
Originally Posted by
SquelchHU
Lol, more DM handwaving.
Let's review.
The Genie cannot use his Wishes himself. Someone else has to do it for him.
The Wishes cost the Genie nothing. It gets 3/day, every day for free.
The Genie is not that powerful personally. Anyone who can summon one can kick its ass (and while this is not true of a level 2 character, the genie is going to think you're a lot stronger than you are simply because you brought it there). While it probably could bully nobodies easily, how is it getting to those nobodies? They can't live on its homeplane, fire damage a round every round kinda messes that up. It can't travel on its own.
So, it could either get a good deal by doing what you say, or it can get ***pwned (or so it thinks) and then you raise it as a sapient undead that does not lose the abilities it had in life like say... a Bone creature, and then you force it to give you Wishes because you're completely controlling it. Now as a level 2 you can't do this either, but again since you summoned it it thinks you're more badass than you actually are... and a level 11 totally could do that.
Indeed, let us review. Here is the entry from d20srd for efreeti: http://www.d20srd.org/srd/monsters/genie.htm#efreeti
Code:
Efreeti
Size/Type: Large Outsider (Extraplanar, Fire)
Hit Dice: 10d8+20 (65 hp)
Initiative: +7
Speed: 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: +10/+20
Attack: Slam +15 melee (1d8+6 plus 1d6 fire)
Full Attack: 2 slams +15 melee (1d8+6 plus 1d6 fire)
Space/Reach: 10 ft./10 ft.
Special Attacks: Change size, heat, spell-like abilities
Special Qualities: Change shape, darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Skills: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)
Environment: Elemental Plane of Fire
Organization: Solitary, company (2-4), or band (6-15)
Challenge Rating: 8
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Level Adjustment: —
The efreet (singular efreeti) are genies from the Elemental Plane of Fire.
An efreeti stands about 12 feet tall and weighs about 2,000 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.
Combat
Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Change Size (Sp)
Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex)
An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Spell-Like Abilities
At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, wall of fire (DC 16); 1/day—grant up to three wishes (to nongenies only), gaseous form, permanent image (DC 18). Caster level 12th. The save DCs are Charisma-based.
Change Shape (Su)
An efreeti can assume the form of any Small, Medium, or Large humanoid or giant.
True, someone who is not of his kind has to ask for the wish. That does not however infer that the Efreeti wants to give them out.
True, their ability is up to 3x/day. For relative freeness. They are played per the spell.
Here is wish: http://www.d20srd.org/srd/spells/wish.htm
Code:
Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
Even wish, however, has its limits.
A wish can produce any one of the following effects.
•Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
•Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
•Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
•Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
•Undo the harmful effects of many other spells, such as geas/quest or insanity.
•Create a nonmagical item of up to 25,000 gp in value.
•Create a magic item, or add to the powers of an existing magic item.
•Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
•Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
•Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
•Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
•Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
Material Component
When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.
XP Cost
The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.
Wish in itself is pretty normal except this little section in its description:
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
That statement right there makes wish whatever the DM wants it to do. So it goes from a black and white spell to a big fat gray that can help or harm.
From this point on, you assume that Efreeti will do certain actions based on nothing at all. The Efreeti would fight to the subdual for its wishes or if you could talk it into believing you. But no Efreeti would believe you.