Sha'ir (Apath)

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The sha'ir is an arcane spellcaster with an Arabian Nights bent, a wise person and friend of the genies. Unlike a wizard, the sha'ir does not get spells from either innate talent or mysterious study and spell books but rather has a special familiar, called a gen, to fetch spells for her somewhat like a witch's familiar. However, unlike a witch, the gen does not have a limited repertoire of spells - instead it delves deep into the elemental planes to find any secrets its master may require.

Sha'ir are also friends and confidantes of the genies, and gain the ability to treat with and control genies as they progress in level. Not all sha'ir choose to use such abilities tough, for the genies are dangerous and quick to anger.

Cut from Al Qadim

Sha’ir Abilities Sha’irs are male and female wizards whose magic is tied to the genies. (Their kit is described in Chapter 3.) These wizards do not learn or cast spells in the usual fashion. In fact, they have no spellbooks at all. Instead, they boast a number of spell-like abilities that increase in power as they increase in experience level. This chapter describes those abilities. Summary of Powers With experience comes power: l At 1st level, a sha’ir can summon a small elemental familiar, which will provide spells, including magics that other 1st-level wizards cannot cast. l At 3rd level, a sha’ir gains the ability to recognize the works of geniekind, including their magics and the items they’ve created. l At 5th level, a sha’ir can call upon the jann for aid. l At 7th level, a sha’ir gains additional protection against elemental attacks. l At 9th level, a sha’ir can call upon one of the more powerful genies for aid. l At 11th level, a sha’ir can bind one of the true genies (dao, marid, djinn, or efreet) as a personal servant. l At 13th level, a sha’ir can create a prison to entrap a genie. l At 15th level, a sha’ir can enter the elemental planes at will. l At 17th level, a sha’ir can receive an audience with a great ruler of the genies. Each of these powers is described below. Summoning a Familiar This power allows a sha’ir to summon a small elemental familiar, called a gen, which becomes a permanent and willing servant. The sha’ir is allowed to choose which type of gen appears (air, fire, water, or earth). 97 Whatever its origin, the gen happily becomes an agent for its master in all the elemental planes, seeking out and retrieving magic that its master would otherwise be unable to cast. The act of summoning and binding a gen lasts 1d20 hours. If a sha’ir spends the required time fasting and communing with the “nature” of the elemental planes—while uninterrupted—then no proficiency check is required. Success is automatic. Gens can tap into a network of other geniekind, conferring with creatures of any element. This allows gens to retrieve spells for their masters. A sha’ir simply states the spell which he or she desires, and the loyal gen rushes off to the appropriate elemental plane to find it (locating even spells in the universal province). Sha’irs can only request spells which they know exist. All 1st- and 2nd-level wizard spells shown in Appendix A are considered common knowledge; any sha’ir can request them. Otherwise, sha’irs must have actually seen a spell. If a sha’ir sees an ajami casting a strange spell (or sees its effects), then that spell can be requested, too. Priest spells are also available. Spelllike abilities of other creatures and characters cannot be gained in this fashion, however. Gens require time and effort to find spells for their masters. The higher the spell’s level, the longer a gen must search, and the greater the chance that its efforts will be for naught. In fact, for more powerful spells, the gen may not return at all—or perhaps worse, may return with a powerful personage in tow, who is very curious to see who is seeking such magic. Requesting a Spell When requesting a spell from his or her gen, a sha’ir must specify which spell it is, and whether it’s a wizard or priest spell. The gen immediately sets out to find it on the outer planes. The length of time that a gen searches for a spell depends on the type of magic sought: l If a sha’ir requests a spell that a native wizard of the same experience level could normally cast, then the gen searches for 1d6 rounds plus 1 round per level of the spell. (All “native” spells are listed in Appendix A. Anything not on that list is considered foreign to the Land of Fate.) l If a native wizard of the same experience level could not normally cast the desired spell, then the gen searches for 1d6 turns + 1 turn per level of the spell. l If the spell is not native to the Land of Fate—or is a priest spell—the gen searches for 1d6 hours plus 1 hour per level of the spell. Even if the gen doesn’t find the spell (or has no chance of doing so), it expends the full amount of time searching. Once the request for a spell is made, the gen cannot be recalled until its search is done. To determine whether a gen’s search is successful, the DM