DjinnTheBinding:Workings

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Workings[edit]

Common Rules[edit]

Elemental Workings[edit]

Elemental workings can only be learned by the appropriate Caste.

Workings of Fire

Workings of Water

Workings of Air

Workings of Earth

Workings of the Forest

Blessings[edit]

Each Archangel teaches a workings to their Camp, these workings are also referred to as Blessings.
Blessings of Protection

Blessings of Revelation

Blessings of Healing

Blessings of Judgement

Blessings of Death

Additionally Ibis teachers his followers the Blessings of Corruption.

Common Workings[edit]

Finally the following workings are available to all Djinn:

Antimagic Workings These Workings allow djinn to detect the use of magic, shield themselves against it, or even turn it back against its wielder.

Entropic Workings These Workings allow a djinn to unleash a tiny portion of the chaotic energies that roil within its being. They're not as versatile as direct elemental control or as precise as an Azraelite's killing touch, but they can be just as damaging. At low levels, they simply accelerate the natural process of decay; at high levels, they can cause instant disintegration.

Illusion Workings These Workings allow the creation of illusory images, sounds or scents. The higher the level, the larger and more elaborate the illusions that can be created. They can also allow a djinn to magically disguise its appearance, or at higher levels become invisible.

Luck Workings These Workings allow a djinn to manipulate probability for itself or those it chooses to bless or curse. The more improbable an event, the more difficult it is to cause -- making a traffic light turn green at just the right moment is trivial, for example, while winning the lottery is a lot harder. These Workings can't be used to cause the impossible; a djinn could direct lightning strikes during a storm, but it couldn't call lightning down from a cloudless sky. They also can't be used to alter what's already happened. For example, a djinn can't reach into its pocket and "just happen" to find a flashlight there. However, when searching for a specific file in a filing cabinet, it might "just happen" to open the right drawer on its first try.

Mindbending Workings A djinn can't control a mortal's actions like a puppeteer pulling strings, but it can influence them by altering their perceptions. At its simplest level, these Workings allow a djinn to appear supremely charming or frightening. At higher levels, they can cause hallucinations, manipulate emotions, erase or fabricate memories, and ultimately, drive a mortal insane.

Morphic Workings These Workings allow a djinn to alter its own body -- to increase or decrease its size, grow extra limbs, change into the shape of an animal or dissolve into smoke. Unlike Transmutation Workings (see below), changes a djinn makes to its own form have no limit to their duration; they last until the djinn decides to change back. The normal limitations on a vessel's size don't apply here, but changing your size via Morphic Workings doesn't add or remove health levels.

Sensory Workings These Workings allow a djinn to increase the acuity of its senses beyond the normal human range. At low levels it simply has unusually sharp senses. At mid levels it can see like a hawk, hear like a bat or scent like a bloodhound. At high levels it may use them to see in total darkness, peer through walls, listen to radio and cellular transmissions, or detect electrical currents.

Transmutation Workings These Workings are used to transform the substance of objects -- for example, they can change pebbles to gold, create food from sand or palaces from clouds, or turn people into pigs. The higher the level, the larger the scope of the transmutation and the longer it lasts. Truly permanent transmutations are impossible, but durations can be as long as a year and a day. (The most powerful of djinn can even effect transmutations lasting a whole century, although these must always include an escape clause.)

Travel Workings This includes all movement-related Workings, from increased speed to flight to teleportation.

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