Tuesday, June 16, 2026

On Genie Magicks

 ON GENIE MAGICKS  

Written by Ijamar the Stupendous, Scholar of Upper Air.  

 

Of the four provinces of true majicks, those pertaining to the Domain of Air are of the highest order. Air in and of itself is the most plentiful element we observe; it can topple towers and trees; we cannot live without it. Does not drawing breath constitute “air” as literal life giving? 

            Certainly, the other three provinces of true majicks, those of earth, water, and fire can make similar claims, but these claims are spurious. “Bones” are of the earth as the scholar Ulyna claims (who also argues that mud magics are one of the highest arts of Primordialist spellcrafting - a claim surely absurd on its face). Tell me, where can one find bone in the earth, not placed there by a dying creature? “Fire” is the heartbeat, the living spirit is another common claim. This holds merit though a human in the presence of too much fire is destroyed. Lastly, those of the aquatic inclination lay claim to water in the blood. This holds merit as well, though I would regret drinking red waters -- save for wine of course. 

            Vaphiar the Scolded, in his Treatise of Clouds Vol III. makes clear the preeminence of the winds: “Other Primordial schools are composed of no pure things. Earth is the worst offender in this regard, being of both dirt and stone. Fire is both fuel and flame, leaving behind ash and soot. Water in its ideal form is pure, but is easily contaminated. Thus, air is alone in its ideal purity.” Therefore, the Domain of Air is the highest order of majicks workable in mortal hands (other schools of teaching such as astrology & demonology I reject out of hand). 

Edmund Dulac, 1914

 

            So too are the elemental creatures pertaining to the Domain of Air. Genies (sometimes Djinn in southern places) are the highest form of elemental being, save for the four Elemental Kings (Side note: as asexual beings, elementals only adopt gendered customs from mortals. Some scholars (typically females) assign the title of Elemental Queen or “Lord” to these entities. This is both confusing to novices and disregards the long tradition of naming. I reject this naming scheme for both its illogical presumption- elementals are naturally genderless not feminine - and contempt for scholarly tradition. This text will use the term “Elemental King”.) 

            Genies typically take the appearance of a mortal with blue skin, fashioning themselves with wind-drawn silks. Their faces are handsome and refined, and they keep themselves in perfect condition. Their society is arranged in royal courts, all subservient to the Elemental King of Airs, though the strata of these courts is near impossible for a mortal to fully comprehend. I refer curious readers to a secondary work, “On Genie Culture & Customs” scribed by yours truly under the tutelage of Vaphiar the Scolded. For the discussion in this book, it is suffice to say that genie society is deeply hierarchical with an emphasis on grandeur and luxury. They are more capricious than fiery and cruel Efferti and more commanding than the watery and relaxed Undines. 

            Genies enjoy their splendor through the usage of wind majicks. For one trained in the discipline of the Domain of Air, there is no greater teacher. (As you are no doubt aware dear reader, there is a contentious argument in the scholarly tradition on the origin of Wind majicks. This scholar, for his merit, believes Genies are the first to teach the Domain of Air to mortals, though other sides have convincing arguments as well). Genies can call and manipulate the upper airs at a whim, something I, a mortal, envy deeply. The skilled among them can also manipulate their appearance using wind-drawn scarfs & fabrics to blend in with their form.  

            Part of their art is being able to talk to the winds and ask them for their help. Speaking to a wind is a novice task - though dominating their whims takes a lifetime of mastery. Face the wind, so your hair is blown back and blow out from your lungs in a steady stream. When the wind pauses, speak and it may hear you. Genies do this naturally, able to naturally manipulate the air currents around themselves at will. They are naturally gaseous, while we mortals must rely on crystals cylinders of white smoke to achieve a similar effect. Of course, conventional majicks is not why so many wonder about Genie Magicks. 

            Indeed, the true majick of the Genie is their power to grant Wishes. A “wish” can be anything within the Genie’s power to give, which of course is almost anything as they are a being of the highest order of majick. Supposedly, other elemental savants, such as Effreti or Undine, possess similar powers, though scholars in this area are notoriously tight-lipped. Nor can I imagine an unruly Effrit or whimsical Undine ever deigning to grant a wish. Wish granting is a privilege of the Genie alone, a result of their nobility and royalty. 

