Katapesh. Vudra. The Impossible Kingdom of Jalmeray. The Keleshite Empire. These realms and more have been built, to a certain extent, on the backs of an ancient race of elemental creatures—the genies.
The practice of geniebinding has suffused all of the Inner Sea region to some extent—tales of genie lamps and flying carpets are told throughout Avistan and Garund. Yet the actual practice of summoning genies remains a mystery to most of the world, and those who have mastered the art are rightfully feared and idolized. And few were as legendary as Sulesh the Great, one of the best-known and most hated genie binders in Keleshite history. Although Sulesh is long dead today, his work remains.
Legends are rife with tales of common folk and desperate soldiers calling for aid from the genies and of genies answering these calls. The majority of these yarns are of a cautionary nature—intended to teach the listener to rely upon his own skills rather than seeking the magical aid of a capricious or untrustworthy outsider, however powerful the genie might be. As such tales develop, the protagonist often gets what he wants from his genie, but he does not stop there and instead goes on to overstep his bounds. In these stories, the genie is only too happy to let its mortal master get in over his head, only to abandon the mortal when he finds himself in a tragedy of his unknowing design, and always in a worse position than the one that saw him begging for a genie’s aid in the first place.
While it takes powerful magic to summon a genie, spellcasters should take especial care how they compose themselves when interacting with one that is summoned. Like most conjured servitors, genies do not enjoy being called from their homes to serve what they often feel is a lesser being, yet they are masters of couching their displeasure in honeyed words and false submission. A conjurer who would traffic with genies would do well to tread carefully indeed.
Djinn and jann can be summoned by summon monster spells, but this method of conjuring genies is of limited use to one seeking to truly bind a genie to his will, as summon monster spells have short durations and don’t actually call the genie into servitude. Most genie binders prefer to use the various planar binding or planar ally spells. Only jann can be called by lesser planar binding or lesser planar ally; planar binding and planar ally are required to call djinn, efreet, shaitans, and marids.
A typical conjured genie has an initial attitude of indifferent (if its alignment matches the caster’s) or hostile. Intimidation or diplomatic courtesy can adjust a genie’s attitude, as can bribes. A conjured genie who is not placated to be at least indifferent, and who is not constrained with proper magical protection, invariably attacks the person foolish enough to call on it, given the chance. This attack is rarely to the death, but always worsens the petitioner’s situation (taking away food and water, killing a mount or servant, ripping up a tent, and so on).
The easiest way to secure a genie’s servitude is to simply ask the genie his price. A genie almost never asks for gold, though, but instead desires finer things related to its favored element. Genies may serve in return for magical items, precious stones, rare woods, perfume, or exotic liquors, but they also accept trades of service for service, where a genie agrees to aid a mortal if the mortal agrees to aid the genie in some matter of love, politics, or war. As a general rule, bargaining with genies in this last method is the most dangerous, as no favor a genie asks is ever as safe or simple as it sounds on the surface.
Planar Ally: With planar ally, the spellcaster calls not upon a specific genie, but upon his deity to send him an appropriate proxy. Few deities use genies as proxies—generally, only deities of the four elements or (rarely) of nature or magic would even consider sending a genie in response to this spell. Of course, if the deity in question is one of the elemental lords, genies make excellent choices.
In any event, genies conjured via planar ally are generally already well disposed to the caster, a tradeoff for being limited in the types of genies he can call upon with this spell (a deity of fire would never send a marid to answer a planar ally spell, for example).
Planar Binding: While the caster of planar binding is free to choose what manner of genie he wishes to call and need not comply with a deity’s wishes, he does have to bargain directly with the conjured genie to secure the genie’s servitude. This bargaining is a complex matter, and arrogance and pride make a genie difficult to talk to even when it is the less powerful of the two. It’s generally best, when roleplaying a genie during a bargaining session, to play the genie as the more powerful party, even if the bargain is with a Keleshite archmage who is dithering with a sickened marid of some muddy oasis. The discussion requires an exchange of compliments and gifts, recitation of the genie’s lineage, proclamation of the mortal’s arcane prowess, or an opening discussion of related topics of mutual interest (possibly even idle rumors and gossip). The final offer can take hours or even days to reach.
As detailed in the spell’s description, once a genie is bound, the attempt to compel the genie to perform the service you require calls for a Charisma check opposed by the genie’s own Charisma check.
Unlike with most outsiders, the amount of time this opposed Charisma check takes varies, depending upon the difference between the two checks. This difference also determines what sort of additional payment the genie demands for his servitude (use the baseline gp cost for a Short Task to set the cost of the additional payment demanded).
