Imp (a Djinn)

(Generated 240 times)
Namelist Arabic males (View names)
Rank Novice
Race Spirit
Cult rank None
Notes The weakest of the jinn, their magical abilities are relatively feeble but make good messengers of spies. They are often spiteful and rude. From Fenix. Its Damage Modifier (used for hand to hand combat) is calculated using POWx2. Special abilities are inherent - do not cost a magic point but DO cost action point
INT 2d6+6
POW 6+1d6
CHA 1d6
D20Hit locationArmor
Movement 6
Natural armor No


Amount: 1
Apprentice of Smokeless, Scorching Fire 10

Additional features

Special Magic Component to Shape POW+POW% View items

Non-random features

Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Shape-shifter*** Can shape-shift to named forms. Costs it 1 Magic Point per shift. Cannot change SIZ unless specifically mentioned. Takes 1d6 rounds to complete.
Ability ***Intangible*** can pass through solid objects unhindered. This includes trying to lift or move objects, unless they use their Telekinesis ability Likewise, they are immune to non-magical damage, although they can injure each other using ‘physical’ attacks.
Ability ***Invisible*** Naturally invisible, but can make themselves visible with conscious effort. Since they can see others of their kind, invisible or not, they require the use of the Stealth skill to sneak past one another.
Ability ***Telekinesis*** To interact with the physical world spirit can instinctively move objects via telekinesis, providing part of their intangible body is touching it. They have a pseudo STR equal to their POW, though for the expenditure of a Magic Point they can multiply this limit by a factor of five, solely for the purpose of shifting exceptionally heavy objects.
Ability ***Spirit Size-shifter*** Can enlarge themselves by a multiple up to their CHA, or similarly shrink by applying the same number as a divisor. Costs it 1 Magic Point per shift. Normal size is human sized. Takes 1d6 rounds to complete.Of course as spirits they possess no true SIZ characteristic so they can be bound into any object such as a ring or lamp, but some jinn like to overawe vie- wers by swelling up to gigantic proportions.

Standard skills

Spectral combat POW+CHA+6d10 Stealth INT+CHA+6d10 Willpower POW+POW+7d10

Magic skills

Invocation INT+CHA+7d10 Shaping INT+POW+6d10

Custom skills

Fly POW+POW+7d10