It’s Genie Week at Necromancers of the Northwest, a weeklong celebration of the best thing you can find in a gravy boat, er, magic lamp. We roll on with a trio of new genie-themed magic items, including a magic lamp that you can rub to conjure a genie (at your own peril), a ring that grants you a taste of unlimited cosmic power, and a shield to provide you protection from the temptations of the djinn.
GENIE LAMP PRICE 160,000 gp
Slot none; CL 17th; Weight 1 lb.
Aura strong varied
This gorgeous oil lamp is crafted chiefly from a glossy black metal, with gold filigree forming exotic patterns suggesting clouds, waves, fires and mountains. Though the lamp is clearly metal, it remains cool to the touch, even in very warm environments.
By rubbing this lamp, one can summon forth a noble genie from one of the four elemental planes to serve the bearer of the lamp. The type of genie summoned is determined randomly by a roll of a d%, as indicated below.
Roll of 1-25: A noble djinni is summoned, who will serve the caster for 1 hour before departing for its home plane.
Roll of 26-50: A noble efreeti is summoned, who will serve the summoner for 1d10 rounds, after which it may act as it pleases for 1d10 minutes before being returned to its home plane.
Roll of 51-75: A noble marid is summoned, who will either serve the summoner for 1 hour or attack the summoner for 1 hour or until slain (50% chance).
Roll of 76 -100: A shaitan is summoned, who will serve the summoner for 1 hour if provided with a gem worth at least 100 gp; otherwise, it departs.
The lamp can be used in this way once per day. Genies summoned in this way can provide the summoner with a wish, but such wishes always come with unintended consequences unless the summoner plies with genie with at least 20,000 gp worth of treasure.
In addition to this function, the lamp can be used to entrap a genie. By presenting the lamp towards a genie within 30 feet, that genie must make a DC 25 Will save or be imprisoned within the lamp. A genie imprisoned in this way can be summoned at any time from the lamp and must provide at least 24 hours’ service, which need not be all at once, before it is free to act on its own. A genie that has been affected by this ability becomes immune to it in the future.
Craft Wondrous Item, gate, wish
GENIE RING PRICE 70,000 gp
Slot none; CL 9th; Weight —
Aura moderate varied
Crafted by the jann as a means to access the greater powers and unique abilities of their more esteemed cousins, these rings grant the wear the power of the genie in a limited form. Typically forged from cheap iron, the wearers of these rings usually use their newfound powers to alter the metal into something more exotic and valuable.
The wearer of a genie ring gain a number of abilities. First, once each day, she can create 1 gallon of extremely flavorful wine. Secondly, she can grow or shrink at will, as with the spells enlarge person or reduce person, except that the effect last until the ring’s wearer chooses to end it. Thirdly, the wearer of the genie ring can breathe underwater, and can touch another creature to grant it the ability to breath underwater for 1d6 rounds. Finally, once per day, the wearer of this ring may touch a single metal object of no more than 1 pounds and transform it into any other metal for 1 day (for example, he could turn a gold coin into a silver coin).
Craft Wondrous Item, creator must be a genie
SHIELD OF GENIE PROOFING PRICE 125,000 gp
Slot none; CL 9th; Weight 10 lbs.
Aura moderate varied
These shields were originally created by the Planar Knights, a group devoted to waging war on the elemental planes. The shields themselves are extremely potent defensive devices, which can be used to repel genies, perhaps the mightiest foes dwelling on the elemental planes.
In addition to functioning as a +5 minor acid cold electricity and fire resistance heavy steel shield, the wearers of these shields are protected from various elemental creatures. The wearer of one of these shields is unaffected by air mastery, earth mastery, heat, or water mastery. Additionally, he gains a +4 bonus on all saving throws made to resist the spells, spell-like abilities, and special attacks of outsiders with the air, earth, fire, or water subtypes. Finally, whenever the wearer of a shield of genie proofing uses it to damage an outsider with the air, earth, fire, or water subtypes, that creature must succeed on a Will save (DC 10 + the damage dealt) or be banished back to its home plane.
Craft Wondrous Item, banishment