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Sha'ir


The legendary Sha'irs were tale-spinners and advisors to desert chieftains, serving them in much the same way as Merlin advised Arthur in western legend. They were imbued with great wisdom, and boosted the power to communicate with the desert's awesome spirits, the genies.

The Sha'irs of the Al-Qadim campaign are modeled after these legendary figures. They, too, can communicate with genies. But they are more than advisors to chieftains. Sha'irs are regarded as enigmatic and powerful figures in the Land of Fate. Members of the Sha'ir tradition are often found alone, as free agents, unfettered by social recruitment and position. They may be found in the city as well as the desert, commanding great power from their dealings with genies. Instead of merely advising rulers, they may be rulers.

They do not gain spells in the manner of other spell casters. Instead, they acquire their magics and enchantments through the workings of genies. Because genies are a mighty force in the Land of Fate, many would-be attackers think twice before offending a Sha'ir — especially attackers who don't have their own Sha'irs and genies supporting them.

Limitations

The sha'ir need their familiar gen in order to cast magic. The gen provides the link with the world of the genies through which the sha'ir draws his power. If the gen is captured or killed, the sha'ir must try to attract a new one before he can again use magic. This is usually done through meditation and atonement in the wilderness, where a genie may appear before the errant sha'ir and demand some service as punishment for allowing their gen ally to suffer.

Base Schticks

Familiar

Common Schticks

Blast, Conjuration, Flame, Illusion, Sand, Sea, Summoning, Weather, Wind.


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