makes a percentage roll. A roll of 90 or more always indicates failure. Otherwise, all gens have a 50 percent base chance of finding a spell. The following modifiers apply: l Each level of sha’ir: +5 percent l Each level of spell being sought: -10 percent l Spell is “general knowledge” (by the definition above): +10 percent l Spell is priestly magic, or does not appear in Appendix A: -30 percent l Gen repeats search for spell on same day after initial failure: -10 percent per attempt If the modified chance is 0 or less, the gen always returns “empty-handed.” A gen’s failure to gather a spell never harms its master (beyond disappointment). The gen simply returns after the usual period of search, extremely apologetic for its failure. If the sha’ir requests the same spell again, the gen immediately repeats the search. As noted above, however, its chance of success drops an additional 10 percent for each attempt within a given 24-hour period. (The penalty applies only if the gen is seeking the same spell again.) If the elemental spirit succeeds, it returns at the end of its search, appearing within 10 feet of its master. The sha’ir can cast the spell within three turns; thereafter the magic is lost. Damage and other effects for the spell reflect the sha’ir’s experience level. The gen cannot set out to retrieve another spell for its 98 master until the previous magic has been cast or has expired. The sha’ir gains the spell because the gen “shares” the verbal and somatic components immediately upon returning. Their link is mental, not verbal. Hence, the gen can describe any material components needed, but it’s still up to the sha’ir to supply them. (As in standard AD&D® game play, material components are optional in the AL-QADIMTM campaign. The DM may or may not require them.) 00 Results: If the DM rolls “00” when checking for success, the gen is automatically delayed 1d10 additional rounds, turns, or hours (as indicated by the spell requested). The link between the gen and its master remains intact; the sha’ir knows the gen has been delayed, and can sense that it’s still alive. Examples The examples below illustrate how sha’irs request and receive spells. Example One: Fatima, a 5th-level sha’ir, wants to cast burning hands, a 1st-level spell in the province of flame. She asks her gen to look for it. The gen immediately disappears for 1d6 + 1 rounds (if Fatima needs the spell immediately, she’s in trouble). While away, the gen has a 50 percent base chance to find the spell, plus 25 percent for Fatima’s experience level, minus 10 percent for the spell level, plus 10 percent because the spell is considered “common knowledge.” In summary, the gen has a 75 percent chance of success (50 + 25 - 10 + 10 = 75). If the DM rolls 75 or less when making a percentile check, the gen returns with the spell. Example Two: Hatim, a 3rd-level sha’ir, wants to cast legend lore, a 6th-level spell of the universal province. Hatim’s gen will be gone for 1d6 + 6 turns. The gen has a 50 percent chance to locate the spell, plus 15 percent for Hatim’s level, minus 60 percent for the spell, leaving only a 5 percent chance of success. If Hatim were one level lower, he would have no chance at all of gaining this spell. Example Three: Hazam, a 9th-level sha’ir, is in desperate need of a raise dead spell, a 5th-level priest spell. His gen has a 50 percent chance to locate the spell, plus 45 percent for Hazam’s level, minus 50 percent for the spell level, minus another 30 percent for seeking a priest spell. The long and short of it: the gen has a 15 percent chance of success and will search for 1d6 + 5 hours. If the gen fails to recover the spell and Hazam immediately sends it out to try again, the gen’s chance of success drops to 5 percent. The Perils of Priest Spells Sha’irs who send their gens after priest spells do so at their own risk. Priest spells are granted by the gods (or other powerful forces), and a gen who retrieves such a spell may take more than magic back to its master. There is a 10 percent chance per level of the desired spell that a god or higher being observes the gen’s activity. The DM makes the percentage roll. If the gen is noticed, nothing happens until the sha’ir casts the spell. When the spell is cast, “divine retribution” occurs. The DM determines which god (or being) is offended. The exact punishment varies according to the level of the spell being cast: l 1st to 2nd Level: The sha’ir suffers an immediate case of the evil eye (see attract evil eye, reverse of avert evil eye, in Chapter 8). No saving throw is allowed. l 3rd to 4th Level: The hand of Fate turns against the caster. The next opponent to attack the sha’ir gains a +1 bonus to attack and damage rolls for the duration of the encounter. If the sha’ir happens to cast multiple priest spells of this level before the next encounter, the results are cumulative (+1 per spell). l 5th to 6th Level: The god (or offended planar creature) sends a “messenger” to teach the sha’ir a lesson about appropriating magic. The DM should bring in the monster of his or her choice, which appears 1d6 rounds after the offending spell is cast. The creature is teleported magically to the sha’ir’s location. As noted, the DM chooses the offended god (though it’s probably an underling performing the task). The monster should be at least one Hit Die greater than the sha’ir’s experience level. The summoned creature attacks the sha’ir with fanatical morale, and disappears upon completion of its task (or upon its death). The sha’ir gains no experience for defeating this monster, nor does anyone who helps. 