Djinn is the name for the elemental genie of Air. It was a djinn Dandelion released which wreaked havoc in Rinde in the short story "The Last Wish". Geoffrey Monck, a mage, had numerous djinns trapped into bottles. They gained their freedom after fulfilling three wishes each.
Template:Infoboxbestiary2 “The pitcher emitted a puff of glowing red smoke. The smoke pulsated, then gathered up into an irregular sphere floating in front of the poet’s head...”—The First Longing, a Tale Fantastic in All Ways.
A djinn is a powerful air spirit, a condensation of the power of that element endowed with consciousness and character—the latter usually nasty. According to legend, djinns can grant even the most far-fetched wishes, though they do so very begrudgingly.
Unusually powerful mages can capture and tame these beings. The mage can then draw on its energy, using it to cast spells without having to call on Power from traditional sources. Only a sparse handful have managed this feat, however, for djinns fight to avoid such a fate with stubborn determination. To imprison a djinn and bend it to one’s will, one must first weaken it—and that is no easy feat.
Fighting a djinn is extraordinarily difficult. They can fling off spells in an instant that the most accomplished human mages could never cast with years of preparation. What’s more, by manipulating the element of air they can summon powerful storms, hurricanes and gales. Luckily, as magic beings they are vulnerable to silver—yet steel will do them no harm.
Fighting a djinn is about working quickly, and not something a witcher should attempt without good cause, or good pay. 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 before they can get close.
Djinn can teleport short distances to escape harm, even after being affected by Dimeritium Bombs. A witcher must be able to quickly react to this and continue to pressure the djinn, using additional Dimeritium Bombs as necessary to continue suppressing spells.
The closer a djinn is to death or capture, the more dangerous it becomes. The massive area of effect spells it can cast come faster, and it may teleport more often the more desperate it becomes.
Aard and Igni signs empower a djinn greatly, while Axii and Yrden calm it down and make it easier to combat.