New Djinn
Innate abilities:
Unlike other races Djinn belong are made of pure magic and placed firmly in the non-living holiness bracket, being neither living, nor undead. As such:
- HP and MP are unified as essence. Djinn pay 2EP for every MP they would normally spend.
- Hunger costs are paid in contamination and mutations will be received normally if glow is reached. [Mutations are received normally from all sources.]
- Weak to attacks specifically designed to drain energy. Draining attacks do +50% damage; Vampiric weapons heal creature attacking Djinn for 100% of damage done. [rN--]
- Weak to antimagic attacks and receive +75% damage from them (which is probably still less damage than they'd do if it had the normal drain MP effect).
- Immune to Pain, Torment and Dispel Undead. [rTorm]
- Immune to Poison. [rPois+]
- Don't have a food clock and cannot use potions or food.
- Cannot rot. [rRot+]
- All Transmutations spells work as normal.
Djinni are made of 'pure magical energy' which does not by default have any elemental component. If they focus strongly enough on a single elemental school (Fire, Ice, Earth, Wind) they get an additional benefit at mastery (skill level 27). Unlike the original free boost; all of these are hard fought and only unlock in lategame. They still come with trade-offs. These are as follows:
- Fire: rF+++, rHellfire, Permanent Fire Booster. rC-, rDrown-.
- Ice: rC+++, AC bonus, Permanent Ice Booster. rF-. LRD Weakness.
- Air: rElec+, EV bonus, Permanent Air Booster. rF-. Airstrike weakness.
- Earth: Large AC bonus, Permanent Earth Booster. EV penalty. LRD Weakness.
Of all the stuff here; the mastery bonuses are what I'm most iffy on and ready to scratch away should someone say that's still too powerful. I just included it because having an extra bonus with trade-off malus for being such a good elementalist to reach level 27 in the skill seems cool.
Level Bonuses:
+1 Int or Dex every 4 levels.
+2 Magic Resistance every level (lower than humans).
Average HP/MP used for the EP calc.
Aptitudes:
Similar to mummies; Djinn are used to having all the time in the world and thus learn everything slowly. Their aptitudes are bad on most fighting and weapon skills; but poor on lighter weapons and UC; and poor to average on magical skills; except those related to the living beings, which are harder for them to relate into. They are natural Transmuters and Translocaters, but it is hard for them to take advantage of the former with their low UC apt.
Fighting: -3
Axes: -4
Bows -4
Crossbows: -3
Long Blades: -4
Maces & Flails: -3
Polearms: -4
Short Blades -2
Slings -2
Staves -3
Throwing -3
Unarmed Combat -2
Armour -3
Dodge -1
Shields -2
Stealth 1
Spellcasting 1
Invocations 0
Evocations 0
Air Magic -2
Conjurations -2
Charms -2
Earth Magic -2
Fire Magic -2
Hexes -2
Ice Magic -2
Necromancy -4
Poison Magic -3
Summonings -2
Translocations -1
Transmutations 0
Experience -2