99 l 7th Level: The sha’ir is plucked from his or her current position and drawn into the outer planar home of the offended god, where a full explanation and apology are expected. The deity’s underlings are most likely to hear (and demand) the sha’ir’s report. The player is encouraged to come up with as many good reasons as possible for appropriating the spell. (It helps if the use of the spell in some way aids that particular god’s ethos.) The deity (or a minion) then assigns the offending mage a quest and sends the offender home within 1d6 rounds. The nature of this quest will not violate the individual’s stated ethos, and may range from minor (spend six months in the bazaar, preaching the word of Tyr) to severe (return the ruby of Mystra, currently held by an evil wizard in the Cursed Quarter). Gens Gens are officially of neutral alignment, but they tend to take on their masters’ attitudes, tinged by their own natural tendencies. Elemental familiars with good tendencies tend to be most comfortable with goodaligned characters, while those with tendencies toward evil acts are more comfortable with evil characters. Gens attached to characters of similar alignment or tendencies gain a +1 bonus to rolls for loyalty (but not morale). Unless otherwise noted, all gens stand between 8 and 12 inches tall, are of Low intelligence, AC 5, and have a movement rate of 9. Each has a number of hit points equaling half its master’s current maximum, Hit Dice equaling half its master’s level, and the THAC0 of a monster that’s half their master’s level in Hit Dice. Gens inflict 1d6 points of damage, and are of small size. When summoning a gen, sha’irs can choose from among four different varieties: Air gens, or djinnlings, are small air sprites with bluish skin and white hair. They can fly at MV 12 (maneuverability class B), but have no other djinni-like powers, and cannot become invisible or create objects. Djinnlings are usually aloof and moralistic. They tend toward good and lawful Fire gens, or efreetikin, are miniature fire spirits with ebony skin and long, flame-red hair. They move normally, and can produce flame at will. Fire gens are usually malicious and judgmental. They tend toward evil and lawful behavior. Water gens, also called maridans, are small water spirits with greenish skin and bluish eyes and hair. They can swim at MV 12, and can breathe underwater. Maridans are usually capricious and playful. They tend toward good and chaotic behavior. Earth gens, or daolanin (day-oh-LAH-neen), are small earth elementals with tan skin and jet black hair. They are the strongest of the gens, and can inflict double damage (2d6 points). Earth gen are usually tactless and direct. They tend toward evil and chaos. Besides fetching spells, a gen helps protect its master against its native element. All attacks of the proper element are at -2 to hit, all saving throws against that element are at +2, and all damage from that form of attack are at -2 per die (minimum damage of 1 point per die). This magical protection applies to the gen at all times. The sha’ir enjoys these benefits when the gen is within 10 feet. An elemental familiar makes saving throws at twice the current level of its master; otherwise magic can affect it normally. Any gen can enter the elemental planes and move through them at will, but all must stay within 100 yards of their masters while on the Prime Material Plane. If a gen is forced to move beyond that radius (for example, is moved by someone), it automatically goes to the elemental planes, attempting to return to its master in 1d6 turns. If the master moves to another plane, the gen follows in 1d6 days (1d6 rounds for elemental planes). Gens can spy, perform errands, and carry messages for their masters in other planes, but they risk being discovered and even destroyed by those hostile to the sha’irs. A gen always appears within 10 feet of its master. If this is not possible (for example, the master is encased in a wall of force or a solid rock wall), the gen will not reappear, but instead waits until the first opportunity. The gen appears wherever it is safest (on the far side of enemies, with the sha’ir between it and them). The behavior. appearance is random, however, so it’s impossible for a 100

