>>768 Djinn must be bound after summoning. This sigil contains a compound of a number of spells for binding, commanding and shielding, all aimed at djinn. Activate by focusing strongly on the sigil while putting some energy into it (you can think of how much you love djinn and this energy will be enough). Originally these spells had a complicated command function with codewords and powerlevels (they were part of a collection sold at Creepy Hollows) but I got rid of all that and just linked them to yourself so that they activate organically based on how much is needed. The shield will keep hostile djinn away while not effecting those bound by you. This feature was not in the original spell, which would start pushing away your own djinn when activated. It forced them to start "walking back" like a ship drifting away from the shore if set at low power, and prevented them from being close to you at strong power. A typical rigid set up of the kind they sell at CH. If you recognize them it's because they are the same base magic. The command spell is the same, it's for giving your authority over them, it used to have on/off settings but I made this adaptive as well. The binding can actually be used by the djinn themselves so while important, don't be surprised if they put the binding on themselves (or remove it when they get tired and want to leave). It's there to define your relation to them, they won't feel comfortable if you don't bind them, even if they can remove the binding anytime.