  Skills: Academic  Knowledge  (Djinn),  Academic 
  Knowledge  (Magic),  Channeling,  Common 
  Knowledge  (Araby),  Magical  Sense,  Read/Write, 
  Speak  Arcane  Language  (Magick),  Speak 
  Language  (Arabyan),  Speak  Language  (Djinn), 
  Trade (Jeweler, or  Tinker)
  Talents: Elemental Attunement  or Dealmaker, 
  Petty Magic (Djinn), Schemer or Suave
  Trappings: Trade Tools (Jeweler or Tinker)
  Career Entries: Artisan, Scribe, Student
  Career Exits:  Apprentice Wizard, Artisan, Maji, 
  Scholar
  MAJI
  A Maji's first task is to journey into the land of 
  Araby and seek out a Genie to bind into service. 
  This  is  a  dangerous  quest  as  it  is  to  be  done 
  without the accompaniment of a teacher.  Though 
  the aspiring Sorcerer may enlist the aid of others 
  as long as it is they who bind the Genie with no 
  outside  magical  aid.   Once  a  Genie  has  been 
  bound  the  Maji  may  then  begin  learning  to 
  enhance their magical prowess.
  -Maji Advance Scheme-
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  +5%
  -
  -
  +5%
  +10% +20% +25%
  +20%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  -
  +3
  -
  -
  -
  +2
  -
  -
  Skills: 
  Academic
   
  Knowledge
   
  (Djinn), 
  Academic  Knowledge  (Magic),  Channeling, 
  Charm  or Intimidate,  Common  Knowledge 
  (any  two),  Gossip  or  Heal,  Magical  Sense, 
  Outdoor  Survival  or Search,  Perception  or 
  4
  
  Trade (Jeweler  or Tinker) Read/Write, Ride  or 
  Swim,  Speak  Arcane  Language  (Magick), 
  Speak  Language  (any  two),  Speak  Language 
  (Djinn)
  Talents: 
  Elemental  Attunement
   or 
  Keen 
  Senses,  Arcane  Lore  (Djinn),  Fast  Hands  or 
  Very  Resilient,  Lesser  Magic  (Bind  Djinn), 
  Mighty Missile or Orientation, 
  Trappings: Artifact of Binding
  Career Entries: Sifr
  Career Exits: Explorer, Majus, Scholar
  Note: A Maji may not learn spells from the Lore of 
  Djinn until they have successfully bound a Genie 
  to their Artefact of Binding.
  NEW TALENT: ELEMENTAL 
  ATTUNEMENT
  Description: Maji draw their magical power from 
  the elements as opposed to the winds of magic 
  and are therefore able to perceive the forces of 
  the  elements  as  opposed  to  the  Aethyr.   This 
  talent  affords  them  a  bonus  of  +10%  to  their 
  Magical Sense and Channeling Skills as they are 
  more  attuned  to  these  energies  and  therefore 
  more able to manipulate them. 
  MAJUS
  If a Majus is not a teacher of magic on Sorcerer's 
  Island  they  will  many  times  have  the  ear  of  a 
  Sheikh or Caliph as their authority over magic and 
  the Djinn is highly respected.  As the counsel of a 
  Majus is often sought on all matters of importance 
  by political leaders their position is one of great 
  authority.
  -Majus Advance Scheme-
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  +10%
  +5%
  -
  +10% +15% +30% +35% +30%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  -
  +4
  -
  -
  -
  +3
  -
  -
  Skills: 
  Academic  Knowledge  (any  two), 
  Academic  Knowledge  (Djinn),  
   Academic 
  Knowledge  (Magic),  Channeling,  Charm  or 
  Command,   Common  Knowledge  (any  two), 
  Gossip
   or 
  Intimidate,  Heal
   or 
  Outdoor 
  Survival,  Magical  Sense,  Read/Write,  Search 
  or Trade  (Jeweler  or Tinker)Speak  Arcane 
  Language  (any),  Speak  Arcane  Language 
  (Magick), Speak Language (any three)
  Talents:
   Elemental  Attunement
   or 
  Fast 
  Hands,  Etiquette  or Very  Resilient,  Heal  or 
  Mighty  Missile,  Lesser  Magic  (any  two), 
  Meditation or Orientation
  Trappings: Bound Genie with 7 advances
  Career Entries: Maji
  Career Exits: Wise One, Politician, Scholar
  WISE ONE
  Considered  masters  of  the  forces  of  magic 
  and the Djinn a Wise One is a person of great 
  respect  and  importance  in  nearly  any 
  community.   They  are  almost  always  in  the 
  service of a Sultan as a trusted adviser and 
  due  to  this  they  often  times  believe 
  themselves  to  be  above  the  law.   In  which 
  case many of them very nearly are.
  -Wise One Advance Scheme-
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  +20%
  -
  +5% +15% +20% +35% +40% +35%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  -
  +5
  -
  -
  -
  +4
  -
  -
  Skills: Academic  Knowledge  (any  three), 
  Academic  Knowledge  (Djinn),  Academic 
  Knowledge  (Magic),  Channeling,  Charm  or 
  Command,  Common  Knowledge  (any  three), 
  Gossip or Intimidate, Heal or Search, Magical 
  Sense,  Read/Write,  Speak  Arcane  Language 
  (any two), Speak Language (any four), Trade 
  (Jeweler or Tinker)
  Talents: 
  Elemental
   
  Attunement
   or 
  Coolheaded, Etiquette or Mighty Missile, Fast 
  Hands  or Hardy,   Lesser  Magic  (any  two), 
  Meditation or Menacing
  Trappings: Best Quality Robes, Bound Genie 
  with 15 advances
  Career Entries: Majus
  Career Exits: Scholar
  5
  
  BINDING 
  &
  COMMANDING DJINN
  ARTIFACT'S OF BINDING
  The magical device a Maji uses to bind a Genie's 
  spirit into their service is known as an Artifact of 
  Binding.  These intricately crafted items are most 
  often created as small boxes or bottles, though 
  they  can  be  fashioned  into  most  any  type  of 
  container.  Large jewelry, such as an amulet, is 
  also capable of sustaining a Genie's soul however 
  in this case the majority of the object must be 
  made of crystal.
  The  apprentice  years  of  a  Maji  is  when  the 
  knowledge  of  crafting  these  strange  magical 
  creations  is  learned.   Each  one  is  a  psychic 
  representation of the Sifr who creates it and it can 
  take many months, if not years, to complete their 
  construction.
  Artifacts of Binding are always objects of artistic 
  skill with intricate arcane runes of power worked 
  into their surface.  They are often fabricated from 
  rare woods, metals, and stones though this is not 
  required.   What  is  required  is  that  the  raw 
  materials used be free any psychic residue other 
  than those of the artifact's creator. 
  Once an aspiring Maji has completed their Artifact 
  of Binding they may then set out in conquest of 
  binding a Genie to their service.  Once such a 
  creature is bound to their artifact they may then 
  begin the learning of spells from the magical lore 
  associated with said Genie.
  Once a Genie is bound to an Artifact of Binding 
  they are no longer limited to residing in areas of 
  dense elemental power.  Their spirit is bound to 
  the artifact itself which now acts as the source of 
  power they require to remain linked to the mortal 
  realm.   The  Genie  may now  exist  freely in  the 
  physical world as long as their Artifact of Binding 
  remains near.   Should they stray to far from it 
  (more than a half mile) they will lose their hold on 
  the  physical  world  and  be  forced  back  to  the 
  Artifact of Binding they are linked to as if they had 
  failed an Instability Test.
   
  Djinn  are  capable  of  entering  and  exiting  their 
  Artifact of Binding as a Full Turn Action.  While 
  within they are able to restore any Wounds they 
  have suffered at a rate of 1 Wound per hour.
  If a Genie's Artifact of Binding is destroyed they 
  will have lost their link to the elemental energies 
  required  for  their  manifestation  into  the  mortal 
  world and will therefore be banished back to the 
  nearest such natural area of power as if they had 
  failed an Instability Test.  If the Genie is within 
  their Artifact of Binding when it is destroyed it 
  usually carries no consequence, however if it is 
  purposefully destroyed by their master the Genie 
  will be permanently slain.
  BINDING A GENIE
  The process of binding a Genie into service is not 
  all that difficult, though it can be time consuming. 
  First an unbound Genie must be located which 
  requires  a  bit  of  research  as  to  where  the 
  elemental energies that sustain their existence are 
  strong at the time.  Since these pockets of energy 
  tend to shift across the land they are rarely in the 
  same location from year to year.  However, as the 
  study of such energies are of interest to the Maji 
  their  movements  are  plotted  by  those  at  the 
  School of Sorcery on Sorcerer's Island.
  Once a location of the desired elemental power is 
  discerned the Maji will strike out on a quest to find 
  themselves a genie.  This can take from weeks to 
  months  depending  upon  the  location  of  the 
  elemental saturation point and the type of Genie 
  desired.  The simplest of Djinn to find are often the 
  Jann as they are nomadic entities that roam the 
  Great  Desert  of  Araby  following  the  elemental 
  energies as they move across the continent.  The 
  6
  
