Levels 6-10 Moves
The advanced sha'ir moves mostly involve dealing directly with full genies: the djinni (air), dao (earth), efreeti (fire), and marid (water) in classic D&D. Although in D&D each of these has its own stats different from the rest, for the purposes of the sha'ir class in Dungeon World, it's easiest to give all genies the same basic stats.
Bound Genie stats: All bound genies are level 10, hp 80, damage 3d6, armor 5, and can carry up to 750 lbs. (These stats are basically similar to the 2nd-edition D&D efreeti.) All genies also have the powers of invisibility and gaseous form. However, different types have different kinds of magic, as follows.
Air (Djinni)—Carry upon the whirlwind; create illusions; create storm or tornado.
Earth (Dao)—Create stone; move objects (upon the earth); shape the earth.
Fire (Efreeti)—Create fire; create illusions; shape flames.
Water (Marid)—Create water (including fog and mists); grant water breathing; move or part water; purify water.
NEED TO ADD: Some kind of weakness or drawback tags—suggestions of problematic behavior when attempting to order a genie fails. Actually this needs to be tweaked more so that having a genie bound in service is like having a gang or followers, so by default genies are recalcitrant, devious/unscrupulous, and so forth, and when a genie is bound the player gets to choose a couple options to mitigate/improve the genie.
Call a Genie for Service (CHA)
The sha'ir may call upon a genie for a single service including labor, transport, protection, or other use of its genie magic. When you call a genie to perform a service, on 10+, choose 2; on 7-9, choose 1:
* The genie is not hostile.
* The genie does not demand a large sum of gold or gems in payment.
* The genie does not demand a magic item in payment.
* The genie does not demand a service in return.
On a hit, the genie will perform the service as requested, regardless of its demands, but when you fail to meet its demands, take -1 ongoing in any further dealings with genies of that type.
Bind a Genie to Service (CHA)
Similar to Call a Genie for Service, the sha'ir can negotiate to bind a genie into service for a period of not more than 101 days; upon agreement, the genie will act as bodyguard, servant, and advisor, and will perform acts of genie magic short of granting wishes.
This amounts to gaining a genie as a hireling. When you negotiate to bind a genie into service, on 10+ you and the DM each choose one condition, on 7-9 the DM chooses three conditions†:
* The genie will not be entrapped in a genie prison.
* The genie will be allowed to flee combat if it has lost more than half its hit points.
* The genie will be provided a large amount of its natural element as a home.
* The genie will receive a share of all treasure gained by the sha'ir, from 50 to 70 percent.
* The genie will be maintained in the same lifestyle as the sha'ir, doubling general living costs.
* The genie will be free from all tasks one day in every 10.
* The genie will be freed upon the death of the sha'ir, but will first bring the sha'ir's body home.
* The sha'ir will satisfy some whim of the genie, such as barking like a dog whenever a particular god or ruler is mentioned.
†These conditions come right out of Arabian Adventures. Note that per the book, genies usually insist on 5-10 conditions, so this is actually easier.
When you have bound a genie in service, treat it as a hireling: when you give a dangerous or degrading order to the genie, make an Order Hirelings check as usual.
Craft a Genie Prison
You have crafted a genie prison. When you use it, choose one:
* The genie will serve its next summoner for 101 days as per a bound genie, without conditions.
* The genie will be imprisoned until it has granted you three wishes.
* The genie will be imprisoned for 100 years.
* The genie will be imprisoned until a specific event occurs.
* The genie will be imprisoned until a certain type of individual touches the prison.
AND take -1 ongoing in any further dealings with genies of any type. This penalty is cumulative up to -5.
Travel the Elemental Planes
The sha'ir and his level in companions (within 100 yards) may safely travel to any elemental plane for a number of days equal to the sha'ir's level.
Seek an Audience with a Genie Ruler (CHA)
A summary of the ability from Arabian Adventures: The sha'ir can seek and receive an audience with the rulers of the geniekind (only one type at a time). The sha'ir must travel to the genie's elemental plane for the audience. The genie nobles will answer questions about the world (within the limits of their knowledge), issue rulings on the actions of other genies, and advise the sha'ir on dealings with genies. The sha'ir's dealings with geniekind and worthiness, however, will also be judged at that time.
My thought here is to treat this more as Open Your Brain, and leave out the part about traveling to the elemental plane (although that does give more value to the Travel the Elemental Planes move, which like the rest of these is from the original sourcebook). So this should be an opportunity for the sha'ir to learn things about the world that can't be done with Spout Lore or Discern Realities, for example. However, I also like the concept that the sha'ir's worthiness is judged as part of the audience; it's a good opportunity to push further adventure, as the potential penalties for calling or imprisoning genies would come into play, and the genie ruler may impose some form of quest as atonement if the sha'ir is unworthy—or the sha'ir could even become a foe of the genie order.