If a caster breaks off the bargain before it runs its course, the genie is insulted by the caster’s impertinence and immediately gets a Will save to break free of the planar binding effect. A caster who abandons a bargain before spending the required time to see it through swiftly gains a reputation as an impatient and foolish spellcaster, and thereafter suffers a –2 penalty on all Charisma checks made during a planar binding spell against a genie. This penalty persists until the caster successfully establishes a bargain with a genie, or until he undertakes a major mission to repair his reputation (the specifics of which are left to you as the GM).
The caster of a planar ally spell must still pay the genie for his services. In this case, the caster has the option to simply pay the total as detailed in the spell description, or he can pay in the genie’s favored currency—if he does so, he enjoys a 20% discount for the bribe (the prices listed below assume baseline HD for the genie of the type summoned). A short task is one that takes up to 1 minute per Caster Level. A medium task is one that takes up to 1 hour per Caster Level. A long task requires 1 day per Caster Level. If asked to undertake a particularly hazardous mission, the genie generally either triples its price or asks for a favor in return. Evil genies might even ask for slaves or sacrifices of creatures of a CR equal to no less than half their own CR.
Genie Favored Currency Short Task Medium Task Long Task
Djinni Perfumes and incense 560 gp 2,800 gp 5,600 gp
Efreeti Exotic wood and weapons 800 gp 4,000 gp 8,000 gp
Janni Fine clothing and jewelry 480 gp 2,400 gp 4,800 gp
Marid Rare liquors and potions 960 gp 4,800 gp 9,600 gp
Shaitan Gemstones and gold 720 gp 3,600 gp 7,200 gp
There is another way to secure a genie’s compliance beyond that afforded by spells like planar ally and planar binding—the act of trapping a genie in a receptacle for later use. Known in some quarters as “bottling,” numerous receptacles work—the classic receptacle being a brass oil lamp. Additionally, other receptacles seem particularly suited for genie bottling.
Djinn can be bound to magic rings and left to go about their business until the ring is rubbed, thereby calling the djinni to the ring wearer to do his bidding for up to 1 hour per day. Efreet are less tractable, and must be physically contained—a bottle of brass or bronze with a lead stopper being the tradition. An efreeti bound in such a bottle can usually be commanded to serve the user for up to 10 minutes per day, although there’s a chance that the efreeti bargains its way out with wishes, or has gone so insane that its madness has freed it from any implied servitude to the bottle user. Jann are generally not bottled—most genie binders don’t consider these minor genies worth the trouble. Efreeti bottles and rings of djinn calling can be found in the DMG, and are a more permanent and more expensive way to achieve a “portable genie.”
Although any spellcaster with the appropriate prerequisites can craft these magical wondrous items, they are incredibly expensive to produce, limiting their availability to relatively small numbers. Those that are created often end up in the collection of powerful creatures, or languish in forgotten crypts or hidden ruins. When most spellcasters go about “bottling” genies, they do not create magic items like these—rather, they summon the genie normally via planar binding, gate, or planar ally, then use a binding spell to contain the conjured genie, using the minimus containment variant of binding to do so. By far, the majority of “genie lamps” aren’t magical items at all but are instead nothing more than intricate lamps that have been used to contain a genie with a binding spell. By working in a condition such as “You will remain bound within this lamp until three generations of my family have called upon you to perform three tasks person,” a powerful spellcaster can closely mimic the effects of something like an efreeti bottle with surprising ease.
It is the act of casting a binding spell that forces a genie into a bottle or lamp. The application of a seal to that bottle or lamp after a genie has been bound within helps to enhance the genie’s powers and constrain its willful nature. Genie lamps and bottles created with a binding spell and a seal can be opened as a standard action, which releases the genie as if it had just been summoned normally. The genie can be forced back into the flask by the command of the person who released it.
Although they are created in the same way as other wondrous items, genie seals are not themselves items that characters can “use.” A genie seal must be crafted directly onto a receptacle that is already being used to contain a genie via a binding spell (although the creator of a genie seal need not be the same person who bound the genie into the receptacle). A single receptacle may only have one genie seal on it—attempting to place a second seal immediately frees the genie trapped within. Note that the price listed for a genie seal represents the minimum an entire genie bottle or lamp should go for on the open market. As a general rule, a bound genie is fantastically expensive, worth 100,000 gp or even more if the bound genie can grant wishes.
