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Showing posts with label djinn. Show all posts
Showing posts with label djinn. Show all posts

Saturday, June 2, 2018

Curious Objects: Staff of Wizardry

Once again, he is undeterred!


The staff of wizardry is arguably one of the most powerful magic items in the game. It's effectively the BX equivalent of AD&D's Staff of the Magi. Basically, it is three separate magic staves in one: in addition to its own distinct powers, it has all the abilities of the Staff of Power, which in turn can be used as a Staff of Striking. Let's start with the most straightforward of the three and move upwards, shall we?

Firstly, the Staff of Striking lets the wielder have a stronger melee attack than your average MU is capable of (2d6 damage, but costs a charge). While this staff is unusual in that clerics can also wield it, I do not think that aspect translates to the Staff of Power or Wizardry. While it isn't expressly stated, this is usually ruled to count as a magic weapon attack for purposes of hitting special monsters like gargoyles.

The Staff of Power gives the wielder some nice attack spells: fireball, lightning bolt, and cone of cold. Each dealing 8d6 damage! Sure it costs charges, but an Elf or MU toting one of those around is going to have something to bring to almost any fight. I particularly like that he has a variety of damage types to choose from. Fighting something immune to fire? Cone of cold it is!

The Staff of Wizardry is the main event, though. In addition to all of the above powers, it can also cast quite the laundry list of super-useful (and powerful) spells:

  • Invisibility
  • Passwall
  • Web
  • Conjure Elemental
These are some awfully nice abilities that aren't tying up a spell slot! Something I hadn't previously considered is that the elemental conjuration isn't just for one kind, it's any of the four! We're not done yet, though.

The staff also allows the wizard to create a whirlwind like a djinn. It also doubles as a wand of paralyzation. 

The last trick the staff carries is its "final strike." This release a fireball effect of 8hp damage per remaining charge (not rolled) to anyone within 30'.* This includes the caster or any friendlies, so it's a last-ditch effort, to be sure. It's still mighty impressive.

Staves in BX are found with 3d10 charges, and there is no BtB way to recharge them. So while this is a very powerful item, it is limited. The Elf or MU that found one would probably want to be conservative in its use. With an average of less than 20 charges, it's not going to last forever. In fact, I can imagine an NPC wizard with one who knows it's down to just a couple charges, but does his best to hide the fact in order to appear more dangerous. 

*Cook lists both 20' and 30' as the radius, but the Rules Cyclopedia says 30', so I went with that.

Friday, January 26, 2018

RMA: Efreeti (Lesser)

A little while back, I talked about djinn. Specifically summoning them with a magic ring. Today I want to talk about their fiery counterparts, the Efreet.


Right off the bat, I should mention a small thing that I can't help but speculate over: both the djinn and efreet listed in the BX monsters are labeled as "Lesser" varieties of their respective types. Were Greater versions ever presented in classic D&D? Perhaps in a module? If anyone knows, I'd love to hear! I assume, since they are both elemental types, this is a callback to the differences between "staff" and "conjured" fire/air/earth/water/elementals. Perhaps a topic for another day?

Moving on, specifically about our smoldering subject, let's look at the stats.

Efreet (Lesser) from Cook:

AC: 3
HD: 10
Move: 90' (30')
Fly: 240' (80')
Att: 1
Dmg: 2d8 (+1d8 fire)
No. App: 1 (1)
Save: F15
Morale: 12
Treasure: nil
AL: C

We can see that efreeti are a bit more powerful than their airy nemeses. Better AC & HD. Better saves and damage, too. In addition to their basic stats, they have an assortment of powers.

"Efreet can create objects, create illusions, and turn invisible
like djinn. They are also able to create a wall of fire up to 3 times
per day. An efreeti may transform its body into a pillar of flame that
will set fire to all flammable items within 5 feet. They can retain the
flame shape for 3 rounds maximum. The fire will also do an additional
1-8 points of damage to all creatures struck by the efreet.
They may fly and carry up to 10,000 en weight while flying."

So a bigger, scarier version of a djinn, right? The wall of fire and the pillar of flame thing are impressive in a fight, but not that much more dangerous, To me, the key part of this creature lies in its description's final paragraph:

"Efreet can be summoned by high level magic-users who 
have researched the special spells required. Once summoned, 
Efreet can be forced to serve for 101 days. They are reluctant and difficult 
servants and will obey their instructions exactly, attempting to distort the 
meaning of whatever they have been told to do in order to cause trouble for 
their masters. Efreet hate Djinn and will attack them on sight."
(emphases mine)

Firstly, I really like spell research call-out. It expressly says "Sure this is possible, but it's not your run of the mill magic item or spell slot." Next, the built-in animosity of an efreet servant reminds me of spells like Contact other Plane or Spiritwrack and dealing with "allies" that are not squarely on your side. Following instructions exactly is reminiscent of wishes, too (X59).

What's interesting is that the description says that efreeti "hate" djinn and will attack on sight, but there is no mention in the djinnis' description of how they feel about efreeti. It's worth noting the alignment. Efreet are chaotic, whereas djinn are neutral. One can imagine a great deal of fodder for world-building in that. Perhaps there is some ancient hatred stemming from an interplanar war? Maybe a trip to the City of Brass would yield some answers?