            In most folklore, Genies can grant 3 wishes after being freed from a lamp. This folkloric tradition is sadly filled with misconceptions. Genies are naturally capricious, and thus only grant a number of wishes pertaining to their station, a form of “noblesse oblige.” Soldier or servant Genies typically grant a singular wish before departing; these are the most common Genies found by mortals, as higher ranking nobles do not travel into mortal realms often, whereas soldier and servant Genies frequently have tasks (fetch quests, conquering of lands, petty revenge, etc) that collide them with mortals. If an upper ranking noble Genie is captured, their status requires them to grant multiple wishes. 

            It is also said friendly Genies can grant as many wishes as they are willing to, though this requires a deep friendship between a mortal and an immortal creature, which has a forbidden allure. I know of one such case. 

            Genie can grant anything in their majicks can provide for. Being of the utmost highest magical being, this can be near anything your heart desires, though some things are more expedient than others. Traveling great distances is easily done through wind-walking. The gathering of a fortune of coins can be done in a moderate fashion by sweeping up all lost coinage in great gusts. Moving mountains can be accomplished, though only after a good deal of time and strength from the Genie. 

            The Genie’s disposition matters a great deal during this transaction. A friendly Genie will do their deepest to grant the soul of your wish, while an angered Genie will twist your words into the cruelest interpretation of your request, as a scorned lover may. Captured Genies are typically angry, though their haste-filled need to escape may lessen their inflicted torment. They are most enraged at their capturer, though they demand of everyone else “Why have you not freed me sooner?” Once free and having satisfied their wish obligation, Genies will flee back to their courts and cloud pillows. Particularly vengeful Genies may plot against their masters, especially if they were harsh task-givers. 

            I have heard some sorcerers have devised ways to permanently entrap a Genie, though even if such an outlandish heresy were true I would not pen it down. 

            Most folklore depicts Genies are trapped in lamps, and this is commonly the case, though not any lamp will suffice. Genies have a refined eye and a sophisticated taste; thus, finely polished bronze is the most common material to attract a Genie's attention. (Wind commonly whirls around bronze statues and artifacts to gather information and observations for a nearby genie. This is why certain sections of bronze statues are worn down.) For a bronze lamp, inscribe within the runic symbol for “Air,” the runic symbol for “Chain,” and the runic symbol for “Desire,” before submerging the lamp in an urn of oil. Light the oil aflame and let it burn down. Now, the lamp can capture and hold a Genie, if it is encountered. Leaving the lamp where the wind bows most often is most likely to attract a Genie; the winds may tell a Genie an interesting bronze artifact is nearby. 

            In short, us mere mortals have developed our own understanding of Genies and their magicks, though this understanding will always be merely superficial. If you are fortunate to find yourself in the presence of a Genie, offer riches and velvet silks and spiced wines - perhaps you will find a mentor and maybe something even more. For further reading, I recommend the works of the aforementioned Vaphiar the Scolded, as well as Bernghast whose treatise on the geography of the Plane of Air was of considerable help. 

--- 

My players were recently tasked with kidnapping the Genie from Fabien's Atelier [1] and were debating what to do. They did some research for what to expect from a Genie's wishes, so I wrote up this document as an in-world document. 

 [1] Quick review: Excellent puzzle dungeon.  


 

 

 


Thursday, June 4, 2026

Against the Odds: Incentivized Play


 For this month's Blogwagon, hosted by Prismatic Wasteland, on randomness[0], I think it's worthy to discuss randomness from a player perspective, more specifically an optimizer's perspective. I'm going to divorce any discussion of "fun" from this post (randomness is fun, it keeps both players and GM engaged at the table). This'll lean more into game theory and trying to "win" (there's no "winning" at make-believe, but you can definitely lose a fight and TPK). In essence, randomness is antithetical to optimization, and skilled, goal-focused players should try to limit randomness.[1]  Id est, when you only roll dice when there is a risk of failure, then removing dice rolls removes failure. 

 Before talking about TTRPGs, let's look at other games. Chess is a game with no randomness, and thus the better player should always win. No matter how many games I play, I will never beat Magnus Carlsen. Conversely, in rock-paper-scissor, I've got a 50% chance of beating the world champ RPS player, statistically. Variance levels out the playing field, shrinking the gap between novice and expert. 

I've played too much Magic: the Gathering for my health. But one thing I've learned is when you're winning, you want to take safe, conservative lines. If you're 80% to win a game, why do something risky and give your opponent a chance to get back into the game? Alternatively, if you're losing, you need to shake things up and make risky plays. Maybe you'll get lucky.[2] 

How does this relate to DnD?

Let's divide combat into two categories: Orcs & Dragons. Orcs always do 4 damage. Dragons always 6 damage. Your adventurer has 5 hit points. You can always beat an orc, but never beat a dragon. 