Aura moderate divination; CL 7th
Slot genie seal; Price 10,000 gp; Weight —
Description
This seal is a disk of mithral inscribed with dozens of spiraling arcane and magical sigils. As long as the seal is carried visibly, the carrier can speak and understand all of the elemental tongues. Furthermore, he gains a +5 competence bonus on Intimidate checks made against genies, as long as he speaks in the genie’s native tongue. Language-dependant spells cast by the carrier of interpretation of secrets are enhanced—any genie that is targeted by such a spell suffers a –2 penalty on any saving throw to resist the effect of the spell.
Construction Requirements Craft Wondrous Item, tongues; Cost 5,000 gp, 400 XP
Aura moderate enchantment; CL 9th
Slot genie seal; Price 12,000 gp; Weight —
Description
This seal is perhaps the most hated by geniekind, for it uses the power of the imprisoned genie to dominate other elemental creatures. The master of four quarters is made of ivory and set with red and blue jewels at the corners. Once per day, a character who takes a standard action to present the seal and the bottle it graces can use a charm monster spell against a single elemental creature in range of the spell. The targeted elemental can resist the charm with a DC 16 Will save, but if the targeted elemental has the same elemental subtype as that of the imprisoned genie, the elemental suffers a –4 penalty to his saving throw.
Construction
Requirements Craft Wondrous Item, charm monster; Cost 6,000 gp, 480 XP
Aura faint divination; CL 5th
Slot genie seal; Price 3,000 gp; Weight —
Description
The least of the great seals, the tongue of the hidden is generally made of pewter inlaid with gold and tarnished silver. When this seal is in place, the genie within can see and hear his environs as if he were not imprisoned in a receptacle. Furthermore, the genie can speak via a magic mouth effect and can decide to have the magic mouth actually appear on the seal or not. The genie cannot cast spells through this link.
Construction
Requirements Craft Wondrous Item, clairaudience/clairvoyance, magic mouth; Cost 1,500 gp, 120 XP
Aura strong enchantment; CL 20th
Slot genie seal; Price —; Weight —
Description
Of all the genie seals Sulesh created, none were as powerful and potent as his true seal—and Sulesh himself was never quite able to replicate its creation. This seal is a disc of gold the size of a dinner plate, engraved and set with silver, lead, and mithral. Unlike most genie seals, the true seal of Sulesh can be removed from a bound genie prison and attached to another. Removing or attaching the true seal is a full-round action.
Once the seal is attached to an occupied genie bottle, it functions as a combined tongue of the hidden and interpretation of secrets. Once per day as a swift action, the carrier of the true seal may use a dominate spell against any genie in range (Will DC 23 negates)—only one genie may be dominated at a time by the true seal of Sulesh. The carrier of the true seal of Sulesh can also use any spell-like abilities possessed by a genie trapped within the receptacle to which the true seal is attached, as if the genie himself were using the spell-like ability (although the carrier of the seal gets to decide how the ability is used).
Destruction
To destroy the true seal of Sulesh, it must be placed upon a genie prison containing a genie of at least CR 20, whereupon the prison (seal and all) must be cast into the eternal vortex at the heart of the Maelstrom.
The caster of a planar binding spell must make a Charisma check opposed by the genie’s Charisma check. The caster gains a +2 bonus on this check if he pays the genie in its favored currency, and a further +2 bonus on the check if he makes a DC 20 Diplomacy check to address the genie properly. Finally, a DC 20 Knowledge (nobility and royalty) or Knowledge (the planes) check can grant a third +2 bonus (these two Knowledge skill bonuses do not stack) if the caster displays his knowledge of the genie’s lineage and history.
The following table lists ranges of numbers by which the caster exceeds (or fails to exceed) the genie’s Charisma check. The wider this gap, the faster and cheaper the bargain becomes. Time Spent lists how long that attempt to bargain with the genie takes—note that in results of more than a day, a genie called by planar binding has multiple chances to escape by making additional Will saves. The Bargaining Result gives the amount of gold the genie demands for the service, if any. For all of these results, the “usual price” is equal to the baseline gp cost for a Short Task, as listed in the Genie Payments sidebar.
A “day” of bargaining assumes 8 hours spent speaking with the genie.
Charisma Check Difference Time Spent Bargaining Result
Lower than genie 1 day No bargain
Equal to genie 1d6 weeks ×10 usual price
1–5 higher than genie 1d6 days ×5 usual price
6–10 higher than genie 1d3 days ×2 usual price
11–15 higher than genie 8 hours Usual price
16–20 higher than genie 1d6 hours Half usual price
21 or higher than genie 1d6 minutes Free bargain
While any spellcaster capable of casting planar ally, planar binding, and binding spells can conjure and bind genies, the true genie binder is a spellcaster who has devoted his life to the pursuit of this practice. Most genie binders study the works of Sulesh the Great religiously, but the best of them understand that even Sulesh wasn’t infallible, and use his works as stepping stones to further perfect the act of genie binding.
