Djinn

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Advantages:

Gain 4 generic "fuel" for use with Ritualism

Resist Wind receive 1 resist at 1st level and every 10th level for free, and may purchase more.

Can buy Natural Cyclone (self only, 4SP)

Disadvantages:

-2 Body (to a minimum of 2)

Racial Makeup (white and/or blue markings, pointed ears)

Vulnerable (Stone)

Can be harvested by an Advanced Theurgist for "Heart of a Djinn" ritual component - being Harvested forces a Djinn to resurrect.

Powers:

  • Gentle Breeze*: This functions as a Natural Glide, usable twice per reset.
  • Windrider: This functions as a Natural Fly, usable twice per reset (requires Gentle Breeze)
  • Gust of Wind: This functions as a packet-delivered Natural Disarm, usable twice per reset
  • Camo: Some lucky Djinn are born with markings in places covered by clothing; a Djinn with Camo can pass for an elf unless he's closely inspected. Camo Djinn have their makeup requirements reduced to simple pointed ears and may respond with "elf" to "What do I see" calls.

Heroic:

  • Sorcerer: Djinn Sorcerers stand alone at the apex of ritualism. This power has a number of effects:
    • A Sorcerer may re-roll a Ritual if they don't like how it came out. They must abide by the result of the second roll, even if it's less desirable.
    • Sorcerers may surrender one Natural Cyclone tag in lieu of any one component in a ritual. This can only be done once per ritual.
    • Once per season, a Sorcerer can forgo the ritual roll and simply declare the outcome.
  • Ethereal: Djinn Warriors, never very numerous, are nonetheless fearsome opponents. An Ethereal Djinn may elect to alter his Natural Cyclone to admit ranged attacks but blunt melee; this allows him to call No Effect to normal melee attacks at the cost of suffering ranged attacks normally. Ethereal Cyclones last for one minute.