Post by Aria Talei on Jan 24, 2011 16:23:13 GMT -5
NOTE: Djinni and Magicians are complicated to play. Please be sure to understand the rules before attempting. If anything seems to be left out or confusing, please contact me for clarification.
Also known as Demons, a rather offensive term, or Spirits, Djinni are creatures that exist somewhere between the physical world and that which they call the "Other Place", which they can't or won't describe to Humans. When free, Djinni usually return to this Other Place, though occasionally they may visit the physical world.
Djinni are summoned by Magicians (aka Sorcerers, Summoners) and are bound do to their will. As a result, Djinni have an inbred hatred for Magicians and a rather cold dislike toward Humans and the rest of the "Physical" species. Djinni live forever unless killed while in the physical world; Magicians summon them by researching their names in ancient volumes that have been passed down through the ages. Only one Magician may control a Djinni at any given time; if another Magician tries to summon an "employed" slave, nothing will happen. The power Magicians hold power over their servants because they know the Djinni's true name- if a Djinni should learn the true name of its master, the playing field is evened, and any spell cast to inflict pain on the servant may be reversed to strike the master.
While in the physical world, Djinni take physical forms that may range from any sort of animal, person, to inanimate objects. There are seven "planes" that these forms reside on; the first plane is what everyone can see, and what Humans and the other races would think of as the "normal" world. The other six vary. Hardly anyone operates on the sixth or seventh plane, and Djinni can scan through all the first five. Magicians can only see into the third. Here's an example:
Let's say a Djinni wanted to change to look like a cat. On the first plane, automatically, he would look like a cat. However, unless he put slightly more effort in it, his "true" form would be able to be seen on the second plane (true forms are usually grotesque, odd shapes, not very beautiful for anyone to look at). The higher plane you wish to hold your guise, the more energy it takes to hold and maintain your guise. As a result, the highest any Djinni typically goes is to the fourth plane, and that is when dealing with Magicians. Otherwise they stick typically to the first.
Djinni have very otherworldly names.
As you might have guessed, Djinni are capable of Magic. Remember that any magic cast costs a good deal of energy.
Djinni Magic
- - Detonation
Detonations are common, simple-to-cast spells of varying degrees of power (depending on the caster), used primarily in fierce combat. They appear to be large green explosions usually strong enough to knock things over or send something flying- think of a bomb without the fire.
- - Inferno
Inferno is a spell used most commonly by spirits in combat. It is described as a flash of light that, on contact with skin, leaves a severe burn, on walls a large singe mark.
- - Convulsion
Strings of power that entwine the enemy, growing tighter on command from the Djinni.
- - Shield
Shields are (usually domed) constructs of protective magic designed to protect the user from physical and/or magical attack. Can be cast around others, as well, but the more included the more taxing on energy, as is the same with the energy of what they're blocking.
Magicians are Humans that have been born with the gift to see Djinni in their true form; it is not uncommon for Magicians to do a general sweep of the children in a town and spirit away those that show promising signs. Raised with a rigorous training schedule, young Magicians learn the ways to control a Djinni.
Whereas Djinni are naturally magical creatures, the entirety of a Magician's magical strength comes from controlling such a being. Phrases must be memorized and said perfectly; any stutter in a magic word can be disastrous, either making its meaning unclear or allowing the Djinni to skew the desired effect. To command a Djinni, Magicians make entirely sure that their will is spelled out without any chance for loophole (what makes playing these two races fun, but tricky, is that both sides are searching for a misinterpreted advantage). For example, (and this is taken exactly from the books, sorry Stroud! <3) if a Magician said to the Djinni, "I command you to show me the love of my life," the sarcastic Demon might present a mirror, making a play off of the Magician's arrogance (or something). A more correct command would be something along the lines of "I command you, (name), to show me the image of the Human Female that (list some favorable attributes here)." That's the general idea, if in a very innocent example. In more serious cases, a Djinni may skew a command to entirely undermine a Magician's plight or lead to an accidental death.
Since Magicians get to choose their own names, they typically have "normal" sounding first names with impressive (and almost rediculous-sounding) last names that have a literal meaning (Mandrake, in the books, is one).
These words of "magic" are used by Magicians to command Djinni. (I have used Latin.) Remember, any misspoken (on in this case, misspelled) commands will not work. Also remember, that summoning and controlling a Djinni takes a considerable amount of energy.
Magician's Commands:
Adveho, (Djinni Name), vestri vinco est dico. Literally means "Come, (Demon), your master is calling." These are the words of summon; they are used in the first summoning to bring the Djinni from the "Other Place" to the physical world. This also doubles as a binding incantation; the Djinni cannot return to the "Other Place", or leave, or disobey any order (without punishment) until they are dismissed.
- - Finis enslavement. Literally means "End enslavement." This allows the Djinni to be freed from that Magician's servitude, and return to the "Other Place".
Revenio, (Djinni Name). Literally means "Return, (Demon)." When the Djinni is away on business, this is a means to call them back.
Fodio! Literally means "Jab". This is a way of inflicting pain; it causes the Djinni to feel like it has been jabbed with an electric cattle prod.
Contraho! Literally means "Constrict". Another form of punishment, the Magician binds his slave in invisible ropes, which squeeze at the command of Adstringo! (tighter).
- - Terminus contraho. Literally means "End constriction." Terminates the constriction spell.
Planto is res forever carcer of (Djinni Name). Literally means "make this object forever the prison of (Demon)." This is used to entomb a Djinni within any object, large or small, until the object is open or destroyed. To use it as a threat, the Magician may add on the end (in English, don't worry) "in (number) days'/weeks'/months'/years' time".
- - Terminus entombment. Literally means "End entombment." Terminates the entombment spell.
Now, please note that when a Magician is giving an order to a Djinni, they do not need to use the Latin commands above (the "magical" commands are mainly used to call, punish, or release the Djinni). As always, the Magician must be careful to phrase their wishes carefully, so they can't be construed differently.
(Inspired by, but not entirely true to, the Bartimaeus series by Jonathan Stroud
en.wikipedia.org/wiki/Magic_in_Bartimaeus)