The advanced sha'ir moves mostly involve dealing directly with full genies: the djinni (air), dao (earth), efreeti (fire), and marid (water) in classic D&D. Although in D&D each of these has its own stats different from the rest, for the purposes of the sha'ir class in Dungeon World, it's easiest to give all genies the same basic stats.
Bound Genie stats: All bound genies are level 10, hp 80, damage 3d6, armor 5, and can carry up to 750 lbs. (These stats are basically similar to the 2nd-edition D&D efreeti.) All genies also have the powers of invisibility and gaseous form. However, different types have different kinds of magic, as follows.
Air (Djinni)—Carry upon the whirlwind; create illusions; create storm or tornado.
Earth (Dao)—Create stone; move objects (upon the earth); shape the earth.
Fire (Efreeti)—Create fire; create illusions; shape flames.
Water (Marid)—Create water (including fog and mists); grant water breathing; move or part water; purify water.
NEED TO ADD: Some kind of weakness or drawback tags—suggestions of problematic behavior when attempting to order a genie fails. Actually this needs to be tweaked more so that having a genie bound in service is like having a gang or followers, so by default genies are recalcitrant, devious/unscrupulous, and so forth, and when a genie is bound the player gets to choose a couple options to mitigate/improve the genie.
Call a Genie for Service (CHA)
The sha'ir may call upon a genie for a single service including labor, transport, protection, or other use of its genie magic. When you call a genie to perform a service, on 10+, choose 2; on 7-9, choose 1:
* The genie is not hostile.
* The genie does not demand a large sum of gold or gems in payment.
* The genie does not demand a magic item in payment.
* The genie does not demand a service in return.
On a hit, the genie will perform the service as requested, regardless of its demands, but when you fail to meet its demands, take -1 ongoing in any further dealings with genies of that type.
Bind a Genie to Service (CHA)
Similar to Call a Genie for Service, the sha'ir can negotiate to bind a genie into service for a period of not more than 101 days; upon agreement, the genie will act as bodyguard, servant, and advisor, and will perform acts of genie magic short of granting wishes.
This amounts to gaining a genie as a hireling. When you negotiate to bind a genie into service, on 10+ you and the DM each choose one condition, on 7-9 the DM chooses three conditions†:
* The genie will not be entrapped in a genie prison.
* The genie will be allowed to flee combat if it has lost more than half its hit points.
* The genie will be provided a large amount of its natural element as a home.
* The genie will receive a share of all treasure gained by the sha'ir, from 50 to 70 percent.
* The genie will be maintained in the same lifestyle as the sha'ir, doubling general living costs.
* The genie will be free from all tasks one day in every 10.
* The genie will be freed upon the death of the sha'ir, but will first bring the sha'ir's body home.
* The sha'ir will satisfy some whim of the genie, such as barking like a dog whenever a particular god or ruler is mentioned.
†These conditions come right out of Arabian Adventures. Note that per the book, genies usually insist on 5-10 conditions, so this is actually easier.
When you have bound a genie in service, treat it as a hireling: when you give a dangerous or degrading order to the genie, make an Order Hirelings check as usual.
Craft a Genie Prison
You have crafted a genie prison. When you use it, choose one:
* The genie will serve its next summoner for 101 days as per a bound genie, without conditions.
* The genie will be imprisoned until it has granted you three wishes.
* The genie will be imprisoned for 100 years.
* The genie will be imprisoned until a specific event occurs.
* The genie will be imprisoned until a certain type of individual touches the prison.
AND take -1 ongoing in any further dealings with genies of any type. This penalty is cumulative up to -5.
Travel the Elemental Planes
The sha'ir and his level in companions (within 100 yards) may safely travel to any elemental plane for a number of days equal to the sha'ir's level.
Seek an Audience with a Genie Ruler (CHA)
A summary of the ability from Arabian Adventures: The sha'ir can seek and receive an audience with the rulers of the geniekind (only one type at a time). The sha'ir must travel to the genie's elemental plane for the audience. The genie nobles will answer questions about the world (within the limits of their knowledge), issue rulings on the actions of other genies, and advise the sha'ir on dealings with genies. The sha'ir's dealings with geniekind and worthiness, however, will also be judged at that time.
My thought here is to treat this more as Open Your Brain, and leave out the part about traveling to the elemental plane (although that does give more value to the Travel the Elemental Planes move, which like the rest of these is from the original sourcebook). So this should be an opportunity for the sha'ir to learn things about the world that can't be done with Spout Lore or Discern Realities, for example. However, I also like the concept that the sha'ir's worthiness is judged as part of the audience; it's a good opportunity to push further adventure, as the potential penalties for calling or imprisoning genies would come into play, and the genie ruler may impose some form of quest as atonement if the sha'ir is unworthy—or the sha'ir could even become a foe of the genie order.
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