gen to enter the elemental plane, move a short distance, and then reappear in the Prime Material, thereby circumventing walls and doors. If threatened while on the Prime Material Plane and more than 10 feet from its master, the elemental familiar will pop back into its home plane to hide, returning to its master (if possible) in 1d6 turns. When a gen dies, its master feels the loss immediately—and literally. The sha’ir’s hit points drop by half. If this loss reduces a sha’ir to 0 or fewer hit points, the wizard must make a saving throw vs. death magic. Success means that the sha’ir remains alive, with 1 hit point, while failure indicates death. Damage caused by the death of a gen can be healed normally. A gen that has died and is later brought back to life suffers a permanent 1-point penalty in morale and loyalty. A sha’ir cannot have more than one gen at a time, so the summoning of a new gen precludes the recovery of a former elemental familiar. A new gen can be summoned upon the loss (for whatever reason) of an old gen, but the loyalty of such a replacement is always less than the original. The first gen summoned is of fanatical morale and loyalty (18)— almost immune to temptation and willing to lay down its life for its master. For each successive gen, the loyalty drops 1 point, to a minimum of 5. Hence, the last in a long line of gens is untrustworthy and easily spooked or distracted. Such a gen is also less successful; time to recover spells increases by one increment (round, turn, or hour, depending on the spell) with each replacement, too. A sha’ir can dismiss a gen at any time, with the same negative effect to a future gen’s loyalty, but no loss to the sha’ir’s hit points. A successful dispel magic or similar spell also can break the link. The latter does not harm the sha’ir, who can reforge the link with that particular gen by summoning it again. The death of the caster also frees the gen of its obligations, and the elemental familiar immediately returns to its native elemental plane. If the sha’ir is raised, he or she can regain the same gen by the act of summoning and binding the familiar. A gen can be ensnared by charm or similar spells, but it won’t turn against its master unless a morale check is failed. Recognizing Genie Work At 3rd level, sha’irs can recognize the workings of djinn, jann, and other members of the genie races. These wizards can recognize items that have been created by genies, as well as spells cast by genies or provided by gen for other sha’irs. Further, this ability enables sha’irs to detect genies that are invisible, disguised, or polymorphed. A sha’ir’s chance to recognize genie work is 5 percent per experience level. The sha’ir must declare that he or she is checking for the work of genies in a particular situation. Success requires full concentration; the sha’ir can perform no other action for a round. If multiple genie-works are at hand, only the most powerful or most recent are revealed. Calling Upon the Jann At 5th level, sha’irs can call upon the jann for aid and protection once each day. Jann are lesser genies. They haunt the desert and other lonely, forlorn places, and sha’irs must be in such a location to use this ability. A sha’ir must give a great yell for help to capture the jann’s attention. The chance that a janni is located within 10 miles equals 5 percent per level of the sha’ir. (Beyond that distance, no janni will respond.) If the call fails, then no sha’ir can call upon the jann successfully in the same 10-mile radius for the next 48 hours. If a janni is within that area, it arrives within 102 two to eight turns. No proficiency or ability check is required. Only a janni can hear the sha’ir’s call up to 10 miles away; to others, it is merely a normal shout. A single janni answers the call (though others may have heard it, too). Usually, the creature arrives by flight and is invisible. In areas of relative peace, however, a janni may ride a camel. The janni responds in a friendly fashion to the caller and any other sha’irs who are present. A janni will aid those lost in the desert, even to the point of bringing them back to its own camp, celebrating their arrival with a feast in their honor. A summoned janni is not charmed or otherwise enchanted by a sha’ir’s call. If the wizard behaves hostilely, or the sha’ir’s companions similarly misbehave, the janni abandons them—only to return later with enough reinforcements to destroy those who would take advantage of a janni’s hospitality. If slain, jann that are summoned or encountered as a result of this power do not provide experience points. If a sha’ir is party to an attack on a janni after summoning it, this special ability ceases to work. All jann shun the sha’ir. Future attempts to call upon the jann automatically fail until restitution is made. To do so, the offending sha’ir must contact the jann in a more traditional fashion (seeking them out in the high desert) and then offer gifts. Usually, a large diyya, or wergild, for the slain janni plus a few magical items are enough to repair relations. A janni that answers a sha’ir’s call does not fight for the sha’ir unless the wizard is attacked. Nor does the janni act as a servant, messenger, or load-bearer. Only grudgingly does it perform actions beyond the basic giving of shelter and protection, though gifts of jewels and magic may persuade it to provide