Racial Advantages: Elemental Affinity(Your Choice), Djinni Bottle(Special)
Racial Disadvantages: Extreme Obsession(Attaining and caring for a master)
Wish-Granting +X: As part of their racial package, Djinnis may grant wishes for one or more people under various circumstances. These wishes take the form of casting spells however they manage to do that, and when casting a spell that qualifies as the granting of a wish, they gain a +X to their casting roll, and up to X MP of the spell's MP cost is refunded back to the Djinni.
Luxury Bottle $X: As a Djinni grows in power, they are able to use their magic, which is amplified while in their bottle, to improve the amenities within. While the facilities of the bottle are those of a bare bones 10x10 room with nothing more than a bed and a small storage closet at the first level of this race, at every even level, the value of this bottle improves, up to $X. Use the rules for expanding and improving students' dorms from the MSF High rule set(Insert book here) to determine how you can spend your money. As the insides of your bottle become more luxurious, it becomes externally more flashy and ornate as well. Additionally, normally only the Djinni herself can enter into her own bottle, but by spending $2000 on an upgrade, they may take anyone they are holding into the bottle along with them.
Exclusive Advantage: Djinni Bottle: A Djinni has a special item, their Djinni bottle, which serves as their home and their magical focus. When they are within 5 feet of their bottle, they may spend their entire move action to enter or exit the bottle. Within the bottle is an area of subspace which serves as their home. While there, they regain 1 additional HP and MP per hour and may sleep as needed. They can take with them anything non-sentient that they can carry and will fit within the bottle. A Djinni has a natural inclination towards granting wishes, along with a strong desire to do so. The bottle they live within, the creation of which is a highly magical process which plays into the Djinni's conversion into a Djinni, imposes a set of rules upon the Djinni that affect how they feel about potential owners, how they are allowed to interpret what is and isn't a wish, and how their owner is determined. When this race is first taken, roll randomly to select each of the three traits below. You may instead spend 250 per trait to select the trait yourself.
Master Link:
1.Standard Link: The Bottle has no particular effects on the Djinni, and their personality taints the interaction between them and their master.
2.Love Link: The Djinni's appearance shifts into one that would be considered desirable to the bottle's owner, and the Djinni is automatically infatuated with the master, and will attempt to act as boy/girlfriend to them on top of their duties as a Djinni.
3.Slave Link: The Djinni is enslaved to the bottle's owner, and will obey even non-wish requests even against their will.
4.Soul-link: The Djinni and the bottle's owner are tied together. Any MP damage dealt to either is distributed between the Djinni and their bottle's owner, with the odd extra points of damage going to the Djinni. In addition, the Djinni and the bottle's owner may use each other's MP as needed.
Wish-granting:
1.Standard Granting: The Djinni does their best to grant wishes as the master means them, and must be made as a wish, rather than a simple request.
2.Literal Granting: The Djinni grants only those wishes preceded by the words "I wish", and then adheres to the closest literal meaning of the following wording.
3.Interperatative Granting: The Djinni may use any interpretation of words spoken after "I wish" in their granting of said wish, and may grant it by roundabout means.
4.Assumed Granting: The Djinni doesn't need to hear the words "I wish", so long as it is implied that the master would truly like whatever wish the Djinni is granting.
Ownership:
1.Destiny Owner: The bottle is found by a person chosen by fate, and they are the permanent owner. Only the death of the owner would change the owner of the bottle, and even if that does happen, the bottle will disappear, only to be found by someone of similar qualities to the previous owner.
2.Possession Owner: Whoever happens to be in possession of the bottle--meaning, the last person who was holding it--is the owner. If two or more people are holding the bottle, whoever gets out a wish fastest will have theirs granted first.
3.Wish Set: The bottle will belong a single person until they have made a number of wishes(roll a d10 for this number when the trait is selected randomly, choose a number from 1 to 10 otherwise). Then the bottle will disappear, usually reappearing in an antique store or random treasure chest. The Djinni cannot have the same master twice in a row, but can alternate in such a fashion.
4.Activated Owner: The owner of the bottle can be switched, but not simply by them holding the bottle. A key action or phrase must be used to take control of the bottle(such as a magic word, or immersing it in liquid, or something not readily obvious)