  Marid can be more difficult as they are creatures 
  of the sea and other large bodies of water, often 
  dwelling in natural caves and grottoes beneath the 
  surface of the water.  The Ifrit on the other hand, 
  who fortunately for Arabyans are the rarest of the 
  Djinn, can usually be found causing trouble near 
  or around small communities and caravan routes. 
  Following such stories of strife can usually lead a 
  Maji right to them.
  When found it is then that the hopeful Maji must 
  determine exactly how they are going to bind their 
  future Genie.  Most Djinn are willing to be bound 
  into service as it grants them the benefit of being 
  allowed to move beyond the source of elemental 
  energies that sustains them offering many of them 
  a relief from boredom.  Unfortunately not all Djinn 
  feel this way, Ifrit being the prime example.
  If a Genie is approached diplomatically,  and an 
  agreement can be reached for service through the 
  use of the Charm Skill, all that will be required is 
  to  seal  the  deal  on  whatever  terms  are  agreed 
  upon and then cast the Lesser Magic spell  Bind 
  Djinn on the Genie who will be treated as a willing 
  target.  On the other hand if the Genie is unwilling 
  to  be  bound,  or  threats  are  made  through  the 
  Intimidate  Skill  in  order  to  cower  them  into 
  service, the Genie will be allowed a Will Power 
  Test to resist the spell of binding.
  COMMANDING A GENIE
  The manner in which the Genie is put into service 
  is  what  will  set  the  tone  for  the  relationship 
  between  them  and  the  Maji  who  bound  them. 
  Those  who  serve  willingly  (through  the  Charm 
  Skill) will  serve  as  asked,  always  attempting to 
  perform their tasks to the best of their abilities for 
  the  benefit  of  their  Maji.   These  types  of 
  relationships  between  Genie  and  Maji  are 
  considered to be more of a loyal friendship than 
  anything else.
  A Genie who was intimidated or otherwise forced 
  into  service  must  be  commanded  to  perform 
  nearly every act on their masters behalf through 
  use  of the  Intimidation Skill.   Such Genies  will 
  often attempt to pervert their master's command if 
  they feel they can do so without notice.  Maji that 
  Intimidate their Genie receive a bonus of +20% to 
  their  attempts  to  do  so  as  the  threat  of  being 
  forced  back  into  their  Artifact  of  Binding  and 
  permanently destroyed is a great motivator.  
  If a Maji who made a deal with a Genie on terms of 
  service should start to go back on the agreement 
  reached (whatever it was) they will need to make 
  Charm Tests in order to get their Genie to perform 
  as desired.  Prolonged breeches of the terms of 
  service will begin to cause such tests to become 
  Intimidation Tests.  Should the Maji ever claim the 
  Intimidation Bonus by threatening to destroy the 
  Genie  the  relationship  will  have  become 
  irreparable requiring all further commands to be 
  threats.
  On occasion an Artifact of Binding comes into the 
  hands of one who is not a Maji.  Although rare 
  such cases do exist.  When this occurs those who 
  are in possession of the artifact may command the 
  Genie  bound  to  it  through  either  a  successful 
  Charm or Intimidation Skill Test.  The bonus to 
  intimidation is not granted unless the user knows 
  they can destroy the Genie if they wanted to.
  Obviously those who are not a Maji cannot use the 
  Genie to cast spells though they can command 
  them to use their own powers and abilities on their 
  behalf.  There is a much believed rumor that a 
  Genie can grant its master wishes.  Unfortunately, 
  this is not true.
  MULTIPLE  DJINN
  A Maji may only ever have a single Genie bound to 
  their service at any one time as their psyche is 
  linked to their Genie thorough the creation of the 
  Artifact of Binding.  Possessing a second Artifact 
  of Binding weakens this link causing both to fail 
  almost immediately.  Furthermore, the Djinn are 
  very jealous of their master, even those who serve 
  through fear.  It would take great power in order to 
  keep one or more bound Djinn from attempting to 
  destroy one another at any opportunity.
  LOSS OF A GENIE
  Should a Maji's Genie be destroyed by combat or 
  some  other  circumstance  the  Genie  will  be 
  banished back into their Artifact of Binding where 
  they  will  need  to  regenerate  their  form.   This 
  requires 24 hours plus an additional hour for every 
  Wound the Genie has when at full health.  During 
  this time the controlling Maji will be unable to use 
  their Genie for spell casting purposes. 
  If through some  series  of  unfortunate  events  a 
  Maji  should  happen  to  lose  their  Artifact  of 
  Binding, or if he willfully destroyed it to kill his 
  Genie, they may make a new one.  The process of 
  creating and binding a new Genie is the same as 
  before and the new Genie to be bound must be of 
  the same type as was had previously.  Otherwise 
  the Maji will be unable to cast the spell of their 
  lore.
  7
  
  THE MYSTICAL
  DJINN OF ARABY
  DJINN
  The Djinn are supernatural entities of elemental 
  force in a similar way that Daemons are entities of 
  Chaos.  Though technically a Genie is capable of 
  existing  in  any  natural  environment  they  are 
  predominately found in the lands of Araby, for in 
  ancient times Maji of the region discovered ways 
  in which to bind them to various devices thereby 
  allowing them a permanent anchor in the physical 
  world.   Without  these  Artifacts  of  Binding  the 
  further a Djinn travels north,  even should it be 
  across its native element, the far greater power of 
  the magical winds begin to deteriorate the Genie's 
  link  to  the  elemental  force  that  sustains  them. 
  Though  the  southern  pole  has  a  much  lesser 
  influence on the winds of magic traveling too far in 
  that direction can also have the same effect.
  Being a spiritual force of magic Djinn are immortal 
  creatures in the same way as Daemons.  If a Genie 
  is destroyed their spiritual essence will return to 
  their source of elemental energy where it will heal 
  over time.  Once it is fully regenerated it may again 
  return to the physical world.
  In appearance Djinn are very much like humans, 
  and in fact the Jann often confused for them.  The 
  Marid have an unnatural skin tone that gives them 
  away  while  an  Ifrit,  who  has  a  lower  body 
  comprised  of  what  can  only  be  described  a 
  burning smoke, could never pass for human.
  ASPECTS OF THE DJINN
  There are three aspect of the race of Djinn: the 
  Ifrit, the Jann, and the Marid.  
  Djinn do not have an actual career associated with 
  them nor may they choose to enter into one.   The 
  only way Djinn can gain xp is when they are in the 
  service of a Sorcerer.  Djinn gain xp at a rate equal 
  to  one  half  of  that  of  their  master  and  may 
  advance their profile as normal.  When choosing 
  to advance Skills a Djinn may elect to take any 
  skill they have access to repeated times in order 
  to gain mastery if they desire.  The only way an 
  advanced Djinn would be encountered not bound 
  to a master is if they where once bound and then 
  set free.
  NEW TALENT: ELEMENTAL  AURA
  Description: Djinn are made of the very essence 
  of elemental energy which protects them when 
  they are in the mortal world.  Any time a non-
  magical  weapon  hits  a  Genie,  the  Genie's 
  Toughness Bonus is treated as though it were 
  increased by +2.  Additionally, the Genie's own 
  attacks  are  considered  to  be  magical.   Lastly, 
  Djinn are completely immune to the effects of 
  disease, poison, and suffocation.
  IFRIT
  The Ifrit are Djinn forged form the element of fire, 
  and they are by far the most temperamental of all 
  their kind.  It is not unheard of for them to fly off 
  into fits or rage and terrorize those they come into 
  contact  with.   In  fact  almost  all  negative  and 
  fearful sentiments the denizens of Araby harbor 
  toward Djinn are due to the Ifrit.
  An Ifrit's upper body is human in appearance while 
  their lower body  is made of mystical smoke.  They 
  have an almost burnt reddish hue to their skin 
  color and fiery red hair.  Their eyes seem to be 
  comprised  of  smoke  and,  as  said  before,  their 
  personality is quite aggravated.
    
  Though  the  Ifrit  are  magical  warriors  who  will 
  wade into combat with great fury they are also 
  content to use their command over fire to blast 
  and burn their enemies.
  8
  
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  30%
  20%
  35%
  30%
  30%
  30%
  30%
  25%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  14
  3
  3(5)
  6
  4
  -
  -
  Skills: Common Knowledge (Araby), Dodge Blow, 
  Intimidate,  Magical  Sense,  Perception,  Speak 
  Arcane  Language  (Djinn),  Speak  Language 
  (Arabyan), Speak Language (Djinn)
  Talents: Elemental Attunement, Elemental Aura, 
  Hoverer, Frenzy, Menacing, Night Vision, Specialist 
  Weapon Group (Great Weapon)
  Special Rules: 
  •
  Ball of Fire: As a full action an Ifrit may 
  hurl  a  flaming  Ball  of  Fire at  an  enemy 
  within 24 yards  (12  squares).  This is a 
  Strength 4 attack and treated as a  magic 
  missile.  
  •
  Fire Immunity: As an aspect of the element 
  of fire an Ifrit is immune to all flame attacks 
  be they, magical or mundane.
  •
  Instability:  Djinn are not so solidly linked 
  to the Old World as are mortals, and may 
  sometimes  be  forced  back  from  whence 
  they came if a battle goes against them. 
  Any round in which a Genie is injured in 
  melee  combat  but  fails  to  inflict  any 
  Wounds in return, it must succeed at a Will 
  Power  Test  or  be  banished  back  to  the 
  elemental source which sustains them, or 
  their  masters  Artifact  of  Binding  for  24 
  hours.
  •
  No Legs: An Ifrit has no legs as their lower 
  extremities are comprised of smokey fire. 
  Therefore  their  Move  Characteristic 
  represents  their  Hover  Move  as  they 
  cannot walk. 
  Armor: None, Loincloth made of chain or scale 
  Armor Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Great Scimitar
  Slaughter Margin: Challenging
  IFRIT CAREER ADVANCEMENT
  The advancement of an Ifrit is part mystical and 
  part  warrior.   For  even  though  they  are  often 
  consumed with battle lust in combat they love to 
  see their enemies blackened and burned by the 
  fires they command.
  -Ifrit Advance Scheme-
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  +30%
  -
  +30% +25% +30% +30%
  +30%
  +20%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  +2
  +5
  -
  -
  -
  -
  -
  -
  Skills:  Common Knowledge (any), Dodge Blow, 
  Intimidate,  Read/Write,  Speak  Arcane  Language 
  (Djinn), Speak Language (any)
  Talents:  Lightning  Parry,  Frightening,  Quick 
  Draw, Menacing, Sixth Sense, Strike Mighty Blow, 
  Will of Iron
  Special Abilities:
  •
  Aid Casting: A Djinn with this ability is able 
  to  lend  a  portion  of  their  Magic 
  Characteristic  to  their  master's  Spell 
  Casting  Rolls.   Each  time  this  ability  is 
  taken the Genie's master may add a bonus 
  of +1 to the Casting Roll when casting any 
  spell from the Lore of Djinn.  This ability 
  may be  taken up  to  3 times,  for a total 
  Casting Roll bonus of +3.  This bonus does 
  not apply if the Genie is residing in their 
  Artifact of Binding during the casting of 
  the spell. 
  •
  Flaming Weapons: All of your Ifrit's non-
  ranged  attacks  are  treated  as  flaming 
  attacks.   This  adds  +1  damage  to  their 
  attacks as well as requires their target to 
  succeed an Agility Test or catch fire when 
  wounded  by  the  attack.   The  flames 
  generated  by  this  ability  are  considered 
  non-magical fire once the victim is burning 
  and  therefore  may  be  extinguished  by 
  normal means.
  •
  Fiery Aura: As a full turn action the Ifrit 
  bathes  himself  in  an  aura  of  magical 
  flames for a duration of 1 minute (6 turns). 
  All those engaged in close combat against 
  him must succeed an Agility Test each turn 
  or catch fire.
  •
  Molten Touch: As a full turn action your 
  Ifrit may melt away nearly any substance 
  with his touch.  This ability will effect non-
  living objects, or parts of an object, up to a 
  weight of 200 encumbrance.
  •
  Spontaneous  Combustion: As  an  action 
  requiring 2 full rounds an Ifrit may cause 
  any  flammable  object  or  area  within  16 
  9
  
