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A Djinni is a good aligned Genie from the Elemental Plane of Air (not to be confused with Genies from other planes such as Dao from the plane of Earth, and Efreet from the plane of Fire, et al).

There are also the Noble Djinni variety found in the game.

Gameplay[]

The Djinni is a hostile creature who is likely to employ melee attacks. It has three defensive spells it can use, including Shadow Door, Globe of Invulnerability and Protection From Magical Weapons. Oddly enough, the game gives the Djinni no offensive spells to employ in its script.

This creature's melee attack weapon is some kind fist or similar (with no animation) inflicting 2d8 crushing damage with additional strength modifier damage added. The game gave the creature 2 pips proficiency with blunt weapons, but the weapon is not coded properly so it doesn't modify the attack. This weapon is non magical and unenchanted. A Djinni gets two attacks per round.

Summoned Djinni[]

These type of Djinni will most likely only be encountered if a hostile mage casts a Summon Djinni spell, or if the party does.

Spell Version[]

Djinni summoned by the spell differ vary little from the non-summoned variety. It has the same stats and melee weapon as displayed in the info box.

A party summoned djinni from the wizard spell will be a controlled creature. You will need to direct it and move it and select which spells to cast, and what to target. The selectable spells available are:
Magic Missile (×2)
Agannazar's Scorcher
Melf's Acid Arrow
Stinking Cloud
Ghost Armor
Lightning Bolt

These spells are different than what the AI scripted djinni gets access to, so the Shadow Door, Globe of Invulnerability and Protection from Magical Weapons spells cannot be selected by the player, but the AI will cast them on their own as soon as the Djinni spots an enemy.

Ring of Djinni Summoning version[]

The Djinni conjured from the Ring of Djinni Summoning produces another variety of the creature. It is similar in stats, armor class and to hit abilities as the info box creature, although it has 7 Hit Dice (but the same hit points). Its saving throws are worse 10/12/11/12/13. The creature performs melee attacks with the GENSCIM.ITM, instead of the info box quick weapon.

This creature is subject to your will, and a controlled creature. You will need to direct it and move it and select which spells to cast, and what to target. The selectable spells available are:
Magic Missile (×2)
Agannazar's Scorcher
Melf's Acid Arrow
Stinking Cloud
Ghost Armor
Lightning Bolt

This creature will only be available for 1 turn. The Djinn from the ring is equipped with an undroppable and invisible item that prevents it from going below 1 Hit point - see the MONHP1.ITM page. It therefore cannot die from hit point loss. It can be destroyed or banished by other means like any summoned creature such as Imprisonment or Death Spell, or even the Disintegrate effect.

The AI in this version of the creature is different and won't cast Shadow Door, Globe of Invulnerability or Protection from Magical Weapons, it will simply use Invisibility upon spotting an enemy, after a delay.

Locations[]

Unknown, please fill-in if you wish.

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Sword Coast Stratagems revises the Djinni. it does this by implementing the "Smarter Genie" component. From the Mod's Readme:

Smarter Genies (BG2, BG2EE, BGT, EET)

This component improves the various genies (djinni, efreet, and the like) in BG2. Mostly this is done by improving their scripts and systematising the rather chaotic list of spells and abilities that different genies get (in the original game, if you charmed a genie you'd see that it had a totally different list of spells from the ones it was actually using!) However, the component also changes summoned genies so that they count as "Gated" rather than "Summoned"; the practical consequence of this is that they are immune to Death Spell. This makes genie-summoning rather more useful.

This component is sensitive to the difficulty setting:

BASIC: Genies will attack fairly unintelligently, and mostly do not use their invisibility or protective powers.
IMPROVED: Genies attack intelligently and use all of their magical powers.
TACTICAL: Genies can use their magical powers instantly and without risk of spell failure.
HARDCORE and above: Genies receive a modest (+50%) boost to their hit points.

The summoned Djinni have some revised powers and abilities. The 5 Hit Dice version is not used (no Djinni has 5 HD in D&D) and the 10 HD version is also changed. The wizard spell summoned Djinni and the Ring summoned creatures are now mostly identical. Only the melee weapons differ. The AI scripts and abilities/spells/statistics are the same. They are now both 11 Hit Dice Creatures with level 11/11 Mage/Cleric spell casting levels. By script they cast wizard spells (sometimes instantly depending on game difficulty selection). The creature will turn into mist form (and it is impervious to damage while in that form) and rapidly regenerate hit points when damaged over 50%. Careful timing and delivered damage can overcome the mist regeneration phase - if it isn't done correctly, the creature can take a long time to kill, as it is constantly going into mist form, regenerating, and then reforming etc.

The spells selection to the Djinni are slightly different than the base game. The SCS AI is very smart and detailed, and all memorized spells can be cast. The creature responds to the party's protections in an intelligent manner. The Djinni can use the following spells.
Magic Missile (×4)
Stinking Cloud (×2)
Lightning Bolt
Shadow Door
Globe of Invulnerability
Protection From Magical Weapons

With the installation of the Spell Revisions mod, all of Djinni's memorized spells will be the SR version.

Also with SR, the Summon Djinni wizard spell is changed. That revised spell summons a completely different version of a gated Djinni. See the spell page link for description of the spell and creature. Note that if SCS and SR are both installed, the SR Efreeti version is the one that appears, but it has the SCS AI assigned to it. Both mods work together by design.

Installation of Afaaq the Djinni Companion mod allows the party to rescue and take along a "seventh" party member. This mod adds Afaaq to your party and has much new content, quests and dialogue. Afaaq can also "level-up" once during his adventures with the party. He has his own unique equipment and memorized spells and powers. You can send Afaaq back to his "lamp" when you want to and bring him out as desired. Try it out if you want to experience having a Djinni as a party member.

Mod gallery[]

External links[]

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