more help. If two rival sha’irs both call upon the jann, each requesting protection from the other, the jann who arrive try to mediate between them to resolve the conflict. If such mediation fails, both jann depart, leaving the sha’irs to their fate. While jann may be rivals, they rarely battle each other over such petty things as mortals. Jann never forget a kindness, including those which they perform for sha’irs. Each time a PC sha’ir attains a level over 10th, there is a 30 percent noncumulative chance that a janni who once aided the PC reappears—and insists that the sha’ir (and allies) perform a certain quest or mission. Failing to comply is enough to destroy one’s reputation in the eyes of jann, forbidding all further kindness. The mission may involve the protection of an item or person for a short time, the location of an item, or some other task with which they are encharged by greater genies. Jann never request a mission that would violate a sha’ir’s natural alignment, however. Elemental Protection At 7th level, a sha’ir gains additional protection against elemental attacks. All saving throws against elemental attacks are made with a +2 bonus. Further, all elemental attacks suffer a -2 attack penalty. And all damage from such attacks is reduced by 2 points per die, to a minimum 1 point per die. If the sha’ir has an elemental familiar, all of these benefits are doubled, for attacks linked to the familiar’s elemental type (-4, +4, and -4 respectively). Finally, this ability enables a sha’ir to survive on the elemental planes without other protection for a number of turns equal to his or her level. At 9th level, a sha’ir can call upon the services of a genie—either a djinni, dao, efreeti, or marid. The wizard decides which type of genie to call. Sha’irs usually call genies of the same type as their elemental familiar. Any type of genie is allowed, but relationships are often strained when an elemental familiar and genie stem from different elements. A sha’ir can call upon a genie no more than once a week. The chance for success is 5 percent per level. If the call is successful, a genie responds in 1d6 rounds. Failure means nothing happens, and the sha’ir cannot use this ability for a week. The genie who responds to this call is not necessarily friendly. If any force or character attacks the genie, it will be hostile to both the attacker and Calling a Genie 103 the sha’ir who called it in the first place. Furthermore, the creature won’t perform a service for the sha’ir unless bribed, cajoled, threatened, or otherwise persuaded. The “service” performed by a genie may involve labor, transport, active protection, or use of genie abilities. Wishes are an exception. Genies summoned in this manner won’t fulfill wishes unless they can figure out a way to use them to their own advantage. For example, good or neutral genies might try to enrich themselves, while evil genies might try to pervert wishes to their own ends. To determine whether a genie performs the action requested, the DM may either role-play the negotiating process or use Table 59 (Encounter Reactions) in Chapter 11 of the Dungeon Master’s Guide. The modifiers below indicate a typical genie’s response to efforts by the sha’ir. (Bonuses are actually subtracted from the die roll for the Encounter Reaction table, yielding a favorable result for the PC.) l Payment of 1,000 gp in gems: The sha’ir gains a reaction check bonus of +1 to +6 (DM rolls 1d6 secretly). The genie does not tell the PC at what point he or she is merely gilding the lily, and gladly accepts all that the PC has to offer. l Payment of a magical item: +1 for a potion or scroll, +2 otherwise, +3 for an item the genie can use (including rings of djinni summoning and other genie prisons, which are taken back to the elemental planes and destroyed). Reaction adjustment for sha’ir’s Charisma: (See Table 6 in Chapter 1 of the Player’s Handbook.) The adjustment ranges from a -7 penalty to a +7 bonus if the character compliments or otherwise cajoles the genie. (A high Charisma modifies results in the PC’s favor.) l Promise of future gold deliveries: +1 for each 2,000 gp to be delivered, with a time limit and established location. Failure to deliver indicates that the genie in question will come looking for the debtor. (It is a bad idea to cheat a genie.) l Nature of the task: +1 -1 -5 -2 -2 -1 -5 -10 Task is easily performed and takes less than one round. Task involves invoking the genie’s spelllike abilities. Task involves combat or other immediate personal danger to the genie. Task involves the potential of danger to the genie. Task involves working longer than one day. For each additional day the task will take (beyond the first). Task is contrary to the ethics, beliefs, or alignment of the genie. Task is to the detriment of geniekind. l Threats: The sha’ir gains a +4 bonus by threatening the genie with an imposing force as backup. The bonus increases to +6 if the sha’ir’s allies include another genie (even of another elemental group), but drops to a -2 penalty if the genie has reason to believe that the sha’ir is undermanned or bluffing. 