  yards (8 squares) and up to 10 cubic yards 
  (5x5x5 squares) in size to be consumed in 
  normal flames.  This ability may not target 
  the  living  (or  undead)  however  such 
  persons may be within the confines of the 
  area that is put to fire and would therefore 
  be exposed to a large sized (Strength 5) 
  fire attack as per WFRP page 136.
  •
  Strengthen  Anchor: If  both  a  Genie  and 
  their master infuse their Artifact of Binding 
  with  a  portion  of  their  own  life  force 
  (resulting in a permanent loss of 1 Wound 
  each)  the  link  between  the  two  will  be 
  greatly increased.   The benefit of this is 
  that  the  Genie  no  longer  suffers  from 
  Instability unless their Artifact of Binding 
  is in the possession of someone other than 
  their master.
  NEW Weapon:  GREAT SCIMITAR
  Great  Scimitar: A two-handed  variant  of  the 
  scimitar commonly used by the Sultan Guards of 
  Araby. 
  Cost: 3gc
  Enc: 150
  Group: Great Weapon
  Damage: SB 
  Qualities: Impact
  Availability: Very Rare, Average in Araby
  JANN
  Jann  are  the  most  common  type  of  Djinn  and 
  therefore the easiest to find for they are aspects of 
  the Great Desert of Araby itself.  As  such they 
  require  the  least  amount  of  concentrated 
  elemental force to sustain them, at least as long as 
  they remain in the Great Desert.  
  The Jann themselves are the least magical of all 
  Djinn though what the lack in magical prowess 
  they more than make up for in martial skill.  It is 
  said that in ancient times it was the fighting style 
  of the Jann in which the sisters of the Cult of 
  Shamshir based their deadly art. 
  Jann are the only Djinn that form communities, 
  both with themselves and the nomadic tribes of 
  the  desert, though it is  not entirely understood 
  why they do this.  Nevertheless when coupled with 
  their human appearance Jann are often mistaken 
  for the desert nomads they pretend to be when 
  encountered  by  those  unknowledgeable  about 
  their race.  
   
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  35%
  25%
  35%
  30%
  35%
  30%
  30%
  35%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  14
  3
  3(5)
  5
  4
  -
  -
  Skills:  Common  Knowledge  (Araby),  Disguise, 
  Dodge Blow, Magical Sense, Navigation, Outdoor 
  Survival,  Perception,  Speak  Arcane  Language 
  (Djinn),  Speak  Language  (Arabyan),  Speak 
  Language (Djinn)
  Talents: Elemental  Attunement,  Ambidextrous, 
  Elemental  Aura,  Night  Vision,  Orientation, 
  Specialist Weapon Group (Scimitar)
  Special Rules: 
  •
  Instability:  Djinn are not so solidly linked 
  to the Old World as are mortals, and may 
  sometimes  be  forced  back  from  whence 
  they came if a battle goes against them. 
  Any round in which a Genie is injured in 
  melee  combat  but  fails  to  inflict  any 
  Wounds in return, it must succeed at a Will 
  Power  Test  or  be  banished  back  to  the 
  elemental source which sustains them, or 
  their  masters  Artifact  of  Binding  for  24 
  hours.
  •
  Pass  for  Human: The  Jann  have  spent 
  many centuries in close contact with the 
  nomadic  tribes  of  the  Great  Desert  of 
  Araby  and  are  knowledgeable  enough 
  about their culture to blend in with them 
  unnoticed.
  •
  Quality Weapons: The Scimitars of a Jann 
  are  treated  as  Magical,  Best  Quality 
  weapons while they wield them.
  Armor: None, Robes and a Turban
  Armor Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: 2 Scimitars
  Slaughter Margin: Challenging
  JANN CAREER ADVANCEMENT
  As  a  nomadic  warrior  the  advancement  of  the 
  Jann career is almost purely martial.  A Jann loves 
  nothing more than to bedazzle their enemies with 
  their martial prowess, often showing off in combat 
  to the point of toying with their adversary before 
  moving in for the kill.  A swordsman who can best 
  one of these supernatural warriors in combat is a 
  mighty blade master indeed.
  10
  
  -Jann Advance Scheme-
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  +40%
  -
  +40% +20% +40% +10%
  +20%
  +20%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  +2
  +7
  -
  -
  -
  -
  -
  -
  Skills: Common Knowledge (any), Dodge Blow, 
  Intimidate, Read/Write, Scale Sheer Surface, Silent 
  Move, Speak Language (any)
  Talents: Disarm,  Lightning Reflexes,  Menacing, 
  Quick  Draw,  Sixth  Sense,  Strike  Mighty  Blow, 
  Rover, Strike to Injure, Unsettling, Will of Iron 
  Special Abilities:
  •
  Aid Casting: A Djinn with this ability is able 
  to  lend  a  portion  of  their  Magic 
  Characteristic  to  their  master's  Spell 
  Casting  Rolls.   Each  time  this  ability  is 
  taken the Genie's master may add a bonus 
  of +1 to the Casting Roll when casting any 
  spell from the Lore of Djinn.  This ability 
  may be  taken up  to  3 times,  for a total 
  Casting Roll bonus of +3.  This bonus does 
  not apply if the Genie is residing in their 
  Artifact of Binding during the casting of 
  the spell. 
  •
  Blade of the Sands: Your Jann's weapon 
  attacks  become  infused  with  the 
  unforgiving power of the desert requiring 
  those  damaged  by  them  to  succeed  a 
  Toughness  Test  or  be  reduced  to  only 
  taking a half action on the following round.
  •
  Lucky Charm: This ability is the same as 
  the  Familiar  Ability  of  the  same  name 
  described in RoS page 191.
  •
  Martial Savior: Such is the speed of a Jann 
  with their scimitars that if they are within 1 
  yard (adjacent square) of their master they 
  may  attempt  to  parry  a  weapon  attack 
  directed at their master as a free action 
  once per round.  This free parry does not 
  count against the Jann's normal limit of a 
  single parry per round.
  •
  Strengthen  Anchor: If  both  a  Genie  and 
  their master infuse their Artifact of Binding 
  with  a  portion  of  their  own  life  force 
  (resulting in a permanent loss of 1 Wound 
  each)  the  link  between  the  two  will  be 
  greatly increased.   The benefit of this is 
  that  the  Genie  no  longer  suffers  from 
  Instability unless their Artifact of Binding 
  is in the possession of someone other than 
  their master.
  •
  Unyielding  Apparel: The  clothes  of  your 
  Jann, of which are normally a light robe 
  and a small turban, become imbued with 
  protective enchantments granting 2 Armor 
  Points  to  all  covered  locations.   This 
  enchantment  only  effects  clothes  your 
  Jann is personally wears. 
  NEW Weapon: SCIMITAR
  Scimitar: A Single edged sword with a curved 
  blade made for slashing attacks.  The scimitar is 
  a  light,  and  quick  weapon  capable  of  being 
  wielded in either hand quite effectively, as such 
  they are often used in pairs.  
  Cost: 2gc 10s
  Enc: 30
  Group: Scimitar
  Damage: SB-2
  Qualities: Balanced, Fast
  Availability: Very Rare, Common in Araby
  MARID
  The  final  aspect  of  Djinn  are  the  Marid,  the 
  mystical beings of the sea.  The Marid are almost 
  always female in terms of appearance having soft 
  greenish-blue skin tones, with white or yellowish 
  hair, and a reserved, yet often moody, demeanor.
  The  Marid disdain martial combat and will only 
  engage in such if forced.  They prefer to work their 
  magical  abilities  to  weaken  and  confuse  their 
  enemy, while calling on the powers of the sea to 
  crush them if need be.
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  25%
  20%
  20%
  30%
  35%
  35%
  40%
  35%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  1
  12
  2
  3(5)
  4(8)
  4
  -
  -
  Skills: Academic Knowledge (Magic), Channeling, 
  Charm,  Common  Knowledge  (Araby),  Magical 
  Sense,  Perception,  Speak  Arcane  Language 
  (Djinn),  Speak  Language  (Arabyan),  Speak 
  Language (Djinn), Swim
  11
  
  Talents: 
  Elemental
   Attunement,  Coolheaded, 
  Elemental Aura,  Fast Hands, Night Vision
  Special Rules: 
  •
  Instability:  Djinn are not so solidly linked 
  to the Old World as are mortals, and may 
  sometimes  be  forced  back  from  whence 
  they came if a battle goes against them. 
  Any round in which a Genie is injured in 
  melee  combat  but  fails  to  inflict  any 
  Wounds in return, it must succeed at a Will 
  Power  Test  or  be  banished  back  to  the 
  elemental source which sustains them, or 
  their  masters  Artifact  of  Binding  for  24 
  hours.
  •
  Lore of the Sea: The Marid are proficient 
  spell casters and are capable of casting 
  spells from the Arcane Lore (Djinn – Marid 
  only) as a normal Maji by using themselves 
  as the required Genie.  While a Marid is in 
  the process of casting a spell their masters 
  may not use them for casting purposes, if 
  they attempt to do so both of their spells 
  will fail.
  •
  One with the Sea: As a Genie of the sea a 
  Marid is not only able to breath underwater 
  normally but is also quite at home while 
  moving  through  the  water  and  therefore 
  such  travel  is  at  double  their  normal 
  movement.   Furthermore,  the  Marid  are 
  capable of walking on top of the water as if 
  it were dry ground at the same speed as 
  they are able to move through it.
  Armor: None, Flared pants and a tight fitting vest
  Armor Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Magic
  Slaughter Margin: Challenging
  MARID CAREER ADVANCEMENT
  Marid advance their abilities almost exclusively as 
  a magical career.  While most of their abilities are 
  aimed  at  increasing  the  magical  power  of  their 
  Master.
  -Marid Advance Scheme-
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  +10%
  -
  +10% +20% +30% +40%
  +40%
  +30%
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  -
  +5
  -
  -
  -
  -
  -
  -
  Skills: Academic  Knowledge  (any),  Channeling, 
  Charm, Common Knowledge (any), Dodge Blow, 
  Intimidate, Magical Sense, Navigation, Read/Write, 
  Speak Arcane  Language (any),  Speak  Language 
  (any)
  Talents: Keen Senses, Orientation, Resistance to 
  Magic, Sixth Sense, Will of Iron
  Special Abilities:
  •
  Aid Casting: A Genie  with this  ability is 
  able  to  lend  a  portion  of  their  Magic 
  Characteristic  to  their  master's  Spell 
  Casting  Rolls.   Each  time  this  ability  is 
  taken the Genie's master may add a bonus 
  of +1 to the Casting Roll when casting any 
  spell from the Lore of Djinn.  This ability 
  may be  taken up  to  3 times,  for a total 
  Casting Roll bonus of +3.  This bonus does 
  not apply if the Genie is residing in their 
  Artifact of Binding during the casting of 
  the spell. 
  •
  Dispel Magic: This ability is the same as 
  the Lesser Magic spell Dispel described in 
  WFRP page 149.
  •
  Drowning Touch: The touch of a Marid, if 
  they so choose, will cause their target's 
  lungs to fill with water thereby drowning 
  them (see  Suffocation,  WFRP page  136), 
  this effect lasts for 1 minute (6 rounds).
  •
  Magical Focus: This ability is the same as 
  the  Familiar  Ability  of  the  same  name 
  described in RoS page 191.
  •
  Magical Power: This ability is the same as 
  the  Familiar  Ability  of  the  same  name 
  described in RoS page 191.
  •
  Strengthen  Anchor: If  both  a  Genie  and 
  their master infuse their Artifact of Binding 
  with  a  portion  of  their  own  life  force 
  (resulting in a permanent loss of 1 Wound 
  each)  the  link  between  the  two  will  be 
  greatly increased.   The benefit of this is 
  that  the  Genie  no  longer  suffers  from 
  Instability unless their Artifact of Binding 
  is in the possession of someone other than 
  their master.
  12
  
