Difference between revisions of "Djinni"
m |
(grammar; removed "attacks can be resisted or dodged, spells not" because it was just funky advice. reasons for going hybrid could include a good tmut spell, bad spell selection, or a great artefact) |
||
Line 19: | Line 19: | ||
** Due to their unconventional approach to magic, Djinn are unable to worship [[Sif Muna]], [[Vehumet]], or [[Kikubaaqudgha]]. | ** 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 [[spellpower]] and success rates of [[spell]]s. | ** Djinn use only the [[Spellcasting]] skill in order to determine [[spellpower]] and success rates of [[spell]]s. | ||
− | *** As they do not train [[spell school]]s, Djinn cannot effectively use [[magical staves]] and weapons of [[pain (brand)|pain]] as melee weapons | + | *** As they do not train [[spell school]]s, Djinn cannot effectively use [[magical staves]] and weapons of [[pain (brand)|pain]] as melee weapons. They still benefit from magical staves' [[spell enhancer|spell-enhancing]] effects. |
Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers). | Djinn have a base Strength of 7, Intelligence of 9, and Dexterity of 8 (before Background modifiers). | ||
Line 40: | Line 40: | ||
{{Moderate}} | {{Moderate}} | ||
− | Djinn, in | + | Djinn, in many ways, are simpler spellcasters. Players don't have to worry about running out of [[MP]], decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their [[HP]] reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle. |
{{species_aptitudes|Djinni}} | {{species_aptitudes|Djinni}} | ||
Line 46: | Line 46: | ||
==Strategy== | ==Strategy== | ||
*Djinn that want to cast any significant amount of spells will want to invest not only in [[Spellcasting]], but also [[Fighting]], to give themselves plenty of fuel for their spells. A source of [[regeneration rate|increased regeneration]] is also useful to have. | *Djinn that want to cast any significant amount of spells will want to invest not only in [[Spellcasting]], but also [[Fighting]], to give themselves plenty of fuel for their spells. A source of [[regeneration rate|increased regeneration]] is also useful to have. | ||
− | **[[Makhleb]] is a particularly good god choice for spellcasting Djinn | + | **[[Makhleb]], who recovers HP on kill, is a particularly good god choice for spellcasting Djinn. |
− | *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 | + | *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. |
==History== | ==History== |
Revision as of 07:01, 4 September 2021
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.
- Miasma Immunity: Djinn are immune to miasma and sickness.
- Cold Vulnerability: Djinn take extra damage from cold.
- Floating: Djinn's gaseous lower bodies allow them to fly permanently, but they are unable to wear boots.
- Extra Vitality 1: Djinn have +4 maximum HP.
- HP Casting: Djinn use HP instead of MP for all purposes.
- Djinn have zero MP, rendering any form of MP restoration and the spirit shield ego useless. However, this also renders them immune to the negative effects of the antimagic brand and any other MP-draining effects (such as ghost moths).
- Innate Casting: Djinn are unable to learn spells from spellbooks. Instead, they learn spells as they grow (though Djinn from spellcasting backgrounds still start with 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 spellpower and success rates of spells.
- As they do not train spell schools, Djinn cannot effectively use magical staves and weapons of pain as melee weapons. They still benefit from magical staves' spell-enhancing effects.
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 every odd level 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, in many ways, are simpler spellcasters. Players don't have to worry about running out of MP, decide which spell schools to train, or even choose which spells to learn! However, magic-using Djinn have to be careful about their HP reserves, especially in dangerous situations where a few extra HP could make the difference between life and death. Also, they must adapt to whatever random spells they get, which may not synergize well with their current abilities or the player's preferred playstyle.
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
- Djinn that want to cast any significant amount of spells will want to invest not only in Spellcasting, but also Fighting, to give themselves plenty of fuel for their spells. A source of increased regeneration is also useful to have.
- Makhleb, who recovers HP on kill, is a particularly good god choice for spellcasting Djinn.
- 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.
History
- The modern incarnation of Djinn, inspired by the Djinn of old and the Oni species found in some forks of Dungeon Crawl, was added in 0.27.
- 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 |