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Genie Caller

Genie callers have ties to elemental genies of great power.

Genie magic gives the genie caller’s eidolon spell-like abilities that become at-will at higher levels. Spells for eidolons has traditionally been severely restricted. In my estimation, spell-like abilities were something of a trap option for the classic eidolon. You had to invest very many evolution points for weak spells. Genie magic is stronger than the spell-like abilities of the classic eidolon, but still is a bit of a trap option. Casting level and saving throws are based on the eidolon, which further weakens these spells. In the most extreme case, the eidolon of a level 20 genie caller can know 5 spells each of spell level 0-2 and 4 spells of level 3 (CL 15) by forsaking all other evolutions. This creates an eidolon with a plethora of spell toys but almost useless in combat.

The genie caller archetype presented here updates and expands the shaitan binder archetype to incorporate genies of all elements. Shaitan binder was originally only open to oreads, and if following this lead this archetype can be restricted to ifrit (fire focus), oreads (earth focus), sylphs (air focus), or undines (water focus). Alternatively, this restriction can be ignored entirely, allowing creatures of all races to bind genies.

This archetype has all unchained summoner class features, except as noted.

Elemental Focus

A genie caller must choose an elemental focus at 1st level; air, earth, fire, or water. If the genie caller is of one of the following races, he must choose the indicated element: ifrit (fire), oread (water), sylph (air), undine (water). Several class features change depending on this focus.

Eidolon

Genie callers have genie-related eidolons. The genie caller must choose an elemental, and the element must match his elemental focus.

Elemental Summons (Sp)

A genie caller can only summon animals or creatures of a subtype matching their elemental focus when using summoning or planar binding spells and abilities. This means that most outsiders other than elementals are unavailable to genie callers, but a few non-elemental outsiders do have an elemental energy subtype, and these are still available. If a summoned creature would normally be celestial or fiendish they lose these templates and gain a simple elemental creature template depending on the summoner’s elemental focus: aerial (air), aqueous (water), chthonic (earth), or fiery (fire).

Genie Magic (Sp)

A genie caller’s eidolon gains spell-like abilities, using these abilities as a sorcerer of a level equal to the eidolon’s Hit Dice. The save DC all these spell-like abilities is 10 + spell level + the eidolon’s Charisma modifier. An eidolon can learn an additional spell from an accessible list at the cost of one evolution point. Each can be used 1/day and become at-will abilities at the level indicated for each list. The eidolon can never have more spells from a higher-level list than from any of the lower lists.

This means that to pick a second spell from the level 8 list, the eidolon must first pick two spells from each of the level 4 and 6 lists, and so on. The eidolon can change spell choices when it changes evolutions.

At 4th level, select one spell from the following list: dancing lights, daze, detect magic, ghost sound, light, mage hand, or touch of fatigue. These are spell level zero for the eidolon and known spells can used once per day. At 8th level, they can be used at will.

At 6th level, select one spell from the following list: comprehend languages, daze monster, silent image, spider climb (self only), vanish (self only), or ventriloquism. These are spell level 1 to the genie caller’s eidolon and known spells can used once per day. At 10th level, they can be used at will.

At 8th level, select one spell from the following list: glide, glitterdust, invisibility (self only), levitate, minor image, minor creation, or see invisibility. These are spell level 2 to the genie caller’s eidolon and known spells can used once per day. At 14th level, they can be used at will.

At 12th level, select one spell from the following list: arcane sight, create food and water, daylight, fly, major creation, major image, or tongues. These are spell level 3 to the genie caller’s eidolon and known spells can used once per day. At 20th level, they can be used at will.

Depending on the summoner’s elemental focus, add the following spells to the lists at the indicated levels. The added spells are selected and used exactly as the other spells on each list.

Air focus: message (4th), obscuring mist (6th), gust of wind (8th), lightning bolt (12th).

Earth focus: open-close (4th), stone fist (6th), soften earth and stone (8th), stone shape (12th).

Fire focus: flare (4th), produce flame (6th), scorching ray (8th), fireball (12th).

Water focus: create water (4th), grease (6th), water breathing (8th), aqueous orb (12th).

Genie magic replaces shield ally, maker’s call, transposition, and greater shield ally.

Genie Movement (Su)

At 6th level, the genie caller’s eidolon gains a movement ability depending on the summoner’s elemental focus.

Air focus: Gaseous form (Sp) (self only) for 1 minute per Hit Dice per day. This time need not be consecutive, but must be spend in 1-minute increments.

Earth focus: The genie caller’s eidolon gains the burrow evolution, leaving no tunnel. If it already has this evolution, it instead gains the earth glide universal monster ability and can use this ability to travel at its full land speed.

Fire focus: Levitate (Sp) (self only) as a constant ability.

Water focus: The eidolon gains the water subtype and a swim speed of 30 ft. If it already has a swim speed, it adds 30 ft. to its swim speed. This replaces the eidolon’s devotion ability.

Genie Wall (Sp)

At 16th level, a genie caller’s eidolon can create an elemental wall as a sorcerer of a level equal to the eidolon’s Hit Dice. This replaces merge forms.

Air focus: Wind wall (Sp) 6 times/day.

Earth focus: Wall of stone (Sp) 3 times/day. Unlike the spell, this is not instantaneous and has a duration of 1 round/level.

Fire focus: Wall of fire (Sp) 3 times/day.

Water focus: Wall of ice (Sp) 3 times/day.

Grant Earthly Desire (Sp)

At 20th level, a genie caller’s eidolon gains the ability to grant most earthly desires. Once per week, the eidolon can use resplendent mansion (Sp). This replaces twin eidolon.

Section 15: Copyright Notice

Legendary Summoners © 2020, Legendary Games; Author: Carl Cramer.