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The Aard and Igni signs empower a djinn greatly, while Axii and Yrden calm it down and make it easier to combat. The massive area-of-effect spells it can cast come faster, and it may teleport more often the more desperate it becomes. The closer a djinn is to death or capture, the more dangerous it becomes. A witcher must be able to quickly react to this and continue to pressure the djinn, using additional bombs as necessary to continue suppressing spells. Djinn can teleport short distances to escape harm, even after being affected by dimeritium bombs. If you must face a djinn, dimeritium bombs are too useful to go without, giving a witcher the chance to close the distance without being frozen, burned, or electrocuted. Combat Tacticsįighting a djinn is about working quickly, and not something a witcher should attempt without good cause, or good pay. Luckily, as magic beings, they are vulnerable to silver - yet steel will do them no harm. What's more, by manipulating the element of air they can summon powerful storms, hurricanes, and gales. Fighting a djinn is extraordinarily difficult. To imprison a djinn and bend it to one's will, one must first weaken it - and that is no easy feat. Only a sparse handful have managed this feat, however, for djinn fight to avoid such a fate with stubborn determination. According to legend, djinn can grant even the most far-fetched wishes, though they do so very begrudgingly. A djinn is a powerful air spirit, a condensation of the power of that element endowed with consciousness and character - the latter usually nasty. –The First Longing, a Tale Fantastic in All Ways. The smoke pulsated, then gathered up into an irregular sphere floating in front of the poet's head.
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None Bestiary Entry The pitcher emitted a puff of glowing red smoke.