Jinn

**The Jinn**

The Jinn are powerful beings that come from another strange, fiery, plane of ash and desolation. They come to this plane rarely of their own free will, but a circle of spiritualists find that the Jinn can be very useful, and summon them frequently for aid. The Jinn physically, just seem to be much more powerful humans, with skin resistant to flames and smoky looking eyes. It's common that they have some sort of physical mark to represent their main magical focus, but little else makes them look less humanlike. More evil inclined Jinn take forms to scare humans when they visit the plane. Strangely enough though, the Jinn have no extra affinity for fire than they do for any other elemental magic. It's not considered strange for a Jinn to master water magic. There are different variations of Jinn which lean towards different types of magic.

The Jinn are extremely formal, though in their plane, these manners are the norm. Things must be done properly, or Jinn will take major offence. Jinn have their own brand of corruption magic, and a variety of magics unique to their own world, hence why Spiritualists seek their help so often. All Jinn can naturally shapeshift. Several Jinn take turns swapping grand kingship between them as each day goes past. It is unheard of for the days to pass without the crown passing.

**Jinn Plane**

The plane of the Jinn is rumoured to be as ashy and fiery as it is because of great wars that have been fought in the past between the extremely powerful mages in that plane. It's a fact that the plane lends itself to greater feats of magic and has far more connections to the Arcanum, containing much more natural magical phenomena such as the Veil.

**Jinn Magic**

Jinn magic is radically different to magic on other planes, the main similarity being the fact that elemental magic is still there, though even this is different. Jinn arcanists start at higher tiers than other races and their magic is generally stronger on each tier than normal. Jinn do not use compulsion, it is redundant in a world when everyone and everything has a level of natural resistance to the magic. Even those who travel to the human plane prefer to use Veil magic instead.

Veil/Dreaming - This magic manipulates the Veil, the boundry between planes. This allows Jinn to travel between the planes freely and cause effects in one plane while being in another. Humans who are the target of the wrath of Jinn spiritualists are visited by horrific nightmares while sleeping, possibly even keeping them frozen long after they've woken up or killing them as they contort their bodies wildly in horror. The torture a Jinn can inflict depends purely on the spiritualist. Jinn are more than happy to do typically evil acts, as these acts are not evil to them. This is not only effective on sleeping targets though, Jinn can implant thoughts and images in the minds of the waking. The greatest Veil arcanists can keep someone asleep forever, making sure that their victim never knows that they are asleep. If the victim awakens, they are generally hard to bring back into normal society(if not scorned for what seems to be punishment from the gods), and extremely weak for months or years afterwards depending on the duration of their coma.

Mysticism/Sihr - Sihr is a less common art that is sought after by Jinn spiritualists often. This allows Jinn to predict future events and interact with the world in strange, catastrophic ways. The actual powers that Mystic jinn arcanists can call on aren't very defined, and seem to change and rely on the Jinn. Sihr is a darker magic for the Jinn and the Jinn version of corruption. Sihr breaks the rules of typical Jinn society, but a lot of the magic itself doesn't really seem very evil to humans. Sihr is used to discover secrets and find out things that aren't meant to be discovered. The greatest Sihr arcanists can predict their own deaths and avoid them for a time when they have urgent business to do before dying.