  ELEMENTAL BACKLASH
  Maji do not tap into the Aethyr for the casting of 
  their spells, instead they draw their power through 
  a bound Genie who in turn draws power form the 
  elemental energies that permeate the Old World. 
  As such Magi do not suffer from the effects of 
  Tzeentch's Curse.  Instead when a Casting Roll 
  results  in a  set of doubles an effect known as 
  Elemental Backlash occurs.
  Whenever a Maji's Casting Roll results in a set of 
  doubles  an  Elemental  Backlash  will  occur,  the 
  exact  effects  are  determined  by  rolling  on  the 
  Elemental Backlash Table.  If triples are rolled a 
  modifier of +20% is added to the Backlash Roll, 
  and if quadruples or more are rolled a modifier of 
  +40% is applied.  Additionally for every second set 
  of doubles or more that are rolled a modifier of 
  +10% is added to the Backlash Roll.
  Unlike  Tzeentch's  Curse,  which  often  causes 
  strange side effects to occur Elemental Backlash 
  most often results in damage to the Magi, their 
  Genie, or both.  This is due to the direct nature in 
  which  the  elemental  energies  are  manipulated 
  when casting spells in this manner.
  ELEMENTAL BACKLASH
  Dice Roll
  Result
  01-10
  You do not channel the elemental energies safely, you take 1 Wound regardless of Toughness Bonus 
  or armor.
  11-20
  Your  Genie  does  not  channel  the  elemental  energies  safely,  they  take  1  Wound  regardless  of 
  Toughness Bonus or armor.
  21-30
  You channel to much elemental energy, your Magic Characteristic is reduced by 1 for 24 hours.
  31-40
  The elemental energies are not channeled safely, both you and your Genie take 1D10/2 Wounds 
  regardless of Toughness Bonus or armor.
  41-50
  Your mind is burned by the elemental power you summon, gain 1 Insanity Point.
  51-60
  A feedback of elemental power burns at your soul, you are inflicted with 1D10 Wounds regardless of 
  Toughness Bonus or armor.
  61-70
  A feedback of elemental power burns at your Genie's spirit, they are inflicted with 1D10 Wounds 
  regardless of Toughness Bonus or armor.
  71-80
  Both you and your Genie receive 1d10 Wounds regardless of Toughness Bonus or armor due to the 
  recoiling of the elements.
  81-90
  Your mind is severely burned by the elemental power you summon, gain 1D10/3 Insanity Points with a 
  minimum of 1.
  91-100
  The elemental power grows to fast, knocking you unconscious for 1D10 minutes.
  101-110
  The elemental energies escape your Genie's control and their form is destroyed.
  111-120
  GM's Choice (or make one up).
  121-130
  The influx of elemental force is so great that your Genie's Artifact of Binding is destroyed.
  131-140
  The elemental energies run rampant, your Genie's Artifact of Binding is destroyed and they are 
  permanently slain.  If you have a Fate Point you may spend it to save them and their Artifact of 
  Binding.
  141-150
  Unable to contain the energies you have summoned your body is burned from the inside out with 
  pure elemental power.  Unless you have a Fate Point your body is reduced to ash.
  13
  
  ARCANE LORES
  OF THE DJINN
  PETTY MAGIC
  The Petty Magic of a Maji is comprised of spells 
  that are used to prepare and enchant an Artifact of 
  Binding  with which to bind a Genie, as well as 
  spells useful in locating such creatures.
  Low power magic such as Petty Magic is capable 
  of functioning properly in the lands of Araby and 
  as such a Maji is able to learn other Petty Arcane 
  Spells if they are taught them.  This requires the 
  Extra Spell Talent and 50 xp for each spell learned.
  PURIFY MATERIALS
  Casting Number: 5
  Casting Time: Full action 
  Ingredients: A drop of chlorine (+1)
  Description:  Items  used  in  the  creation  of  an 
  Artefact  of  Binding  must  be  free  from  the 
  emotions of those who have  forged or handled 
  their raw  state.  The only impressions that can 
  surround the Artifact of Binding are those of its 
  creator.  This simple spell purifies the materials to 
  be used in the crafting process before any work is 
  performed.   If  this  spell  is  not  cast  upon  all 
  materials to be used prior to the beginning of the 
  artifact’s fabrication the completed device will be 
  useless  for  binding  Djinn.   Additionally  should 
  anyone  other  than  yourself  handle  the  artifact 
  during the process of its creation or after it has 
  been fabricated it will be useless as well.
  SENSE PRESENCE
  Casting Number: 4
  Casting Time: Half action 
  Ingredients: The eye of a cat (+1)
  Description: This spell allows you to sense the 
  presence  of  any  Djinn  within  100  yards  (50 
  squares) of your position.  Even those Djinn that 
  are  ethereal  or otherwise concealed or residing 
  within an Artifact of Binding.  Sense Presence can 
  penetrate through up to 1 yard of stone and has a 
  duration of a number of minutes  equal  to your 
  Magic Characteristic.
  ENCHANT ARTEFACT
  Casting Number: 8
  Casting Time: 5 minutes
  Ingredients: 1 ounce of gold dust (+1)
  Description: It is by this spell that an Artefact of 
  Binding is created.  Once you have completed the 
  fabrication of your Artifact of Binding you need to 
  enchant it with this spell in order to enable it to 
  house the spirit of a Djinn.  The enchantment is 
  permanent however if your Artefact of Binding is 
  handled by anyone other than yourself before a 
  Genie has been bound to it the enchantment will 
  fail and the artifact ruined.  Once a Djinn has been 
  bound to the device the touch of others will no 
  longer hamper its magic or purity.
  SKILL OF THE MASTER
  Casting Number: 6
  Casting Time: Full turn action
  Ingredients: A magnifying glass (+1)
  Description: Once this spell is cast you may re-
  roll  the  next  Trade  Skill  Test  that  you  should 
  happen to fail should it occur before the end of the 
  day.
  LESSER MAGIC
  Maji do make use of Lesser Magic and as with 
  Petty Magic they may be  cast without a Genie. 
  However, Lesser Magic spells are affected by the 
  difficulties  of  casting  spells  in  Araby  (-2  to  all 
  Casting  Dice,  and  -20%  to  Channeling  Tests). 
  These spells can be cast without penalty once a 
  Maji has a Genie bound into their service as they 
  can then use their power to fuel the spells.
  Unlike other Lesser Magics Bind Djinn is only ever 
  14
  
  learned  by  a  Maji  as  other  practitioners  of  the 
  magical arts have no reason for casting the spell. 
  For  without  an  Artifact  of  Binding  the  spell  is 
  completely useless.
  BIND DJINN
  Casting Number: 10
  Casting Time: Full action
  Ingredient: The tongue of a lawyer (+2)
  Description: Bind Djinn causes the agreement of 
  service  between you  and a Genie  to physically 
  bind their spirit to an Artifact of Binding that you 
  have created.  In all of your repertoire of spells 
  this one is the most important as without it you 
  are unable to advance in the ways of magic.   
  See  Artifacts of Binding  and  Commanding Djinn 
  for details on the process of binding a Genie.
  ARCANE LORE (DJINN)
  The  Arcane  Lore  of  Djinn  is  broken  into  three 
  schools, that of the Jann, Ifrit, and Marid.  The 
  school of magic a Maji learns is based off of the 
  type of Genie they first bind.  Once a Genie has 
  been bound and a school of magic learned the 
  Maji is unable to learn a different type of Djinn 
  magic, even should they free their Genie and bind 
  another type.
  When  casting  spells  a  Maji  must  channel  his 
  magic through the Genie he has bound and use its 
  energies as a power source for his magic.  Without 
  a Genie the only spells that a Maji may use without 
  penalty are Petty spells, as they are minor enough 
  magics that a strong tie to the winds and elements 
  is not required.  Lesser Spells may be cast without 
  a  Djinn  however  they  suffer  the  same 
  consequences  of  the  weak  winds  of  magic 
  blowing across Araby as color magic does (see 
  Magic in the Land of Araby).
  Spells from the Lore of the Djinn are different from 
  other types of magical spells as they do not use 
  ingredients.  Instead the bound Genie itself acts as 
  a required ingredient. 
  As a Genie is the focus of nearly all of a Maji's 
  magic  it is  required that the  Genie  be  within 2 
  yards (1 square) of the Maji when casting a spell. 
  If they are separated any further than this the spell 
  will automatically fail.  The only exception to this 
  is  if  the  Genie  is  residing  within its  Artifact  of 
  Binding.   In  this  instance  the  spell  may  be 
  attempted  however  no  bonus  is  given  for  the 
  Genie's Aid Casting Talent.  Furthermore, if the 
  spell is one that requires the Djinn to become a 
  part of the spell effect (such as Whirlwind) it too 
  will automatically fail. 
  LORE OF THE IFRIT
  The Lore of Ifrit is comprised of spells expressing 
  anger, rage and the destructive force of fire.  As a 
  rule  the  Lore  of  the  Ifrit  tends  to  bring  about 
  violent emotions and effects.  Those who wield 
  this form of magic tend to be brash and impulsive.
  Lore Skill: Intimidate
  LORE OF THE IFRIT
  Elemental
  Mystical
  Cardinal
  Burning Blades
  Bitter Heart
  Bitter Heart
  Exploding Fire
  Blazing Aura
  Fire Ball
  Fiery Blast
  Consuming Wrath
  Firelight
  Fire Ball
  Flames of Passion
  Firewalker
  Firelight
  Frightful Presence
  Healing Fire
  Firewalker
  Healing Fire
  Incite Riot
  Ifrit's Spark
  Ignite Frenzy
  Ignite Frenzy
  Incinerating 
  Touch
  Incite
  Riot
  Melting
  Fear
  Ring of Fire
  Magic Carpet
  Ring of Fire
  Wrath of the Ifrit
  Melting Fear
  Wrath of the Ifrit
  BITTER HEART
  Casting Number: 8
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: With this spell you are able to bring 
  out the worst in your target's emotions causing 
  them to react to all social situations in a bitter and 
  spiteful manner.  Victims of  Bitter Heart suffer a 
  penalty of -20% to their Fellowship for all Social 
  Skill Tests unless they succeed a Will Power Test 
  thus resisting the spells effects.
  Bitter  Heart is  able  to  be  cast  with  remarkable 
  subtlety, requiring a successful Perception Test by 
  one  with  Magical  Sense  in  order  to  notice  its 
  casting.  It has a range of 20 yards (10 squares) 
  and a duration of 10 minutes.
  BURNING BLADES
  Casting Number: 22
  Casting Time: Full action
  Required Djinn: Ifrit
  15
  
