Creating a Genie Prison (AA)

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At 13th level, a sha'ir gains the ability to create a genie Prison This useful device can entrap a genie and force it to work for the sha'ir upon its release—with no room for negotiation. The genie even can be forced to do things it otherwise would not, such as granting wishes. Further, a genie prison enables a sha'ir to ensnare evil, mischievous, or rival genies, removing them from the scene for a generation or two.
A sha'ir must create a genie prison before summoning (or otherwise locating) the intended prisoner. The device can be fashioned from any material, regardless of quality, but most sha'irs favor metal for its resilience. Common prisons include rings, lamps, bottles, icons, geodes, vials, shells, and gems. (The wizard Al-Fatat favors soup tureens.) If a prison is shattered before a genie is entrapped, its magic is useless. And if a genie is inside when the prison is broken, the genie is completely free, with no restriction on its actions.
A wizard must labor for 1d20 days to complete a genie prison. After that period, the DM makes a secret Dexterity check with a —3 penalty for the character. If the sha'ir has an appropriate proficiency (e.g., gem- cutting, pottery, artistic ability, metalworking, or even blacksmithing or armoring if the DM allows it), a proficiency check may suffice instead. In any case, if the check fails, so does the prison, and the sha'ir must begin anew. If the check succeeds, the sha'ir has 10 days in which to trap a genie; thereafter the magic fades due to lack of use.
To trap a genie, a sha'ir can carry the prison to the location of a known genie, or summon one using the "call genie" power. The former allows the sha'ir to trap a specific creature; the latter does not. At any time when within 100 yards of a djinni, efreeti, marid, or dao, the sha'ir can attempt to trap it. (Other types of genie cannot be imprisoned.)
The genie receives a saving throw vs. spells to avoid being captured. Success means that the genie remains free, and knows who is attempting to imprison it. Genies attack those who try to trap them, so if the attempt fails, the sha'ir had better be prepared to fight, flee, or flatter the genie (giving up a sizeable chunk of treasure) to escape the creature's wrath.
If the genie fails its saving throw, it is drawn into the prison. There it remains until the prison is shattered, or until it is freed in the manner chosen by the sha'ir (upon its imprisonment). The following are acceptable conditions for a genie's release:
* The genie will become an indentured servant to whomever next summons it from the device—without agreement or negotiation—for a period of not less than 100 days and not more than 1,001 days. The sha'ir determines the words and/or actions that call the genie forth (such as rubbing the lamp while speaking a verse that contains the genie's name, or simply by opening the container).
* The genie will grant three wishes to the one who next summons the genie forth, assuming the genie is capable of granting the wishes. (This will be against the genie's will, yet it still must comply.)
* The genie will remain imprisoned until a chosen period elapses, which may not exceed 100 years.
* The genie will remain imprisoned until something specified by the sha'ir occurs— such as the rise of a beggar to become vizier, or the fall of a particular star from the sky. (Sha'irs should be creative but cautious, for odd occurrences may bring about the conditions unexpectedly, and the hand of Fate is everywhere.)
* The genie will remain imprisoned until a certain type of individual touches it—a poor boy, perhaps, or an honest thief, or a foolish wise man. The sha'ir cannot name a particular individual ("Kasim Al- Hadad"); otherwise there are no limitations.
No matter what the formal conditions are, the sha'ir may also free the genie whenever he or she chooses, and immediately demand up to three wishes, or demand its other services for a time (within the limits noted above). Wishes had best be worded carefully, since the genie is forced to act against its better judgment, and will seek to turn wishes against the sha'ir (as well as against the wizard's allies).
A sha'ir can trap up to five genies at a time with this power, although a separate prison is required for each. No experience can be gained by defeating genies in this fashion. After a sha'ir has trapped the fifth genie, no other genie will answer that wizard's summons. Furthermore, in any audience with a greater genie, such a sha'ir will first have to justify his or her actions.
Using a genie prison is a hostile act. While it may be justified at times, in general, imprisoning a genie harms the sha'ir's abilities to deal with other genies of the same type. After five imprisonments, simultaneous or not, no genie whatsoever will deal willingly with the sha'ir. Genies cannot use their powers and abilities while imprisoned. They are not harmed—for they do not age, hunger, or thirst—but they are aware of their predicament, and no genie feels a mortal truly deserves this power.
If a sha'ir makes a prison in the presence of another genie, the genie will attempt to thwart the wizard. Only in one instance will the genie fail to interfere: when the wizard promises (convincingly) that the prison is intended for a particular target, and that target is a traditional foe of the genie in question. As noted under "Binding a Genie in Servitude," sha'irs who make genie prisons may void their agreements with the genies who serve them.