104 l Elemental familiar: The sha’ir gains a +2 bonus for having a gen familiar of the same elemental type as the genie summoned. If the familiar is of a different type, the wizard suffers a -2 penalty. (Genies feel they may judge the worth of mortals by the company they keep, and consorting with “lesser” elementals is a sign of poor breeding.) After three to six rounds (1d4 + 2) of negotiation have occurred, the DM should tally up the modifiers that apply, and then consult the Encounter Reaction table in the DMG. The sha’ir is presumed “friendly” unless threats are involved, in which case the column labeled “threatening” applies. After all modifications have been made to the 2d10 roll, if the result is Upon attaining the 11th level, a sha’ir can entice one of the standard forms of genies (dao, djinn, efreet, or marid) to act as his or her long-term servant. The genie is summoned as noted under “Calling a Genie,” with the standard limitations. Further, the genie is free to accept or reject the offer, or to place additional conditions upon the agreement. Once an agreement is reached, the genie is bound to the sha’ir for a period of not more than 101 days. To determine whether a genie accepts the offer of servitude, make a saving throw vs. spells for the particular genie, with the following modifications: -7 to +7 Reaction Adjustment for PC’s Charisma “indifferent” or “friendly,” the genie agrees to aid the sha’ir. If the result is “threatening” or “hostile,” the genie leaves (or attacks, if attacked). If the result is “cautious,” the genie accepts all that has been offered so far, and begins again with the negotiation—forcing the sha’ir to offer more gold, magical items, and the like in order to persuade the genie to help. Calling upon genies from time to time does not +1 -1 +1 -1 (see Table 6 in the Player’s Handbook). For every level above 15th the sha’ir has achieved. For every level below 15th. For every condition that the sha’ir agrees to as a basis for the servitude. For every condition that the sha’ir turns down in discussion. obligate a sha’ir to reciprocate in some way. However, if a PC sha’ir calls upon the genies regularly for mundane tasks, a group of genies may appear one day and “volunteer” the PC for a job of their own (DM’s option). Sha’irs are free to turn away a genie who requests aid, but they do so at the risk of alienating all members of that genie’s race. (Word travels fast.) If a genie is refused, none of that type of genie will respond to the PC until an entire year of boycotting the PC has passed. +1 -5 In exchange for servitude, the genie can demand any number conditions, though some negotiation For every genie that has previously been in the sha’ir’s service, whether through ability or use of a genie prison, provided the genie lived to the end of that service without being dismissed. If the sha’ir has ever used a genie prison to entrap a genie of the same elemental race as the one asked to serve now. Bindiing a Genie in Servitude between the sha’ir and the genie (that is, PC’s player and DM) is possible. A genie that is hostile or Part of the existence of genies depends on their ability to serve mortals as well as greater powers. Genies often enter a long-term arrangement with sha’irs. By doing so, they increase their standing among others genies of their kind. While genies enter into such servitude willingly, they know they are bound to remain with their masters for the duration. Therefore, genies choose their sha’irs very carefully. (From their viewpoint, the sha’irs don’t choose them.) uninterested in aiding the caster on a permanent basis may make one or two outlandish demands. However, if the sha’ir accepts them, and the genie fails a saving throw versus spells, the genie is bound. Genies usually insist upon 5 to 10 (1d6 + 4) conditions before agreeing to servitude; binding them can be as tricky as establishing a business contract between two enemies. Typical demands include the following: 105 l The sha’ir will be allowed to release the genie from servitude at any time, but release will occur immediately if any other agreed-upon condition is violated. In return, the genie agrees not to bother the sha’ir (or allies) for 101 days after release, provided the sha’ir agrees to the reverse. This is usually the first condition called for by a genie. A sha’ir who is serious about their future relationship will agree to it. (Agreement to other conditions is not implied; the genie will agree that further conditions remain to be settled.) l The genie will not be entrapped by a genie prison during its period of servitude. l The genie will be allowed to flee a combat if it has lost more than half its hit points. l The genie will be provided with a large amount of its natural element in a permanent base of operation. (Djinn demand a settlement in a windy spot; efreet, continual bonfires; dao, a regular diet of ornamental stone seasoned with uncut, semiprecious gems; marids, a special complex of pools and fountains.) l The genie will receive a