I'm going to be doing thirty naranjs for November. Hopefully I don't overlook something and make an error along the way. I'll be starting off with some Solomonic Alchemy.
I also posted this in general like a darn idiot. Sorry about that boys! Please forgive!
Table of Contents
A Solomonic Alchemy ritual for moving small buildings across the landscape at a moderate pace.
An experimental spell that rends both the flesh and the soul.
A Solomonic Physic ritualfrom a creative Kurdish sahir who often needs to summon spirits of emotions using the Goetic Summoning.
A moderately simple Solomonic Astrology spell to free yourself from the confines of a maze.
An unorthodox naranj that uses a supernatural mystery virtue from The Mysteries: Revised Edition to have a larger summoning total over an infernal spirit.
A Solomonic Alchemy ritual used by the Nizari to assassinate unsuspecting targets by turning the water they bathe in into fire.
A convenient Solomonic Travel ritual for those sahirs who must make a long trip to arrive to the yearly meetings and markets of the Suhar Sulayman.
A Solomonic Astrology spell to help those charitable doctors and sahirs who aid the sick so that they are less likely to catch serious diseases.
A spell that is useful for breaking chases in cities and traversing them unmolested.
A spell developed by sahris from Ashab al-Nahr to help or hurt those sick with melancholic diseases.
This spell allows you to perform powerful magics without ever having done so. Good for striking fear in enemies and those you plan to bargain against.
One would be in awe of a sahir that could cast this spell under the Shield of Hermes.
A spell that allows the sahir to inconvenience his enemies long enough to make a quick getaway.
Through the power of interpreting omens and the stars, a sahir is able to narrow down who the last "master" of a Jinn is.
For when warriors and guards fall unattentive or asleep.
With the help of the stars, a sahir is able to determine if a target has the Gift.
A fantastical spell to bring snow to the arid lands of the Mythic Middle east.
A simple spell who's background interest members of certain Sahirs (and perhaps hermetic magi)
Many brawls and feuds can be avoided or postponed by simply a change of topics. This spell makes sure this happens
A revision to a previous spell after @silveroak pointed out an obvious flaw
Through the guiding of the stars and the omens of the land, a sahir should help expedite the process of searching for vis in a area so that he may return to his studies sooner.
For a quick getaway, a sahir is able to spirit himself away into the twilight void and hopefully return somewhere else
Drownings are somewhat common by the Nile river, so egyptian sahirs have come up with a solution for this.
If a sahir ever finds himself in a situation where a building collapses over him, this spell should be able to save him and any nearby allies.
The members of Ashab Al-Qalb quickly developed this spell early on in the orders history to make sure that important moments in the Suhars history are not forgotten by the younger generations.
A powerful spell that makes the lives of gifted sahirs in populated cities easy.
Another spell developed early on in the Suhar Sulayman. This one allows sahirs distant from the yearly Majilis to at least have an idea of what is occurring. The widespread use of this spell is one reason for why the Suhar meets separately and secretly on matters relating to the Naziri and the Order of Hermes.
A spell to destroy the reputation of any merchant. Based on the stone tablets of Ea nasir found in ancient Babylon
This spell is only one of a few that allows a Naziri rich in vis to create body doubles that follow his command.
A useful breakthrough for using summoning techniques across the border of the Magic Realm. The crowning achivment of a gifted sahir in Baghdad.