Spell #5:The Doom That Came to Sarnath – Solomonic Storytelling level 30. Convinces an audience that they are so horribly doomed they may as well end it now. People with supernatural perception, such as second sight or solomonic travel ritual spells, may see through it with a roll of 6+. (Base 15, follow a suicidal course of action, +3 magnitudes for supernatural)
Spell #5a:Almulk fi al-asfar – Solomonic storytelling level 30. Warps the minds of the audience until they start throwing themselves from buildings or under wagons. May be resisted with perception + awareness difficulty 15 when you first encounter the effect. (base 15, follow a suicidal course of action, simple resistance with 3 extra magnitudes)
Spell #6:A dismal omen – Solomonic storytelling level 15. Brings a state of mental confusion upon all who hear the story. Can be resisted with perception + awareness difficulty 15. (Base 4, change an audience’s current mental state, simple resistance +3 magnitudes for difficulty)
Spell #7.We are all doomed! – Solomonic storytelling level 10. Fills an audience with fear, unless they resist with a Brave roll of difficulty 9+. (Base 4 inspire a specific emotion in an audience, +1 emotional resistance, +1 difficulty)
Spell #8:New lamps for old – Solomonic storytelling level 10. Persuades people that items they own aren’t really worth that much and should be sold for a modest sum. Often used to persuade people to sell vis or unusual items for a small amount, it is named after the way a vizier tried to persuade Aladdin’s mother to sell him the lamp. Can be resisted with perception +awareness difficulty 12(Base 4, convince an audience to follow a questionable course of action, simple resistance +2 magnitudes for difficulty)
Spell #9:The cunning disguise – Solomonic storytelling level 20, ritual. Changes an individual’s image so that no-one without second sight can tell who they really are. Can be resisted with perception + second sight difficulty 6. (Base 5 ritual, +3magnitudes supernatural resistance)
Spell #10:The band of forty thieves – Solomonic storytelling level 25, ritual. Conjures an illusion of a group of tens of armed men – forty is traditional, but up to a hundred can be conjured. Can be seen through on perception + awareness difficulty 12. (Base 10 conjure an illusion of a group of individuals, +1 size, simple resistance with +2 magnitudes to see through)
Spell #11 (well 5 variations on one spell): The Five strikes of Ahl-i-Batin: a series of five naranj that are used to weaken opponents. These are traditionally used in an ascending series to knock out an opponent, starting with a weak attack with high Penetration, working up to the knockout blow.
First strike: Solomonic medicine level 5, causes the loss of a winded fatigue level (base 5, cause the loss of a short-term fatigue level, weak potency)
Second strike: Solomonic medicine level 10, causes the loss of a weary fatigue level (base 5, cause the loss of a short-term fatigue level, +1magnitude mild potency)
Third strike: Solomonic medicine level 15, causes the loss of a dazed fatigue level (base 5, cause the loss of a short-term fatigue level, +2 magnitudes moderate potency)
Fourth strike: Solomonic medicine level 20, causes the loss of a winded fatigue level (base 5, cause the loss of a short-term fatigue level, +3 magnitudes strong potency)
Fifth strike: Solomonic medicine level 25, causes the loss of an unconscious fatigue level (base 5, cause the loss of a short-term fatigue level, +4 magnitudes mighty potency)
Spell #12: The stone of Abraxus: Solomonic medicine level 15, reduces or increases the potency of any poison by one step (base 3, +4 magnitudes mighty) – this effect is capable of making an asp’s bite survivable, or an adder’s bite inconsequential. The power can be reversed to worsen a poisoned victim. Makes arsenic (as extractable following the Persian method) positively lethal.