  Description: This  spell  wreaths  the  melee 
  weapons of your allies within 16 yards (8 squares) 
  in magical fire for 1 minute (6 rounds).  Those 
  wounded  by  these  flaming  weapons  suffer  an 
  additional Damage 2 hit from the flames and must 
  succeed an Agility Test or be set on fire.  
  If  the  wielder  of  one  of  these  Burning  Blades 
  should roll an Attack Roll of 96 – 00 they have 
  managed to accidentally hit themselves dealing a 
  Damage 4 hit and setting themselves on fire.
  BLAZING AURA
  Casting Number: 18
  Casting Time: Full action
  Required Djinn: Ifrit
  Description: When cast this spell causes your 
  Ifrit's Fiery Aura to burn with intense heat.  Those, 
  other  than  yourself,  who  are  within  2  yards  (1 
  square)  of  him  will  be  inflicted  with  Damage  4 
  burns and must succeed a Hard (-20%) Agility Test 
  or catch fire.  Those struck by your Ifrit in melee 
  combat while this spell is active will automatically 
  catch fire.  
  The duration of this spell is equal to the duration 
  of your Ifrit's  Fiery Aura, which must be active 
  when the spell is cast.
  CONSUMING WRATH
  Casting Number: 16
  Casting Time: Full action
  Required Djinn: Ifrit
  Description: This spell is the same as the Lore of 
  Fire spell of the same name (ROS page 146).
  EXPLODING FIRES
  Casting Number: 16
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: This spell causes an existing non-
  magical  fire  within  24  yards  (12  squares)  to 
  explode, injuring those who are near by based on 
  the size of the fire and their proximity to it.
  •
  Torch: Damage 2 to those within 1 yard 
  (adjacent square)
  •
  Campfire:  Damage  4  to  those  within  4 
  yards (2 squares)
  •
  Bonfire: Damage 8 to those withing 8 yards 
  (4 squares)
  •
  Burning  Building:  Damage  10  to  those 
  within 10 yards (5 squares)
  Those  wounded by this  spell  must  succeed an 
  Agility test or catch fire.
  FIERY BLAST
  Casting Number: 22
  Casting Time: Full action
  Required Djinn: Ifrit
  Description: This spell is the same as the Lore of 
  Fire spell of the same name (ROS page 147).
  FIRE BALL
  Casting Number: 12
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: This spell is the same as the Lore of 
  Fire spell of the same name (ROS page 148).
  FIRELIGHT
  Casting Number: 5
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: This  spell  causes  all  items  or 
  objects  within  48  yards  (24  squares)  that  are 
  prepared to be lit (candles,  campfires, lanterns, 
  etc.) to instantly be ignited.
  FIREWALKER
  Casting Number: 6
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: This spell affords you immunity to 
  normal  fire  regardless  of  the  intensity  for  a 
  number  of  minutes  equal  to  your  Magic 
  Characteristic.  You may retain this spell with a 
  successful Will Power Test each minute thereafter. 
  FLAMES OF PASSION
  Casting Number: 32
  Casting Time: 2 full actions
  Required Djinn: Ifrit
  Description: The target of this spell will be filled 
  with  a  burning  desire  for  another  of  the  same 
  specie unless they succeed a Very Hard (-30%) 
  Will Power Test.
  Should the desired person, who may be yourself, 
  act in an offensive or detestable manner toward 
  the  target  of  the  spell  they  will  be  allowed  an 
  Average (-0%) Will Power Test in order to break 
  free from the enchantment.  Otherwise, they will 
  16
  
  be hopelessly in love with their new infatuation for 
  24 hours.
  After the effects from Flames of Passion subside 
  the victim may, or may not, desire to remain with 
  their  new  found  love,  unless  of  course  they 
  become aware that they were magically charmed 
  into the situation.
  Many a Maji  in command of an Ifrit have  been 
  sought  by  commoner  and  Sultan  alike  for  the 
  commissioning of this spell upon their behalf.
  Flames of Passion has a range of 100 yards (50 
  squares).
  FRIGHTFUL PRESENCE
  Casting Number: 14
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: This spell gives a more sinister and 
  frightful  appearance  to  your  Ifrit  thereby 
  enhancing  their  Menacing  Talent  to  that  of  the 
  Frightening Talent.  If your Ifrit already has the 
  Frightening  Talent  then  it  is  enhanced  to  the 
  Terrifying Talent.  This spell has a duration of 1 
  minute (6 rounds).
  HEALING FIRE
  Casting Number: 16
  Casting Time: 1 minute (6 rounds)
  Required Djinn: Ifrit
  Description: When cast upon a victim of poison 
  or  disease  this  spell  will  melt  away  these  foul 
  intrusions over the course of the next 5 minutes 
  (30  rounds)  as  the  burning  spirit  of  your  Ifrit 
  merges himself with the target's body curing them 
  from their afflictions.  The recipient of Healing Fire 
  will be physically exhausted and require bed rest 
  for the next 1d10 days.  Failure to adhere to this 
  results  in  all  actions  and  tests  becoming  Very 
  Hard (-30%) until such rest is achieved.
  This spell may not be cast if your Ifrit is residing 
  within their Artifact of Binding.  1 full action is 
  required for your Ifrit to return to your side after 
  lifting his spirit form the victim.  Until then you 
  may not cast spells requiring their aid.  This is a 
  touch spell.
  IFRIT'S SPARK
  Casting Number: 6
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: This spell is the same as the Lore of 
  Fire spell Fires of U'Zhul (ROS page 148).
  IGNITE FRENZY
  Casting Number: 20
  Casting Time: Full action
  Required Djinn: Ifrit
  Description: When cast this spell will cause a 
  number  of  willing  allies  equal  to  your  Magic 
  Characteristic to be infused with the fury of your 
  Ifrit.  Those effected, who must be within 24 yards 
  (12 squares) of you at the time of casting, will 
  instantly become Frenzied and gain a bonus of +1 
  to  their  Attack  Characteristic  for  1  minute  (6 
  rounds).
  INCINERATING TOUCH 
  Casting Number: 18
  Casting Time: 2 full actions
  Required Djinn: Ifrit
  Description:  This spell is the same as the Lore 
  of Fire spell Ruin and Destruction (ROS page 148).
  INCITE RIOT
  Casting Number: 28
  Casting Time: 2 full actions
  Required Djinn: Ifrit
  Description: This spell causes your Ifrit's spirit 
  to descend upon a group of people within a 24 
  yard (12 square) area who are no more than 48 
  yards (24 squares) away.  The spirit of your Ifrit 
  will then begin to cause heated arguments among 
  those present should they fail a Will Power Test. 
  Within  1  minute  (6  rounds)  those  effected  will 
  begin fist fighting with one another plunging the 
  entire area into a riotous brawl.  At this point your 
  Ifrit may withdraw his spirit form the area as the 
  situation has now taken on a life of its own and 
  further magic will not change the outcome.
  The duration of the scene once fighting has begun 
  is  dependent  upon  the  circumstances  and 
  location.  If allowed to continue it could result in 
  weapons being drawn.  If the situation is occurring 
  in a populated area the local guards will surely 
  arrive within a few minutes.
  This spell may not be cast if your Ifrit is residing 
  within their Artifact of Binding.  1 full action is 
  required for your Ifrit to return to your side after 
  lifting his spirit form the crowd.  Until then you 
  may not cast spells requiring their aid.
  17
  
