Ifrits

Ifrits are often seen as the embodiment of fire—from their searing appearance to their blazing emotions. It is widely believed that Kasai, the Goddess of Flame, blessed their kind. Their natural resistance to heat and innate affinity for Fire Magic fuel this perception, and many assume they are quick to anger or destruction.

While some Ifrits do thrive in combat or craftsmanship, their defining trait is not violence—it's passion. They feel everything intensely: excitement, joy, rage, and sorrow. Some learn to channel that passion into creation and discipline; others let it burn freely. When meeting an Ifrit, expect heat—not just from their bodies, but from their personality.

by Valcin (Marc Zipper)

Basic Information

Anatomy

Ifrits are medium-sized bipeds with ten fingers, ten toes, and a strong humanoid frame. They have short, pointed ears—unlike elves—and circular eyes. Depending on the region, their skin may be smooth (slightly warm to the touch) or rough (textured like malleable stone). Their hair grows normally, with facial hair common among males. Notably, during adolescence, their hair often takes on a fluorescent glow, echoing the colors of flame.

Natural Magic

Ifrits have natural resistance to Fire Magic and a vulnerability to Water Magic. About 80% of the population shows innate fire-aligned magic.

Biological Traits

Ifrits

Type Sentient (Ifrits)
Ability Score Modifier +2 Dexterity, +2 Charisma, -2 Wisdom
Size medium
Speed 30ft
Language Ifrits start the game speaking Worldest "Common" and Ignan. with high Intelligence, scores can choose any languages they want (except secret languages, such as Druidic).

  • Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit's level; DC 11 + Charisma modifier).
  • Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
  • Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
  • Gift of Fire: 50% Damage resistance from magical Fire and 50% weakness damage from magical water.

Genetics and Reproduction

Ifrits reproduce via a male-female pair. Their gestation period lasts eight months, and they typically lose the ability to conceive by around 110 years of age.

Growth Rate & Stages

  • Ifrit are considered infants between the ages of zero and four, during which time they were completely dependent on their parents for food and care. They gradually pick up mobility and world awareness.
  • The next stage is kids who learn, play, and grow between the ages of five and twelve. Although kids are not as dependent on their parents at this point, they are still present to meet the majority of their needs. However, young kids are inquisitive and beginning to understand others and themselves. People have a saying that a young child always hears and retains. If your help you friend out with their kid they are going to drain you all energy trying to keep up with them.
  • Between the ages of 13 and 25, their bodies begin to evolve and develop into adults, which is referred to as the teenage years. Their physical body begins to gain figure, height, weight, and muscles. Also, this is when an Ifrit hair starts to become fluorescent. In most situations, this is also where natural magic develops. In most circumstances, they will also begin to establish their identity and become less reliant on their parents.
  • From the ages of 26 to 163, they are in their adulthood, their bodies have matured, and they have a good sense of what their natural magic will do. It will continue to develop as they age, but in most cases, it has a set of talents.
  • From 161 to roughly 190 years of age, they are elders; their bodies have gradually begun to slow down and become weaker, as have their magical talents if they are not kept up with. Other people regard them as wise because they have lived a lengthy life for a Ifrit. This is the Ifrit life cycle.

Ecology and Habitats

Ifrits prefer hot, arid, or volcanic climates. Their bodies handle extreme heat efficiently, and warm temperatures feel “neutral” to them. In contrast, they are poorly adapted to cold—frozen environments exhaust them over time, and they typically avoid such regions.

Dietary Needs and Habits

Ifrits are omnivores but have a higher caloric efficiency than humans, consuming slightly less food. They enjoy spicy and charred meals, and many prepare food using natural or magical heat sources.

Additional Information

Average Intelligence

Ifrits are sharp-witted and emotionally intelligent, but often impulsive. Their decisions tend to be instinctual rather than calculated. While not always academic, many excel in battle tactics, art, smithing, or elemental theory.

Perception and Sensory Capabilities

  • Vision: Can see up to 2 miles in daylight. Most have average night vision; ~20% have thermal vision, a rare mutation allowing them to perceive heat signatures.
  • Hearing: 20 Hz – 23 kHz; average range.
  • Smell: Able to detect a wide range of scents but not especially refined.
  • Touch: Skin is heat-tolerant and responsive, particularly sensitive to magical temperatures and pressure shifts.
  • Taste: Fully developed taste system, with a strong preference for bold and spicy flavors.
Lifespan
290
Average Height
5ft to 6 ft
Average Weight
around 140 to 230 lb
Average Physique
Ifrits tend to be lean and athletically built due to a high metabolism and active lifestyle. Their muscle tone often appears sculpted, and their physical endurance is exceptional.
Body Tint, Colouring and Marking
  • Skin:
  • Smooth-skinned Ifrits: Tones of red, orange, or golden yellow.
    Rough-skinned Ifrits: Shades of charcoal, deep red, volcanic black, or molten brown.
  • Hair & Eyes: All colors of flame—red, orange, yellow, white, purple, blue, black, and even green.


Cover image: by Valcin (Marc Zipper)

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