Let's say the Orc actually does 1d6 damage. Suddenly, despite the average damage (3.5) being lower, this is a much more lethal encounter. The Orc has a 33% chance of felling the adventurer. 

If the dragon does 2d6 damage, the average is a 7 (higher than previously) but the adventurer only dies 72% of the time, instead of 100% before. 

So against weaker foes, players want less variance (how many groups have TPK'd to a random group of goblins due to unlucky dice rolls?). But against a stronger foe, players want more chaos. (The times players use their unidentified potions or scrolls is almost always when they're under pressure). 

Except this is all white-box hypotheticals where both sides mechanically attack each other. The joy of TTRPG is agency and as a free agents, players can (often) chose to subvert stronger foes. 

Going back to the dragon example, if the players know they need to fight it, they can stock up on fire-resistance potions prior to facing it. Suddenly the 2d6 dragon is much more deadlier, as it can high-roll past the resistance of the potions. If a party can plan and strategize optimally, randomness is only detrimental. Thus, it behooves the players to minimize variance so they can apply their skills and not leave things to chance.[3]

Six HP Dungeon exemplifies this. When you first encounter monsters, their weakness & strengths are random, making them potentially deadly. But once you figure these out, the fights become trivial. 

Random Encounters

This is almost clearest in random encounters, which are a cornerstone of OSR play, dating back to the beginning of the hobby. They keep things tense due to uncertainty. Consider the opposite of a random encounter: every 6 turns, 6 goblins show up. If the party can figure this out, they can plan appropriately. On turn 5, they spike the door, put a bear trap down, leave an enticing sack of gold in the opposite direction, etc. 

Even outside of the "optimal play" argument, plays want to minimize encounters as they are typically a drain or a tax on resources. Players quickly realize they cannot dawdle and waste time, as more and more encounters are rolled.  

Rolling the Dice

It's been said that combat in OSR games is a fail state. (It has also been called "My Balls"). Regardless of if combat is sport, war, a fail state, it is where players lose control of the game to the roll of the dice.  Since OSR games are deadly, players are incentivized to create plans outside of combat, where they retain control. 

This extends to most dice rolls. If you're rolling dice, you're taking on risk as you can fail. Sometimes there is no other way around this, but optimal (read: skillful) play finds ways around. For OSR games this comes from diegetic scheming, whereas in more trad games this might be stacking bonuses and advantages to minimize the chance of failure. Regardless, the outcome is the same: optimal play reduces chances.[4] 

Meta Narrative

If I've convinced you that players should strive against randomness, there's a meta-narrative that might arise between players and their characters. "Law vs Chaos" is a common theme, especially in older modules, like B2 with the Caves of Chaos. Just as the characters try to enforce order and fight the minions of chaos, the players strive likewise. The GM, then, is the ultimate force of chaos, not the Orcs you face in game. There is a mirror between the characters and the players, and the GM and the world. While the players can plan as much as they'd like, the GM should recall, "No plan survives first contact with the enemy."

For GMs: Your need to roll dice and make the players roll dice. Randomness is your lifeblood. 

God Creating Order from Chaos, Wolfgang the Elder 1665

For Players: It falls to you, the player to rout this chaos, chase it from the land! The GM is a tyrant, and the collective of your play group must burn the torches of rebellion! Once the GM is deposed and you rule instead, get rid of dice rolls entirely! Everything that happens is expected to happen! Sure, you won't have much of a game to play, but you'll have order and isn't that much better?

 

[0]  [4] June 4, [9] any length, [4 of spades]. 

[1] Goal focused is an important caveat - we assume the players want to earn gold, level up, vanquish a foe, etc. If the players are interested in "telling a good story" or being surprised at the table, randomness is good! But in these cases, they are not optimizing. 

[2] There's a good discussion of this here (12:30). An analogy LSV draws is football teams down 20 points are much more likely to run the ball on 4th down. 

[3] This does assume some competency from the players (both diegetically and non-diegetically), as well as lots of information, and a fighting chance. Inflate the monster's numbers enough and no amount of planning can surmount it.  

[4] Again, this is not the same as "fun" play. Rolling dice is fun! Optimizing dice out of your game is not. Personally, I find that executing  a flawless plan is intellectually satisfying, it is not exciting. 

On Genie Magicks

  ON GENIE MAGICKS    Written by Ijamar the Stupendous, Scholar of Upper Air.      Of the four provinces of true majicks, those pertaining...