Difference between revisions of "Djinni"
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==History== | ==History== | ||
* Djinn will finally be added in [[0.27]]; this incarnation is inspired by both the Djinn and Oni species featured in certain forks. | * Djinn will finally be added in [[0.27]]; this incarnation is inspired by both the Djinn and Oni species featured in certain forks. | ||
− | * Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release. | + | * Djinn were considered for inclusion in both [[0.13]] and [[0.14]], but were ultimately cut before being included in any stable release. The old version had a more conventional approach to learning magic, but used 2 of their EP (HP and MP combined) for each MP spent. They were also subject to several special cases (complete immunity to all forms of [[fire]] including [[hellfire]], [[spell hunger]] caused [[magical contamination]], only certain methods of [[channeling]] worked). |
{{Species}} | {{Species}} | ||
[[Category:Crystal Ball Articles]] | [[Category:Crystal Ball Articles]] |
Revision as of 07:45, 16 July 2021
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Djinn are beings of smokeless fire. They enter the world spontaneously and without explanation, born with a tireless hunger for knowledge and adventure. Djinn have a unique relationship with magic: rather than learning spells from books, their spells come from within, welling up from their fiery core as they gain experience. They draw from that same fiery core to cast spells - for Djinn, magical power and health are one and the same.
As elemental beings, Djinn are immune to poison and highly resistant to fire, though cold damage is deeply inimical to them. Since they float through the air without need for legs or feet, they cannot wear boots. Djinn are middlingly competent at most forms of physical combat, but have a particular aptitude for spellcasting. Their Spellcasting skill grants the same level of spell success and power that other species need multiple skills to reach. |
Contents
Innate Abilities
- Djinn are made of fire, not flesh:
- Fire Resistance 2: Djinn are highly resistant to fire.
- Poison Immunity: Djinn are immune to poison.
- Cold Vulnerability: Djinn take extra damage from cold.
- Floating: Djinn are permanently flying, but are unable to wear boots.
- Extra Vitality 1: Djinn start with +4 maximum HP.
- HP Casting: Djinn use HP instead of MP for all purposes.
- They have zero MP. Any form of MP restoration and the spirit shield ego are useless.
- Innate Casting: Djinn are unable to learn spells from spellbooks. Instead, they learn spells on level up.
- Djinn that start with spellcasting backgrounds also receive all the normal spells from their background.
- Due to their unconventional approach to magic, Djinn are unable to worship Sif Muna, Vehumet, or Kikubaaqudgha.
- Djinn use only the Spellcasting skill in order to determine power and failure rates of spells.
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers).
Preferred Backgrounds
- Warriors: Gladiator
- Warrior-mages: Transmuter
- Mages: Hedge Wizard, Fire Elementalist, Ice Elementalist
Level Bonuses
- +1 Intelligence or Dexterity every 4th level.
- 10% less HP than average.
- +4 willpower per level.
- Djinn receive random spells, starting at XL 3. Spells rise in level as you level up.
Starting Skills and Equipment
Djinn receive the skills, equipment, and spells listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Djinn are, in a sense, simpler spellcasters. Players don't have to worry about MP, which spell schools to train, or even which spells you get! However, Djinni still have to be careful about their HP reserves. They must adapt to the spells they are given, which may not be to a player's tastes.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | 0 | Armour | 0 | Spellcasting | 11 |
Dodging | 1 | ||||
Maces & Flails | -2 | Shields | 0 | Conjurations | 11 |
Axes | -2 | Stealth | -1 | Hexes | 11 |
Polearms | -2 | Summonings | 11 | ||
Staves | -1 | Invocations | 0 | Necromancy | 11 |
Unarmed Combat | 0 | Evocations | 0 | Translocations | 11 |
Throwing | -2 | Shapeshifting | -2 | Alchemy | 11 |
Fire Magic | 11 | ||||
Short Blades | -1 | Ice Magic | 11 | ||
Long Blades | -1 | Air Magic | 11 | ||
Ranged Weapons | -2 | Experience | 1 | Earth Magic | 11 |
Strategy
- Makhleb is a particularly good god for spellcasting Djinn, due to restoring lost HP on kills.
- Djinn have more reason than most spellcasters to branch out into a hybrid playstyle. Even with a -3 aptitude to Spellcasting, you'll still have plenty of spare experience to put into defensive or weapon skills. You might take more damage from enemies, but their attacks can be resisted or dodged; burning your own life force to cast spells cannot.
History
- Djinn will finally be added in 0.27; this incarnation is inspired by both the Djinn and Oni species featured in certain forks.
- Djinn were considered for inclusion in both 0.13 and 0.14, but were ultimately cut before being included in any stable release. The old version had a more conventional approach to learning magic, but used 2 of their EP (HP and MP combined) for each MP spent. They were also subject to several special cases (complete immunity to all forms of fire including hellfire, spell hunger caused magical contamination, only certain methods of channeling worked).
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |