Summon Djinn
Realm Icon Sorcery.pngSorcery
Spell Properties
Spell Rarity Very Rare
Casting Cost Icon Mana.png 650
Upkeep Cost Icon Mana.png 17 per turn
Research Cost Icon Research.png 1,850
Unit Properties
# of figures Icon SingleFigureUnit.png 1
Moves Icon Movement Air3
Melee Attack per figure Icon Melee Normal.png 15
Ranged Attack per figure Icon Ranged Magic.png 8
Defense per figure Icon Defense.png 8
Resistance Icon Resist.png 10
Hit Points per figure Icon Hits.png 20
Unit Abilities

Ability ToHit +30% To Hit

Ability Teleporting Teleporting

Ability WindWalking Wind Walking

Ability Caster Caster (Icon Mana.png 20)
Tactical Djinn
The Djinn is a type of Fantastic Unit featured in Master of Magic. Djinns belong to the Icon Sorcery.pngSorcery Realm, and may be summoned using a Summoning Spell of the same name.

Possessing both a good Icon Melee Normal.png Melee Attack and reasonable Icon Ranged Magic.png Magical Ranged Attack, the Djinn's primary advantages are its ability to move freely around the battlefield, cast Icon Sorcery.pngSorcery spells with its own Icon Mana.png Mana, and help its entire army fly across the overland map. It is therefore a powerful support unit.

The Fantastic Unit Edit

Physical Description Edit

A Djinn has the upper body of a large, strong man, with a magical vortex instead of a lower body. The Djinn wears little above the waist - only two golden armbands and a golden belt indicating the end of the its physical half and the start of its magical half. Its head is adorned with a large turban.

Djinns are originally creatures from Arabian myths, and in many folklore stories they display the ability to grant wishes. They are often associated with brass lamps, in which such Djinns (or "Genies") are trapped for centuries.

The Djinn is a Icon SingleFigureUnit.png Single-Figure Unit.

Attack Properties Edit

For a high-tier Fantastic Creature, the Djinn's basic Melee Attack and Ranged Attack scores are both somewhat lacking - but in practice they are much stronger thanks to the creature's uncanny ability To Hit.

The Djinn's Melee Attack has a strength of Icon Melee Normal.png 15. This is coupled with a very high Icon ToHit.png +30% bonus, to give the creature an average output of Icon Damage.png 9 Damage points per attack - very dangerous to low-tier and mid-tier units.

The creature's Magical Ranged Attack is significantly weaker, at a strength of Icon Ranged Magic.png 8. However this too enjoys the Icon ToHit.png +30% bonus, thus having an average damage output of Icon Damage.png 4.8 per attack.

The Djinn uses its own Icon Mana.png Mana to execute Ranged Attacks. Therefore, it does not have a static ammunition limit, as explained below. Based on its Mana however, the maximum number of Ranged Attacks it may perform during combat is 6.

Defensive Properties Edit

Elusive by nature, the Djinn's Defense score is significantly high for a Icon SingleFigureUnit.png Single-Figure unit, standing at Icon Defense.png 8. It will block about Icon Damage.png 2.4 points of Damage from any direct attack on average. Damage that does get through will still have to chip away at the Djinn's impressive Icon Hits.png 20 before he can be brought down.

More impressive is the Djinn's Resistance score, which is Icon Resist.png 10. This essentially means that any Curse or ill effect that does not enforce a Resistance penalty on its target may not affect the Djinn at all.

Spellcasting Edit

The Djinn possesses the Caster ability with Icon Mana.png 20. In other words, it can spend up to Icon Mana.png 20 casting its own spells during combat, without spending any of its controlling Wizard's Mana.

A Djinn may cast any Icon Sorcery.pngSorcery combat spells (regardless of how many are known to its controlling wizard!), as long as it has sufficient Icon Mana.png Mana to do so. With a pool of only Icon Mana.png 20, some spells are simply too expensive for it, but others may be cast a few times before the creature empties its Mana pool.

Casting any spell costs Djinn all of its remaining movement points for the turn - however many there are left. Therefore, it can only cast one spell per turn, but may move freely before doing so. As long as it has at least 0.5 Movement Points remaining, it can cast a spell - and then its Movement Points are reduced to 0.

The Djinn's Icon Mana.png Mana is also used to feed its Icon Ranged Magic.png Magical Ranged Attacks, instead of a normal Ammunition count. Each attack eats up Icon Mana.png 3 out of the Djinn's own pool, thus allowing it to make up to 6 such attacks per battle (6*Icon Mana.png 3 = Icon Mana.png 18, with Icon Mana.png 2 extra Mana left over). The use of Mana instead of ammunition means that each Ranged Attack reduces the amount of Mana left for casting spells, and vice versa.

The Djinn's Mana Pool is reset to its full amount (Icon Mana.png 20) at the end of each battle - assuming the Djinn survives of course.

Other Properties Edit

Although its attack and defense are quite good, the Djinn's primary advantages come from other properties that make it an exceptionally useful unit.

The Djinn can move at a rate of Icon Movement Air3 on the overland map. Furthermore, thanks to its inherent Wind Walking ability, any units traveling together with the Djinn also enjoy the same movement rate. Therefore, any army containing even a single Djinn may move swiftly over any terrain (including Oceans!) - at a cost of only 1 Movement Point per tile.

