Development (Summoning and Spirits)

My "Jar of Solomon" update is indeed based on this spell / guideline as the "Wicked jar" spell from RoP:tI, page 122 didn't really fit for what I wanted (the latter mimics Goetic Binding rather than the classic "genie in the bottle" effect).

This seems reasonable to me.

It's essentially a "Bind the (Realm) Spirit..." ReVi spell that binds a particular spirit rather than just a ghost, analagous to "ward against the (Realm) Spirit...". I'd have to check the guidelines but I think this would be Ok without a further increase in magnitude.

This is the Realm specific Vim version of the Realm non-specific elemental Form version of what I describe in the updated "Jar of Solomon" spell. You either can affect all Realms within a narrow Form (Mentem for ghosts, Auram/Aquam/Ignem/Terram for elemental spirits etc) or a single Realm across multiple forms of spirit (incorporeal magical entities - represented by Vim) but not both with Hermetic magic.

There are cases where the former Realm non-specific spell is preferable to your latter idea ie. Jinn who can be aligned to multiple Realms which can be difficult to determine.

Remember that hermetic magic cannot distinguish between Divine/Infernal/Magic easily ie. that ghost or jinn you summon might be an Infernal ghost or jinn and thus immune to your Magic Realm specific spell, even if it pretends otherwise until ready to strike... :smiling_imp:

Nope. Needs to be a separate spell - it's effectively a circular Ward focussed inwards.

A spirit can use it's powers but IMO needs to be able to target the summoner, so unless the form it's trapped in grants senses it needs an AC.

Worth checking the Saga House Rules on this as Marko has specific ideas on Wards and "Bindings/Prisons" being separate types of spells...

Seems a bit too powerful for just one extra magnitude. IMO you need a separate Hermetic spell to do this - the sahir ability is a non-Hermetic power and thus escapes this limitation.

Spirit Mastery involves several feats:

  • Protection / Wards to protect the summoner
  • Summoning ceremonies
  • Coercion powers

Imprisonment is really a specialised subset of coercion with a Ring or other duration - the prerequisite being that the spirit is either in front of you (through encounter or via summoning) and you can detect it's incorporeal nature.

IIRC, I make this type of imprisonment a Major Mystery Virtue in my non-Hermetic sahir draft but require that the sahir have Warding as a prerequisite (see section). The sahir then coerces the spirit into the Prison, the inward facing ward effect is activated by the spirit's entry into the object, preventing it from using it's powers without permission (ie a condition on the blanket warding, which renews after the requested activity has been performed).

In summary:

  • you can cast a Ward (or raise Parma) to protect yourself against an entity - note that the Goetic Art of Summoning includes a rudimentary protection effect
  • you then summon the entity with either Summoning, Hermetic Theurgy or standard Hermetic magic (provided you have an AC, which is generally difficult for most incorporeal spirits unless a ghost with mortal remains or you know the True name)
  • you coerce the spirit to do your bidding (Commanding, Hermetic Magic or threats eg. DEO or bargain)
  • optionally, you can force an entity into a previously prepared trap/prison with variations on just how much the spirit can do when in the object (Binding, Hollow Spaces spell, Jar of Solomon etc).

Hope this helps,

Lachie