  MAGIC CARPET
  Casting Number: 22
  Casting Time: 2 full actions
  Required Djinn: Ifrit
  Description: This spell causes the spirit of your 
  Ifrit to merge with a mundane throw rug turning it 
  into  a  magically  flying  carpet.   This  enchanted 
  marvel is capable of moving at a speed equal to 
  the Hover Movement  of your Ifrit (6) though true 
  flight is attained.  The carpet enchanted by this 
  spell is capable of carrying yourself and one other 
  human sized passenger.
  This spell will last until you command your Ifrit to 
  remove  himself  from  the  carpet,  or  until  it  is 
  destroyed.   The  magical  carpet  has  the  same 
  number  of  Wounds  as  the  Ifrit  possessing  it 
  though its Toughness Bonus is only 2.
  As long as you are riding upon the Magic Carpet 
  you are considered close enough to your Ifrit to 
  cast  spells  normally,  though  you  may  not  cast 
  spells that require your Ifrit to become part of the 
  spells effects.
  MELTING FEAR
  Casting Number: 10
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: The  fiery  presence  of  your  Ifrit 
  inspires those around you who have succumbed 
  to Fear.  All allies within 30 yards (15 squares) who 
  are suffering from Fear or Terror may immediately 
  make  another  Will  Power  Test  in  order  to 
  overcome their fear.
  This spell may not be cast if your Ifrit is residing 
  within their Artifact of Binding.  
  RING OF FIRE
  Casting Number: 14
  Casting Time: Half action
  Required Djinn: Ifrit
  Description: This spell causes the area around 
  you and your Ifrit (adjacent squares) to erupt into 
  a circle of magical flame.  All those within the area 
  must succeed an Agility Test to jump away from 
  you  or  else  they  will  catch  fire.   Those  who 
  intentionally stay within, or move into, the flame 
  will  automatically  catch  fire.   This  spell  has  a 
  duration of 1 minute (6 rounds).
  WRATH OF THE IFRIT
  Casting Number: 31
  Casting Time: 1 full action and 1 half action
  Required Djinn: Ifrit
  Description: This spell is the same as the Lore of 
  Fire spell Conflagration of Doom (ROS page 162).
  LORE OF THE JANN
  The true magic of the desert, the Lore of the Jann 
  is  made  up  of  spells  that  empower  the  Jann's 
  martial  skill  while  also  the  ability to  mimic  the 
  nearly  mythical  dangers  of  the  Great  Desert  of 
  Araby.  Maji drawn to this lore are often nomads 
  themselves  and  therefore  tend  to  not  be  very 
  trusting of those not of their own tribe.
  Lore Skill: Outdoor Survival 
  LORE OF THE JANN
  Elemental
  Mystical
  Cardinal
  Bladestorm
  Covering Winds
  Bladestorm
  Devastating Strike
  Desert Relief
  Ease Burden
  Find Oasis
  Ease Burden
  Covering Winds
  Gaze of the Basilisk
  Mirage
  Find Oasis
  Heatstroke
  Sand Gate
  Heatstroke
  Sandstorm
  Sands of Time
  Mirage
  Summon Sand 
  Devil 
  Sandtrap
  Sands of
  Time
  Tools of Sand
  Scorpion Sting
  Sandstorm
  Way of the Jann
  Snake Charmer
  Swift Journey
  Whirlwind
  Swift Journey
  Tools of Sand
  COVERING WINDS
  Casting Number: 12
  Casting Time: Full action
  Required Djinn: Jann
  Description: You cause a magical wind to follow 
  behind you covering all evidence of your passing. 
  Covering Winds is only effective  in erasing the 
  tracks left in the sand of a desert by you and a 
  number  of  companions  equal  to  your  Magic 
  Characteristic.  All  Follow  Trail  Tests  to  track 
  someone  using  this  spell  becomes  impossible 
  unless evidence other than footprints exist. This 
  spell will continue to cover your tracks for 1 hour.
  18
  
  BLADESTORM
  Casting Number: 15
  Casting Time: Half action
  Required Djinn: Jann
  Description: You create a number of scimitars 
  equal to your Magic Characteristic to fly out from 
  your  Jann's  outstretched  scimitar  toward  1  or 
  more enemies.  These blades are treated as magic 
  missiles having Damage 3 and the Armor Piercing 
  Quality.  Bladestorm has a range of 24 yards (12 
  squares).
  This spell may not be cast if your Jann is residing 
  within their Artifact of Binding.
  DESERT RELIEF
  Casting Number: 14
  Casting Time: Full action
  Required Djinn: Jann
  Description: This spell grants you and a number 
  of companions equal to your Magic Characteristic 
  a  reprieve  from  the  hostile  environment  of  the 
  desert.  The air feels cooler, and the sun seems to 
  beat down less.  You are able to endure through 
  any  natural  hazard  of  the  desert  unaffected  by 
  temperature  and  winds.   You  may  even  travel 
  normally through the worst of sandstorms, unless 
  of course it was magically created.  
  Desert Relief has a duration of 1 hour and can be 
  extended with a successful Will Power Test each 
  hour thereafter.   You may cast this spell multiple 
  times in order to effect more people though the 
  required Will Power Tests to maintain each casting 
  suffer a cumulative -10% per spell being extended.
  DEVASTATING STRIKE
  Casting Number: 7
  Casting Time: Half action 
  Required Djinn: Jann
  Description: This  spell  increases  the  damage 
  potential  of  your  Jann's  scimitars  by  granting 
  them the Impact Quality for 1 minutes (6 rounds).
  EASE BURDEN
  Casting Number: 5
  Casting Time: Half action 
  Required Djinn: Jann
  Description: This spell reduces the encumbrance 
  points effecting a pack animal you touch by half 
  for one day.  Many young Maji have earned their 
  way with camel merchant trains by this spell.
  GAZE OF THE BASILISK
  Casting Number: 32
  Casting Time: Full action
  Required Djinn: Jann
  Description: This dreadful spell empowers your 
  gaze to cause a target of your choice  within 6 
  yards (3 squares) to instantly turn to sand unless 
  they succeed a Very Hard (-30%) Toughness Test.  
  Though  Gaze of the Basilisk may be effected by 
  Dispel it must be cast within 1 minute (6 rounds) 
  of the horrid transformation or the newly created 
  statue of sand will crumble and fall apart making 
  any such reversal of the spell result in a broken 
  and mutilated body.
  So destructive is this spell that you cause Terror in 
  those who witness its effects (friend or foe) unless 
  they succeed a Difficult (-10%) Terror Test.
  FIND OASIS
  Casting Number: 6
  Casting Time: Half action 
  Required Djinn: Jann
  Description: With this spell you are able to sense 
  the direction of the nearest oasis of clean water 
  and shade, as well as its distance from you.
  HEATSTROKE
  Casting Number: 16
  Casting Time: Half action 
  Required Djinn: Jann
  Description: This  touch  spell  causes  a  single 
  living target to suffer the severe effects of being to 
  long  in the  desert.   Your  victim will  have  their 
  Move Characteristic reduced by half, only be able 
  to take half-actions, and find that all Tests have 
  become Hard (-20%). Furthermore, should they fail 
  an  Average  (-0%)  Toughness  Test  they  will  fall 
  unconscious.  This  spell  has  a  duration  of  a 
  number  of  rounds  equal  to  your  Magic 
  Characteristic.  
  If the victim of Heatstroke falls unconscious they 
  will  remain  so  until  either  medical  attention  is 
  received, they take a Wound, or they succeed a 
  Toughness Test, which they may attempt each turn 
  after the spell's duration has ended.
  MIRAGE
  Casting Number: 24
  Casting Time: 1 full action and 1 half action
  19
  
  Required Djinn: Jann
  Description: This spell is the same as the Lore of 
  Shadow spell Illusion (ROS page 163).
  SAND GATE
  Casting Number: 14
  Casting Time: Full action 
  Required Djinn: Jann
  Description: This spell is the same as the Lore of 
  Life  spell  Earth Gate (ROS  page 147) though a 
  natural  sand  foundation  is  required  instead  of 
  natural earth.  
  SANDS OF TIME
  Casting Number: 34
  Casting Time: Full action
  Required Djinn: Jann
  Description: With this powerful spell you are able 
  to make time stand still in a 16 yard (8 square) 
  radius around you thereby freezing in mid-action 
  all those within the area for a number of turns 
  equal to your Magic Characteristic.
  For the duration of the spell you, and your Jann, 
  are able to move and perform actions normally. 
  However, neither of you are able to inflict injury of 
  any kind upon those effected by this spell as since 
  they are trapped in time their bodies, and minds, 
  are immune to any and all Wounds and effects. 
  You may of course set up precarious conditions 
  that will effect them once time moves again for 
  them.  Such as lighting the area around them on 
  fire or taking away their weapons.  The GM is the 
  final arbitrator on what exactly can be done within 
  the time frame.
  During  the  duration  of  Sands  of  Time you  are 
  unable to leave the vicinity of the spell's area of 
  effect, or effect anything outside of its area.  Not to 
  say that the spell fails if you do so, but that as 
  time is flowing differently outside of the spell area 
  you  are  physically  incapable  of  doing  so 
  regardless of the magic employed.  Furthermore 
  no other entity is capable of entering or effecting 
  the area from the outside.
  So powerful is the magic of this spell that all Maji 
  within  a  5  mile  radius  are  made  aware  of  the 
  disturbance it creates.
  SANDSTORM
  Casting Number: 20
  Casting Time: Full action
  Required Djinn: Jann
  Description: When this spell is cast your Jann 
  will  merge  their spirit  with  the  elements  of  the 
  earth and air causing a violent  storm of sand and 
  debris  to  surround  the  immediate  vicinity. 
  Sandstorm effects an area with a radius equal to 4 
  times your Magic Characteristic, with you at its 
  center unhampered by its power, and moving as 
  you do.  Sandstorm causes all those within its 
  confines to reduce their movement by half and if 
  they fail a Hard (-20%) Toughness Test they will be 
  blinded as well, causing all movement to be in a 
  random  direction.   Missile  fire  is  impossible 
  through the area of the spell and weapon attacks 
  are made at -20%.  Sandstorm has a duration of 1 
  minute (6 rounds) though this may be extended 
  with  a  successful  Will  Power  Test  each  round 
  thereafter.
  For  the  duration  of  this  spell  your  Jann  is 
  considered to be  close enough for you to cast 
  additional spells, though they may not be spells 
  that require them to become a part of the magical 
  effect such as this one. 
  This spell may not be cast if your Jann is residing 
  within their Artifact of Binding.
  SANDTRAP
  Casting Number: 15
  Casting Time: Half action
  Required Djinn: Jann
  Description: This spell causes the sand beneath 
  your victim to instantly sink away and then quickly 
  collapse back in upon itself.  Unless the victim of 
  this spell passes an Agility Test they will fall into 
  the  sandpit  that  was  formed  and  be  buried 
  beneath  where  they  will  begin  suffocating  (see 
  WFRP page 136 for rules on Suffocation).
  Once someone has been buried by this spell they 
  are  completely  helpless  and  unless  someone 
  comes to their aid death is assured.  It requires 1 + 
  1d10 minutes (12 to 66 rounds) for one person to 
  remove  an  average  sized  humanoid  from  a 
  Sandtrap  enough for them to breath normally.  It 
  takes twice this long to remove them completely. 
  For each additional person aiding in the rescue 
  subtract 1 minute from the time required to dig 
  someone out to a minimum of 1 minute.
  This spell may only be cast on an area comprised 
  of deep sand such as the desert or a beach.  Sand 
  that simply covers another surface will not suffice. 
  20
  