During combat, the Djinn still has a movement rate of Icon Movement Air3, but does not apply its Wind Walking ability to its friends. However, the Djinn itself does not need to fly around the battlefield; it can Teleport itself to any vacant tile on the battlefield up to 10 tiles away from its current position, for the cost of a single Movement Point!

Basic Tactics Edit

Djinns are extremely versatile, as they can choose to cast spells, make Ranged Attacks, or even teleport right behind the enemy lines to kill exposed enemy units.

Spellcasting allows the Djinn to summon up several units of Phantom Warriors, attempt to Confuse or Banish enemy units, and so forth. As explained above however, use of magic means fewer Ranged Attacks, and the Djinn's ranged attacks can be as useful as its spells in some circumstances.

When push comes to shove, the Djinn can easily teleport to a tile adjacent to a weak enemy unit and quickly destroy it with a Melee Attack. This is an excellent way to attack enemy ranged units, even on the very first turn of combat.

Also, let us not forget that on the overland map, the Djinn also makes an excellent "transport" for other units. It can join up with any army, bestowing the Wind Walking effect on all units in that army, thus enabling it to cross an Ocean or make a rapid advance at the enemy. This makes it one of the best scouts available in the game.

Enemy Djinns Edit

Djinns rarely appear as neutral monsters, but when they do they are often quite dangerous. They'll most likely appear in Sorcery Nodes, accompanied by any kind of lower-level Icon Sorcery.pngSorcery creatures. Expect an enemy Djinn to quickly summon up a horde of Phantom Warriors, and then get to work teleporting towards your weakest units and taking them out. Do not engage a Djinn with low-tier Normal Units and expect any of them to survive.

Taking down a Djinn is also tricky, due to its high Defense rating and large number of Icon Hits.png Hit Points - not to mention its flying and its ability to move anywhere it wishes. Offensive spells may also have little effect on it. Therefore, consider bringing along a very powerful Melee Attack unit which can take on the Djinn and survive.

Ability Overview Edit

Ability ToHit +30% To Hit Edit

  • This unit has an extra Icon ToHit.png 30% chance to hit its target with every attack. This improves its statistical chance to inflict more Icon Damage.png Damage with each attack it makes.

Ability Teleporting Teleporting Edit

  • During its turn, this unit may instantly move to any unoccupied tile on the battlefield, using up only 1 Movement Point (or 0.5, if it only has that many points left).
  • There is no limit to the number of times the unit may Teleport in a single turn - as long as it has any Movement Points remaining.

Ability WindWalking Wind Walking Edit

  • This unit has a Movement Allowance of Icon Movement Air3 both during combat and on the overland map.
  • When stacked with other units, the Wind Walker grants the same Movement Allowance to all of them, allowing the entire stack to move at Icon Movement Air3 on the overland map.
  • The group effect does not apply during combat - all units except the Wind Walker himself will revert to their normal Movement Allowance and Movement Type.

Ability Caster Caster (Icon Mana.png 20) Edit

  • This unit may cast spells during combat, withdrawing Icon Mana.png Mana from its own personal Mana Pool to do so.
  • Spellcasting takes up all of the unit's remaining Movement Points for the turn.
  • The unit may spend up to Icon Mana.png 20 per battle. This Mana Pool is reset at the end of each battle - assuming the unit survives at all.
  • If the unit is a Hero and is placed in the same Town as the Wizard's Fortress, half of these Caster points are added to the wizard's Spell Casting Skill.

The Summoning Spell Edit

Usage Edit

Djinn may only be cast on the overland map, for the base Casting Cost of Icon Mana.png 650. Upon casting, the new Djinn unit will appear in the town currently containing the caster's Summoning Circle.

The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.

To keep the Djinn in play, it is necessary to pay an Upkeep Cost of Icon Mana.png 17 per turn. This is drawn automatically from the caster's Mana pool each turn. Failure to pay the required costs due to lack of Icon Mana.png Mana in the pool will lead to the Djinn being immediately destroyed, along with any Unit Enchantments currently affecting it.

If the unit is destroyed in combat, then it is gone from the world entirely, and there is no further need to pay its Upkeep Costs.

You can also dismiss the Djinn voluntarily. To do this, right-click the unit's icon and then press the red "Dismiss" button on the bottom right corner of the unit's details panel. A dismissed unit is gone forever, but of course you can always cast the Djinn spell again to get a fresh new one. The primary reason to dismiss a Fantastic Creature would be to remove its Upkeep Cost (conserving Icon Mana.png Mana as a result).

Acquisition Edit

As a Very Rare Icon Sorcery.pngSorcery spell, Djinn may become available to any Wizard who possesses at least Icon Sorcery.png3 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least Icon Sorcery.png10 Spellbooks.

Djinn may not be acquired at the start of the campaign regardless of how many Spellbooks the wizard possesses. It must either be Researched during the game, or acquired through other means.

Wizards with Icon Sorcery.png3 to Icon Sorcery.png9 Spellbooks have a random chance of being able to Research Djinn during the game. The chance for this spell to appear for research increases with the number of Icon Sorcery.pngSorcery Spellbooks the Wizard possesses or obtains during gameplay. With Icon Sorcery.png10 or Icon Sorcery.png11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.

Djinn has a base Research Cost of Icon Research.png 1,850.

With at least Icon Sorcery.png3 Spellbooks, the Djinn spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.

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