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Creating a Djinn Talisman

To create a talisman by which a Djinn can be controlled, The magi or sahir must have a personal connection to the Djinn, by knowing it's name, having a personal item, or something from their person, like a strand of hair. The item must also be tailored to the Djinn's tribe.

Each tribe has a particular form of vis and with which it is associated, as well as specific type of material. In addition to the amount of vis as determined by the Materials and size table, at least 1 pawn per 5 levels of power of the targeted Djinn must also be added to bind that particular Djinn(this amount is not affected by size or material of the talisman). The associated vis must be used for both preparation and binding. The power of the vis is not added to the lab total unless it is greater than the power of the Djinn. Any bonus from vis above the amount needed for preparation and binding may be added to the lab total.

Other factors are equally important. The purest example of the associated material should be used as well. The form of the talisman should match the nature of the particular Djinn. More common talismans include lamps, rings, bags, and scabbards. The talisman must be in a form that can contain something, however. The use of the containment effect is constant (+5), restricted to affecting a specific being (+3), and the item must maintain concentration (+5). The base level of the effect of the talisman is 5 higher than the Djinn it will contain, plus the modification listed above. Remember the greater the power of the talisman in containing the Djinn, the greater the ability one will have in controlling it. For every 5 levels of power the talisman is compared to it's target, the wielder/creator of the talisman gets +1 to besting the Djinn in the contests of wills.

Remember the greater the power of the talisman in containing the Djinn, the greater the ability one will have in controlling it. For every 5 levels of power the talisman is compared to it's target, the wielder/creator of the talisman gets +1 to besting the Djinn in the contests of wills.

 

Cat's Eye +6 (Corporem) when binding Ghul
Agate +6 (Auram) when binding Jinn
Jade +6 (Aquam ) when binding the Marid
Emerald +8 (serpents) when binding the Shaitan
Obsidian +4 (Terram) when binding Jann
Ruby +6 (Ignem) when binding Ifrit
Copper +3 when binding/summoning Jinn, Jann, or Marid*
Iron +3 when binding/summoning Ifrit, Shaitan, Ghul, or Marid*
Table: Materials and their association with the Djinn, and effects in the lab

 

Jinn Auram
Jann Terram
Marid Aquam
Ifrit Ignem
Shaitan Auram
Ghul Corporem
Table: Tribes and associated vis


next up previous
Next: Djinn Might and Powers Up: Djinn Tribes and their Previous: Binding A Djinn

Hans Georg Schaathun
Sun May 25 14:21:01 MET DST 1997