  SCORPION'S STING
  Casting Number: 24
  Casting Time: Half Action
  Required Djinn: Jann
  Description: Your touch becomes as deadly as 
  the  sting of the  Arabyan  Green  Scorpion.   The 
  effects of which are as described on page 72 in the 
  OWA.  The poisonous touch granted by this spell 
  remains active for 1 minute (6 rounds) or until you 
  successfully  strike  a  target,  whichever  should 
  occur first.
  SNAKE CHARMER
  Casting Number: 9
  Casting Time: Full action
  Required Djinn: Jann
  Description: You cause a single non-monstrous 
  snake  to obey your command should they fail an 
  Opposed Will Power Test with you.  Only simple 2 
  word commands may be given or the snake will 
  just sit there  unable  to  understand your intent. 
  This spell has a range of 4 yards (2 squares) and a 
  duration of 1 hour.
  SWIFT JOURNEY
  Casting Number: 21
  Casting Time: Full Action
  Required Djinn: Jann
  Description: This spell is of great use to those 
  traversing the Great Desert of Araby as it grants a 
  substantial increase to your party's speed in doing 
  so.  Once cast Swift Journey adds a bonus of +4 to 
  the Move Characteristic of you and your traveling 
  companions who are within 50 yards (25 squares) 
  of you.  This effect applies equally to man and 
  beast.
  This spell has a duration of a number of hours 
  equal  to  your  Magic  Characteristic  though  this 
  may be  extended  with a  successful  Will  Power 
  Test  each  hour  thereafter.   This  spell  will  end 
  prematurely if any person or creature under its 
  effect become engaged in any form of combat.
  SUMMON SAND DEVIL
  Casting Number: 12
  Casting Time: 2 full actions 
  Required Djinn: Jann
  Description: This spell summons forth a hulking 
  humanoid form of sand to do your bidding.  An 
  area  of  sand  of  at  least  the  size  of  the  large 
  template must be within 12 yards (6 squares) or 
  this spell will fail.
  The  Sand  Devil  summoned  by  this  spell  will 
  remain  for  a  number  of  minutes  equal  to  your 
  Magic Characteristic, or until it is destroyed.
  SAND DEVIL
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  45%
  -
  50%
  60%
  20%
  -
  -
  -
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  16
  5
  6
  4
  -
  -
  -
  Skills: None
  Talents: 
  Frightening,
   
  Natural
   
  Weapons, 
  Unstoppable Blows
  Special Rules: 
  •
  Abrasive Form: All bladed weapons which 
  strike a Sand Devil have their base damage 
  reduced by 1 until they have been repaired 
  due to them having their blades dulled by 
  the sand.
  •
  Great Strength: The attacks of a Sand Devil 
  have the Impact quality.
  •
  Slow:  A Sand Devil may not take the run 
  action
  Armor: None
  Armor Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Fists
  TOOLS OF SAND
  Casting Number: 8
  Casting Time: Full action
  Required Djinn: Jann
  Description: This spell allows you to create any 
  Common Quality tool of no more than Common 
  Availability from sand.   The  created tool  has  a 
  duration of 1 hour though you may retain in with a 
  successful Will Power Test each hour thereafter. 
  You may create Ordinary Melee Weapons by use of 
  this spell however they are considered to be of 
  Poor Quality while wielding them unless you have 
  the appropriate Trade Skill for their construction. 
  There is no limit to the amount of  Tools of Sand 
  you may create however you may only extend the 
  duration of the spell on a number of tools equal to 
  your  magic  Characteristic.   Additionally,  if  the 
  Tools of Sand are separated from you by more 
  21
  
  than 100 yards (50 squares) they will revert back 
  into the natural sand that they are comprised of.
  WAY OF THE JANN
  Casting Number: 12
  Casting Time: Half action 
  Required Djinn: Jann
  Description: Upon casting this spell on yourself 
  you gain the martial insight of your Jann.  A pair of 
  magical scimitars appear in each of your hands. 
  These  weapons have a Damage of 3, and both the 
  Balanced and Fast Quality.  Additionally they grant 
  you a bonus of +1 to your Attack Characteristic, 
  and  a  bonus  of  +10%  to  your  Weapon  Skill 
  Characteristic  while  wielding  them  in  combat. 
  This spell remains in effect for a number of rounds 
  equal to your Magic Characteristic.  You can retain 
  it with a successful Will Power test each round 
  thereafter.
  WHIRLWIND
  Casting Number: 14
  Casting Time: Half action 
  Required Djinn: Jann
  Description: This  spell  causes  your  Jann  to 
  burst into a whirling dance of death amidst your 
  enemies.  As  a Full Turn Action your Jann will 
  make a single attack on a number of foes equal to 
  your Magic Characteristic who are within double 
  their Movement Distance.  The Attacks of the Jann 
  are  lightning  fast  and  therefore  may  not  be 
  Dodged or Parried.  Those struck by a Jann under 
  this  spell  must  succeed  a  Fear  Test  or  react 
  appropriately.   At  the  conclusion  of  the  Jann's 
  attacks he will have returned to the same position 
  he was when the spell was initially cast.
  LORE OF THE MARID
  Spells from the Lore of Marid deal with magics 
  capable of manipulating the minds of its victims 
  as well as granting power over water and the seas. 
  Just  as  the  Marid  they  bind  to  their  service 
  practitioners of this lore tend to be of a subtle 
  frame  of  mind,  taking  their  actions  into 
  consideration before evoking the ferocity of their 
  power.
  Lore Skill: Swim
  ANIMATE WATER
  Casting Number: 12
  Casting Time: 2 full actions
  Required Djinn: Marid
  Description: When this spell is cast on a body of 
  water that lies within 24 yards (12 squares) of at 
  least  the  size  of  the  small  template  a  watery 
  creature of nearly humanoid form will rise up to do 
  your bidding.  Animate Water has a duration of a 
  number  of  minutes  equal  to  your  Magic 
  Characteristic unless it is destroyed prematurely. 
  ANIMATED WATER 
  Main Profile
  WS
  BS
  S
  T
  Ag
  Int
  WP 
  Fel
  30%
  -
  30%
  30%
  25%
  -
  -
  -
  Secondary Profile
  A
   W
  SB
  TB
  M
  Mag
  IP
  FP
  2
  16
  3
  3
  4
  -
  -
  -
  Skills: None
  Talents: 
  Ambidextrous,  Frightening,  Natural 
  Weapons
  Special Rules: 
  •
  Watery  Form: Due  to  the  nature  of  the 
  animated water's form all weapon attacks 
  have their damage reduced by half (after 
  the  reduction  for  Toughness  is  applied). 
  The animated form takes normal damage 
  from spells and magical weapons.
  Armor: None
  Armor Points: Head 0, Arms 0, Body 0, Legs 0
  Weapons: Fists
  CALL OF THE SIREN
  Casting Number: 25
  Casting Time: Full action
  Required Djinn: Marid
  Description: When this spell is cast your Marid 
  will take on an unearthly beauty that those who fail 
  a Will Power Test are unable to resist.  All those 
  within 16 yards (8 squares) and line of sight to 
  your Marid must attempt to move as quickly as 
  possible to kneel  at her feet in pure adoration. 
  Those effected are considered helpless, though if 
  Wounded they may attempt  another  Will  Power 
  Test in order to break free from the spell's effects. 
  Otherwise, those under the enchanting powers of 
  this spell are effected for 1 minute (6 rounds).
  This spell may not be cast if your Marid is residing 
  within their Artifact of Binding.
  22
  
  CONFUSION
  Casting Number: 8
  Casting Time: Half action
  Required Djinn: Marid
  Description: This spell is the same as the Lore of 
  Shadow spell Bewilder (ROS page 162).
  LORE OF THE MARID
  Elemental
  Mystical
  Cardinal
  Animate Water
  Call of the Siren
  Animate Water
  Confusion
  Ensnare Mind
  Dehydration
  Curse of the Marid
  Fog Bank
  Direct Current
  Dehydration
  Healing Waters
  Healing Waters
  Direct Current
  Satisfy Thirst
  Satisfy Thirst
  Friend of the Sea
  Shipwreck
  Shipwreck
  Mass
  Confusion
  Spirit of the 
  Marid
  Spirit of the 
  Marid
  Purify Liquid
  Telling Waters
  Purify Liquid
  Seabreath
  Undertow
  Undertow
  Water Blast
  Water Form
  Water Blast
  CURSE OF THE MARID
  Casting Number: 30
  Casting Time: Full action 
  Required Djinn: Marid
  Description: By channeling  the immense power 
  of a  Marid through your body you  plague  your 
  foes with this terrible curse.  A number of targets 
  equal  to  your  Magical  Characteristic  that  are 
  within 16 yards (8 squares) will find that all actions 
  they attempt to perform have become increasingly 
  difficult.  All Tests (regardless of what they are for) 
  of those effected become Very Hard, -30%.  This 
  spell lasts for 1 minute (6 rounds).
  DEHYDRATION
  Casting Number: 15
  Casting Time: Half action 
  Required Djinn: Marid
  Description: With  this  spell  you  cause  your 
  victim, who must be a living creature, to suffer the 
  extreme  effects  of  dehydration  as  their  body's 
  water  content  is  destroyed.   This  touch  spell 
  inflicts  1d10  Wounds  regardless  of  Toughness 
  Bonus or armor.   Those wounded by this spell 
  must make a successful Toughness Test or  fall to 
  the ground helpless as their body is wracked with 
  convulsions.  They can test again at the start of 
  their turn each round to break these convulsive 
  fits,  otherwise  they  remain  helpless  until  they 
  make a successful test.
  DIRECT CURRENT
  Casting Number: 17
  Casting Time: Full action
  Required Djinn: Marid
  Description: When using this spell you are able 
  to alter the natural current of water causing it to 
  flow in any direction you choose.  Any source of 
  water with a natural current, be it a river, lake or 
  the sea, that you touch will alter its current in a 1/4 
  mile area (440 yards / 220 squares) to your liking. 
  Rivers can be made to flow backwards, lakes can 
  be  made  to  channel  their  flow  to  one  bank  or 
  another, and the currents of the sea can be made 
  to  flow  in  whatever  direction  and  speed  you 
  desire, or stop all together.
  In effect you have complete control over the flow 
  of water in the spell area.  Those traveling upon 
  these waters may have their Movement altered by 
  +/-  4  though  all  those  within  the  area  must  be 
  effected equally.   Those solely reliant upon the 
  current  for  propulsion,  such  as  a  raft  floating 
  down a river, will have their movement completely 
  dictated by the current you create.
  The effects of  Direct Current  will persist for as 
  long as you maintain your full concentration upon 
  it.   Prolonged  periods  of  concentration  will 
  become mentally taxing however, requiring a Will 
  Power Test for every hour after the first.  This Test 
  becomes  harder  as  time  passes,  increasing  in 
  difficultly by -10% each time it is taken.  While you 
  maintain this spell no other action of any kind may 
  be taken as even the act of speaking is difficult.
  ENSNARE MIND
  Casting Number: 18
  Casting Time: Half action
  Required Djinn: Marid
  Description: This touch spell bends the mind of 
  your  target to  your  will  for a number of  hours 
  equal to your Magic Characteristic should they fail 
  an Opposed Will Power Test against you.  Those 
  effected by this spell will perform any action you 
  command them to do to the best of their ability. 
  Suicidal actions will allow them a Will Power Test 
  to  resist  the  command,  and  if  succeeded  the 
  enchantment will be broken.
  This spell has no effect upon Daemons, Djinn, or 
  the Undead.
  23
  
