- Jinn: these spells permitted a sahir to summon and bind a jinn to his will.
- The Primal Elements: the spells of this type allowed the sahir to affect the four most basic elements: Earth, Air, Fire, and Water. The elements moved at the sahir's command, might summon or destroy one of the elements in his vicinity, and rendered a sahir or a touched target immune to an element.
- Implements: the sahir's possessions fell under the Implements purview, ensuring that a sahir was never unarmed, and that his foes sometimes were. He might temporarily bend and warp objects, call or send objects, and move them with his will.
- ↑ Legend of the Burning Sands Roleplaying Game, pp. 118-120
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