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Whirling dervishes, magical orders in the middle of the desert, guuls, djinn spirits, and the like?
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>>97370156
Ars Magica has a splatbook called The Cradle & The Crescent which deals with middle-eastern magic through the ars magica lens. It's not particularly detailed, since it's totally different to the core european hermetic magic that the game is built for, but it's interesting enough. I played a guy whose shtick was summoning djinni and asking them to do stuff in a one-shot game and I have no idea how the rules worked, the GM handled most of the stuff under the hood.

if you want more info I can try to find some.
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>>97370397
Very interesting! I've never looked at Ars Magica before, but I guess I shall now. Thank you!
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>>97370719
it's very clunky in some places, but it has something very positive for what you want.
The "metaphysics" of the game is that things work how people think they work. That is, the majority belief holds true and this can vary from region to region (someone who has learned a magical practise in one region can carry it to another and use it there, but the reigning metaphysics will change). That means you can have characters from one region turn up in another and go "wow this place is strange, even the magic is weird, why are there so few djinni here? why are their mages so strange?" and have mechanical backing to that. Since world travel is difficult and slow, it's not a setting and era where people can easily compare notes and do that "unified theory of magic" thing that happens in some modern D&D games.



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