  FRIEND OF THE SEA
  Casting Number: 13
  Casting Time: Half action 
  Required Djinn: Marid
  Description: This  spell  causes  all  natural  sea 
  creatures  to consider you as one of their own. 
  They  well  neither  flee  from  your  presence  nor 
  attempt to endanger you in any way.  Though you 
  are unable to speak with, or command, these sea 
  creatures they will attempt to aid and protect you 
  if  danger  should  come  upon  you  and  they  are 
  near.   This spell has a duration of 1 day.
  FOG BANK
  Casting Number: 22
  Casting Time: 2 full actions
  Required Djinn: Marid
  Description: This spell causes a thick rolling fog 
  to move into the vicinity blanketing an area up to 
  the size of a small town over the course of the 
  next several minutes.   Once the  Fog Bank  has 
  moved in visibility will be reduced to 4 yards (2 
  squares).  All Perception Tests become Very Hard 
  (-30%) and ranged attacks beyond this range are 
  impossible.
  The  fog  summoned  by  this  spell  is  completely 
  natural  though  due  to  it moving  in  suddenly a 
  Routine (+10%) Fear Test must be made by those 
  who witness its arrival.  The fog will remain until it 
  naturally disperses as determined by the GM.
  Fog Bank may be cast from a distance of up to a 
  1/2 mile away as long as the majority of the area to 
  be effected is within sight.  For this reason it is 
  often  cast  from  a  hill  or  other  raised  platform 
  where the area can be viewed in its entirety.
  As long as your Genie remains within 2 yards (1 
  square) of you, you will be able to see normally 
  through  the  fog.   Should  they  enter  into  their 
  Artifact of Binding or move beyond this distance 
  this enhanced sight will be lost until they once 
  again return to your side.
  HEALING WATERS
  Casting Number: 12
  Casting Time: Full action
  Required Djinn: Marid
  Description: With the touch of your Marid's hand 
  this spell causes 8 ounces (1 serving) of water to 
  gain healing powers.  Those who consume this 
  enchanted water in its entirety will be healed of 
  1d10 Wounds.  The healing powers of this spell 
  may only effect a person once per day.
  MASS CONFUSION
  Casting Number: 27
  Casting Time: Half action
  Required Djinn: Marid
  Description: This spell is the same as the Lore of 
  Shadow  spell  Universal  Confusion (ROS  page 
  166).
  PURIFY LIQUID
  Casting Number: 11
  Casting Time: Full action
  Required Djinn: Marid
  Description: With a touch this spell transforms 
  any liquid with a water content (nearly anything 
  not oil based) into pure water.  This spell effects a 
  number  of  gallons  equal  to  your  Magic 
  Characteristic.
  SATISFY THIRST
  Casting Number: 9
  Casting Time: Full action
  Required Djinn: Marid
  Description: This touch spell will fully hydrate 
  yourself or any living creature upon whom it is 
  cast,  fulfilling  the  need for water,  regardless  of 
  environmental conditions, for one day.
  SEABREATH
  Casting Number: 8
  Casting Time: Full action
  Required Djinn: Marid
  Description: With  this  spell  you  are  able  to 
  breath underwater without impairment.  This spell 
  lasts for a number of hours equal to your Magic 
  Characteristic.   Seabreath may  be  cast  upon 
  others as a touch spell.
  SHIPWRECK
  Casting Number: 22
  Casting Time: 2 full actions
  Required Djinn: Marid
  Description: When  this  powerful  spell  is  cast 
  your  Marid's  spirit  merges  with  the  waters 
  surrounding a single sea vessel (from row boat to 
  galleon)  causing  them  to  become  incredibly 
  dangerous and turbulent.  Shipwreck requires the 
  pilot of such a craft to make an appropriate Very 
  24
  
  Hard (-30%) Skill Test (row or sailing) in order to 
  maintain control of their vessel.  Failure will result 
  in small boats being capsized while large ships 
  will suffer some form of damage such as a broken 
  mast or rudder.  This spell has a range of 100 
  yards (50 squares) and requires 1 full action after 
  the spell is cast for your Marid to return to your 
  side  so  that  you  may  once  again  cast  spells 
  requiring their aid.  
  This spell may not be cast if your Marid is residing 
  within their Artifact of Binding.
  SPIRIT OF THE MARID
  Casting Number: 16
  Casting Time: Full action
  Required Djinn: Marid
  Description: When  cast  this  spell  causes  the 
  spirit  of  your  Marid  to  merge  with  your  body 
  thereby  granting  you  their  special  ability:  One 
  With The Sea.
  The effects of this spell will endure until you wish 
  for it to cease; however, you are unable to use 
  your Marid for spells that require them to become 
  a part of the spell's effects such as  Call of the 
  Siren or Shipwreck.  Furthermore, any Wounds or 
  Conditions you should suffer from while under the 
  effects  of  this  spell  are  likewise  inflicted  upon 
  your Marid.
  This spell may not be cast if your Marid is residing 
  within their Artifact of Binding.
  TELLING WATERS
  Casting Number: 28
  Casting Time: 1 minute (6 rounds)
  Required Djinn: Marid
  Description: This  spell  allows  you  to  become 
  aware of all objects, entities (both physical and 
  spiritual), and locations within a range equal to 5 
  times your Magic Characteristic in miles of which 
  are in physical contact with a body of water that 
  both you and your Marid are physically in.  You 
  will become knowledgeable of the exact location 
  of all you have detected as well as which direction, 
  if any, they are moving in.
  You  only  learn  about  those  things  that  are  in 
  actual contact with the water, so though you will 
  become aware of a ship sailing upon the sea no 
  information  about  its  occupants  or  what  it  is 
  carrying  is  learned.   Furthermore,  you  do  not 
  actually  see  those  things  that  you  detect  and 
  therefore you are unable to differentiate between 
  similar items or persons as you are only aware of 
  their size and shape.  For instance, should you 
  detect a humanoid swimming in a lake you would 
  be able to tell the difference between a man and an 
  Ogre however discerning the difference between a 
  man and an Elf would be impossible as they are 
  basically the same size.
  The duration of Telling Waters is instant however 
  the knowledge gained, which can be quite vast, 
  may be recalled with a successful Intelligence Test 
  for the next 24 hours.  Each 24 hour period after 
  the first the difficulty of the Test increases by -10% 
  until it is impossible to remember the exact details 
  learned.
  This spell may not be cast if your Marid is residing 
  within their Artifact of Binding.
  UNDERTOW
  Casting Number: 14
  Casting Time: Half action
  Required Djinn: Marid
  Description: This spell creates an under-current 
  around  any  single  individual  who  is  within  24 
  yards (12 squares) and in a body of water of at 
  least half their height in depth.  Those targeted by 
  this spell must succeed a Hard (-20%) Swim test or 
  be pulled under the water, those who succeed are 
  assumed to have swam free of the area and are no 
  longer effected.  
  Once pulled under the water the helpless victim 
  must make a Hard (-20%) Swim Test each turn in 
  order  to  try  and  break  free  of  the  current. 
  Breaking free to the surface requires 2 successful 
  Swim Tests in succession.  If the victim remains 
  underwater for 1 minute (6 turns) they begin to 
  suffer from Suffocation as detailed in WFRP page 
  136.  Should this occur all Swim Tests become 
  Very Hard (-30%).
  This spell's duration will continue until either the 
  victim breaks free or drowns.  Others may enter 
  into the water to try and save the victim of this 
  spell though in doing so they subject themselves 
  to  the  spell's  effects  but  to  a  lesser  extent 
  (Average (-0%) Swim Test). 
  WATER BLAST
  Casting Number: 5
  Casting Time: Half action
  Required Djinn: Marid
  Description: With an outstretched hand you send 
  forth a powerful jet of water in a straight line to a 
  25
  
  distance of 12 yards (6 squares).  Those within the 
  blasts path must succeed an Agility Test or be 
  knocked to the ground.  Creatures with 4 or more 
  legs, or greater in size than a large Orc treat the 
  Agility Test as Easy (+20%).
  WATER FORM
  Casting Number: 9
  Casting Time: 2 full actions
  Required Djinn: Marid
  Description: By allowing the spirit of your Marid 
  to merge with your body you are able to transform 
  yourself  and  up  to  150  encumbrance  worth  of 
  items (worn or otherwise) into normal water.  If 
  Water Form is cast while in an area that there is no 
  water present, such as the middle of the street, 
  you will form a large puddle (use small template). 
  If you are in a larger body of water you simply 
  merge with it.
  When using Water Form you are indistinguishable 
  from normal water except by purposeful magical 
  detection.  You may hear and see anything in your 
  vicinity as normal, however you may not move, 
  speak, or cast spells.  You are immune to normal 
  attacks, though you may be wounded by magical 
  spells  and  weapons.   While  in  this  form  your 
  Toughness and armor (if any) is reduced to 0 and 
  all Critical Hits use Sudden Death rules.
  Water Form last for 1 hour though you may extend 
  this with a successful Will Power Test each hour 
  thereafter.  You may end the spell prematurely at 
  any  time  requiring  a  Full  Action  in  order  to 
  transform back into your normal self. 
  This spell may not be cast if your Marid is residing 
  within their Artifact of Binding.
  26
  
SOURCE: textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Liber Fanatica/The Magic of Araby.pdf