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(as found in the ring)
Known Powers: Matter Creation: In. Using this ability a Djinni (plural Djinn) can;
Create Illusions: Mn. These illusions are both visible and
audible and last, even without concentration, until it is touched. If the whirlwind strikes a creature, it takes Excellent damage for each round of contact with the whirlwind. A Djinni can ride its whirlwind and even take along passengers, who (like the Djinni) suffer no damage from the buffeting winds. The whirlwind can carry the Djinni and up to six man-sized or three genie-sized companions. Airborne creatures or attacks receive a -1cs penalty to attack and damage rolls against a Djinni, who also receives a + 4 bonus to saving throws against gas attacks and air-based spells. Reality Manipulation: Un. This is the only ability that Djinns are required to use in aid for their captors (ring wearers, bottle owners, etc). Djinns are not required to use this ability more than once per day. One note, since most Djinns that are imprisoned resents this fact, and while required to grant wishes to the wearer of the ring can get very picky about the wording of that wich. (If a Djinni wants, it can interpret the wish for a 'chic with long legs' as an osterich) Role-Playing Notes: Djinn are nearly impossible to capture by physical means; a djinni who is overmatched in combat usually takes to flight and uses its whirlwind to buffet those who follow. Genies are openly contemptuous of those life forms that need wings or artificial means to fly and use illusion and invisibility against such enemies. Thus, the capture and enslavement of djinn is better resolved by the GM on a case-by-case basis. It is worth noting, however, that a good master will typically encourage a djinni to additional effort and higher performance, while a demanding and cruel master encourages the opposite. |