While most genies abhor the act of binding and bottling, many have an odd appreciation and respect for actual genie binders. Nothing delights an efreeti more than to see a djinni ensnared, for example, and the jann are quite pleased to see their elder brothers and sisters brought low.
Requirements
To qualify to become a genie binder, a character must fulfill all the following criteria.
Alignment: Any non-good
Skills: Diplomacy 7 ranks, Knowledge (nobility & royalty) 7 ranks, Knowledge (the planes) 14 ranks
Spells: Able to cast either planar ally or planar binding
Feats: Craft Wondrous Item, Negotiator, Spell Focus (conjuration)
Class Features
The following are class features of the genie binder prestige class.
Spells per Day: When a new genie binder level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class or any one divine spellcasting class he belonged to previously.
He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of genie binder to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before he became a genie binder, he must decide to which class he adds each level of genie binder for the purpose of determining spells per day.
Genie Mastery (Ex): A genie binder adds his class level to any Charisma-based checks made when interacting with genies or objects created by (or utilizing) genies. This includes the checks made to seal a bargain with a genie when casting planar binding. Additionally, when a genie binder expends experience points or spends gold in the process of casting a spell or creating a magic item associated with genies, the amount of experience points and gold he must spend is reduced by 15%. This increases to 30% if the item in question is a genie seal.
Lesser Elemental Seals (Sp): Binders are masters of crafting genie seals. Beyond the creation of true genie seals, such as the interpretation of secrets or the tongue of the hidden, genie binders are also able to craft the four lesser elemental seals. A genie binder learns these four seals in the same order as the power of the four genie races, starting with air (the djinni seal) and working up to water (the marid seal). Unlike true genie seals, a lesser elemental seal is a temporary effect. A genie binder can create a lesser elemental seal on a genie, a non-genie creature, or on a solid surface—creating the seal in any case requires a standard action and a successful touch attack. A lesser elemental seal’s caster level equals the genie binder’s character level.
Placed on a genie, the seal attempts to force the genie’s compliance to the genie binder. The genie touched must make a Will saving throw (DC = 10 + the genie binder’s level + the genie binder’s Charisma modifier) or be affected as if by charm monster spell.
Placed on a non-genie creature, the seal grants energy resistance 10 against one form of energy, along with an additional magical enhancement. The effects of this seal persist for 1 hour.
Placed on a solid surface, the seal functions as a glyph of warding. This seal can only duplicate the effects of a blast glyph, and deals a specific type of damage as indicated by the seal in question.
A genie binder can create a number of lesser elemental seals per day equal to his class level plus his Charisma modifier, yet may never have more than one specific seal active at any time. Creating a second seal of fire, for example, when the effects of a previous seal of fire are still in effect causes the previous seal of fire effect to immediately end.
Seal of Air: This seal may be placed upon a djinni to charm it. Placed on a non-genie, the seal of air grants electricity resistance 10 and a constant feather fall effect. A seal of air used as a glyph of warding inflicts electricity damage.
Seal of Earth: This seal may be placed upon a shaitan to charm it. Placed on a non-genie, the seal of earth grants acid resistance 10 and a constant barkskin effect. A seal of earth used as a glyph of warding inflicts acid damage.
Seal of Fire: This seal may be placed upon an efreeti to charm it. Placed on a non-genie, the seal of fire grants fire resistance 10 and causes any weapon you wield to gain the flaming weapon quality. A seal of fire used as a glyph of warding inflicts fire damage.
Seal of Water: This seal may be placed upon a marid to charm it. Placed on a non-genie, the seal of water grants cold resistance 10 and a constant water breathing and freedom of movement effect. A seal of water used as a glyph of warding inflicts cold damage.
Binding (Sp): At 5th level, a genie binder may use binding once per day as a spell-like ability (caster level equals the genie binder’s character level).
The Genie Binder Hit Die d6
Level BAB Fort Save Ref Save Will Save Special Spells per Day
1st +0 +0 +0 +2 Genie Mastery, Seal of Air +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Seal of Earth +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Seal of Fire +1 level of existing spellcasting class
4th +2 +1 +1 +4 Seal of Water +1 level of existing spellcasting class
5th +2 +1 +1 +4 Binding +1 level of existing spellcasting class
Skills (2 + Int bonus per level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (the planes), Sense Motive, Spellcraft