Please be aware that while Djinn exist, they are a restricted race and not generally available for players.
They are old magic elemental creatures. This elemental type being is a floating, spirit-like form (not to be confused with an actual non-physical form) that completely encompasses one type of element. However, they cannot survive in an environment where their element is not readily present. They are considered to be an immortal race and will always weaken to dramatic levels when pulled from their core element or hit with its opposite. All Djinns can attain a human like form through a type of shape shifting, though they will still reflect their element in their looks (like reddish hair/eyes for fire, something paler and lithe for air, etc). They will always have faintly pointed ears.
Strengths of all Djinn:
Aura: Auras are an ability that is ‘always on’ to allow one to give off a specific mood to others. These are not strong enough impressions to force a change, but it does make others more easily suggested to feel in such a way. An example is an Aura of Calming, where being within a 10 meter range of the Djinn gives others the impression of calm. Auras can also work in inverse, where they allow the Djinn to always feel something external as well, like being able to pick up a lingering sadness in areas they visit. The aura does not have to be balanced with a weakness.
Elemental Magic: Depending on the Element of the Djinn, they will have magic in that particular Element. Magic powers will still need to be requested through Character Application or Modifications, but the ability to have it will be there by default. When apping as Djinn, please make sure you list the Element you are strong in. This does not have to be balanced with a weakness. However, the different powers based on elemental magic will need to be balanced with a weakness for each ability.
Hovering: The ‘spirit-like’ form of the Djinn comes from their innate ability to hover. They tend to not have legs as humans perceive. So for them, even standing isn’t innately connected to the ground. This does also give them a lighter weight than they look, even the rock or earth types. Djinn can attain higher altitudes, though like birds, they do eventually need to ‘land’. The ability to hover does not have to be balanced with a weakness.
Weaknesses of all Djinn:
The following weaknesses are general racial weaknesses and are not considered as valid to balance skills and powers.
Elemental Weakness: There is always an opposite to the element that the Djinn is weak against. Typically it’s wise to follow common trophies on the matter, like fire being weak to water, wind weak to earth, and the like. Whichever the element is, the Djinn cannot block attacks of that element. It’s one of the surest ways to weakening them as a means of destruction, so all Djinn/Ifrit make it a point to know their weak points and avoid at all costs! As with the strength, the element you are weak to must also be listed.
Light Weight: Because all Djinn have that spirit-like form, they weigh far less than they look. This means in their true form, not only is it far easier for all other beings to overtake them, but they are more easily knocked back. Even those of stone or ice are light of weight, they just have an element that when in use cn add to their ‘grounding’. The lightweight also translates to strength. As they are lighter weight, their strength to lift items only goes with the power of their element, not their physical strength. Physically, they are puny.
Elemental recharge: Because all Djinn are of one element, to gather power they must spend time within that element. This means that fire elementals most spend time in an area completely engulfed in flames, a water elemental must be engulfed in water, an air elemental must be high in the atmosphere where only air is dominant. In modern times, this often means air vacuums, water tanks, furnaces, mines - are all places elementals will cling to. When a Djinn doesn’t get a proper recharge (the equivalent of a 6-8 hour sleep) then the Djinn will enter a state of fatigue where NONE of their elemental powers will work at all. Much like any other creatures, too much use of their element in a day will quicken the need to recharge. Because of this all Djinn outside of their natural areas tend to be careful with the power they use. One doesn’t want to be without it, after all!
Possibly being bound to someone: It's a tricky process, but a Djinn can in theory be bound to an individual and after that has to do their bidding. A person has to know the true name of the Djinn and needs to be in possession of a talisman specifically created for this purpose in a ritual.
Other known Djinn abilities:
In the modern world, Djinn are not out and about and most of the historic knowledge about them is lost, so myths and fairytales mix with truths. One thing, however, is commonly known: Djinn are able to grant wishes. They will need to fulfill the wish either granted out of kindness or forced because they are bound, but how they do it entirely depends on the Djinn's personality. If they are kind hearted and good, the result will probably be as desired; if they are evil and angry the result may be twisted.
Notes: Djinn can not be played as a basic character. When applying for a Djinn, please keep in mind that we do not allow Djinn to be older than 2000 years at the time of application.
Further Information on Djinn (Fragments of historic writings)
(Text by Daimon Prather, adapted to fit the Ebon Ridge lore)
Some of us (Djinn) are righteous and some of us are otherwise; we follow different ways. We know that we cannot frustrate Allah's design in the earth, nor can we frustrate it by flight. When we heard the call to guidance, we believed in it.
The Nature of Djinn
Djinn are related to European faeries, being originally creatures of nature. They acted as nature, being neither good nor evil. But the Choice brought about a change in their essential nature. In response to their acceptance of a decision between the forces of good and evil, God gave Djinn one thing that the European Faeries never had: a soul, whose final disposition is dependent upon the choice made by each Djinni. Thus Djinn can be Muslim or diabolical. There are a few who have not made a choice, but have souls nonetheless and must on day choose.
Some powers are more common in Djinn than others.
Elder and Younger Djinn
Djinn can live very long lives. In fact some of the Djinn alive at the Council of Choice remain so. As Djinn age, they become more powerful, and, in addition to increasing their ability in Astral magic, many gain or develop new natural magic abilities as well, such as enchanting objects, prophesy, and greater control over the weather and elements. It is the mark of a great Sahir who can call an Elder Djinni a friend, or a slave. Younger Djinn are more common by far, and many Djinn fear that the greatness of their kind is past, and that with each century the Djinn lose more of their magical nature, and will someday become as other mundanes.
Djinn Might and Powers
The Djinn tribes, though greatly changed in nature and power from Djinn of pagan times, are still formidable foes. Only the great Solomon (Suleyman) was ever able to bring them under control, by using his copper and iron ring. In Ars Arabica, Djinn Might is used to allocate power to a Djinni. Djinn Might itself is used in the same way as other Might scores in Ars Magica. It provides a measure of the power of a creatures, a way to regulate mystic powers, determine resistance and penetration, determine effectiveness of spells, and to indicate a source of power. The Djinn are in fact related to the Fay, though today they are more separate and estranged than ever.