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Genies were outsiders native to the elemental planes.

Types of GeniesEdit

These genies were from the Elemental Plane of Earth, they often ran gem-mining operations there or on the Material Plane.
Genies from the Elemental Plane of Air.
Coming from the Elemental Plane of Fire, these genies are said to be made of basalt, bronze and congealed flames.
These genies were from the Elemental Plane of Water.
Jann drew their powers from all four of the classical elements but were weaker than other genie types.
Genies apart from the rest of geniekind, whom they viewed with varying degrees of antipathy
Distant relatives of the djinn, these genies were elemental spirits of cold and ice.
Tasked genies
Single-mindedly following one profession, these genies were transformed into new shapes by their labor.[4]

Genie magicEdit

Marid and dao

A marid (left) and a dao (right).

Genies had a number of inherent magical abilities, but a few among them also trained to gain spellcasting abilities of a sorcerer of its specific element. They created peculiar magic items and employed a number of specialized spells, sometimes in the service of a genie-binding sha'ir.[5] There existed also a path of power for the dao, djinn, efreet and marid, each, which were considered lost paths, i.e. generally unknown to other races.[6]

Bound GeniesEdit

Genies were sometimes bound to magic items and forced to serve others. Examples of these items included a ring of genie summoning, a lamp of genie summoning, and an astrolabe of entrapment. All genies resented this kind of enslavement.[7]

It was possible to free a genie trapped by this kind of servitude by either destroying the device binding them, or using a wish to free the genie. Genies freed from this imprisonment were almost always incredibly grateful to whoever freed them, though they typically did not hang around for long once freed.[7]



  1. 1.0 1.1 Wizards RPG Team (2014). Monster Manual 5th edition. (Wizards of the Coast), pp. 141–146. ISBN 978-0786965614.
  2. Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), p. 115. ISBN 0-7869-2893-X.
  3. Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 126. ISBN 1-5607-6619-0.
  4. Wolfgang Baur, Steve Kurtz (1992). Monstrous Compendium Al-Qadim Appendix. (TSR, Inc). ISBN l-56076-370-1.
  5. Wolfgang Baur (November 1993). Secrets of the Lamp. Genie Lore. (TSR, Inc.), pp. 48–62. ISBN 978-1560766476.
  6. Wolfgang Baur and Steve Kurtz (April 1995). “Paths of Power”. In Kim Mohan ed. Dragon #216 (TSR, Inc.), pp. 42–49.
  7. 7.0 7.1 Wolfgang Baur (November 1993). Secrets of the Lamp. Genie Lore. (TSR, Inc.), p. 47. ISBN 978-1560766476.
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