share of all treasure gained by the sha’ir, ranging from 50 to 70 percent, or 40 + (1d3 x 10). As a result, this treasure will not be available for experience or training of the sha’ir. l The genie will be maintained in a style “to which it is accustomed”—that is, in the style of the sha’ir and nothing less. All general living costs will be doubled for the sha’ir. l The genie will be free from all tasks one day in every ten. (Even genies deserve time off, for good behavior or not.) l The sha’ir will not ask for wishes. l The genie will be freed of its servitude upon the death of the sha’ir. Before returning to its elemental plane, the genie will deliver the sha’ir’s body to a particular location, if that is requested. l The sha’ir will bark like a dog whenever someone mentions the name of a particular god or ruler. (This is a favorite of marids and capricious genies who care not for servitude in any form. If they are to be servants, they might as well enjoy themselves.) Given such stipulations, many might ask who becomes the servant—the sha’ir or the genie? However, once the genie has agreed to the matters (by failing the saving throw), the sha’ir is lord and master. At the DM’s option, if a sha’ir is making too good an offer to pass up, the genie may accept the offer even if the saving throw succeeds. Once a genie has agreed to serve, it must defer to its master in all things, following the sha’ir’s orders to the best of its abilities, and casting spells as ordered. Again, wish spells are excluded, as noted under “Calling a Genie.” The servant is forbidden by the leaders of the genie peoples to fulfill most wishes, and demanding wishes of a genie servant immediately voids the agreement. The genie will act as the sha’ir’s personal bodyguard, food-taster, and servant. If the sha’ir commands it, the genie will stand watch over its sleeping master—with a 10 percent chance per 24- hour period that a genie dozes off on his post. The genie will create things as it is capable, to the requirements of its master. The sha’ir may call upon the genie for advice as well. A genie’s chance of responding correctly about a given matter equals that listed for contact other plane (a 5th-level wizard spell in the Player’s Handbook), with no chance of insanity. A genie is not omniscient, however. Nor will it share information unless asked. A genie will remind the sha’ir seeking information that rumors may be worthless, and that it should not be held responsible if scuttlebutt proves to be incorrect. A genie’s basic nature does not change in servitude, and a sha’ir who enslaves one should make allowances accordingly. Good-aligned genies bridle at performing evil acts, and evil genies hate being forced into acts of goodness. For example, a djinni commanded to steal a magical item will do so, but also will leave behind a bit of payment, along with an apologetic note that explains the situation—and reveals where the sha’ir might be found after the genie’s term of indenture expires. Similarly, evil-aligned genies seek to twist their masters’ orders to their own aims. For example, an efreeti told to go into a village to fetch hot food might set fire to an inn so that it all cooks at once. Genies in servitude are subject to the standard effects of morale and loyalty. They never attack their 106 107 masters, but evil genies (and good genies that are maltreated) are not above letting the hand of Fate move their masters into dangerous situations, or fleeing if their morale is broken in combat. Genie loyalty equals the morale listed in the appropriate Monstrous Compendium entry. The DM may raise the morale for well-treated genies by 1 to 4 points, and lower that of poorly treated genies by 1 to 6 points. If a genie perishes while serving a particular sha’ir, that sha’ir cannot summon (much less bind) another genie for 100 days. During that time the genies assume that the sha’ir is fasting. Further, they assume that the sha’ir is meditating on the folly that caused the loss of so valuable a companion. (This is not required, and the sha’ir may not even know about it, but the genies assume it’s true anyway.) At the end of that time, genies of the same type gain a +3 modifier against further entreaties to servitude for the next year, though other races are not affected. Creating a Genie Prison 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., gemcutting, 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: l 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). l 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.) l The genie will remain imprisoned until a chosen period elapses, which may not exceed 100 years. l The genie will remain imprisoned until something specified by the sha’ir occurs— such as the rise of a 108 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.) l 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. Elemental Travel Upon attaining 15th level, a sha’ir can cross the Ethereal Plane to any elemental plane. To determine success, the sha’ir must make an Intelligence check. Failure indicates “bad timing”; the sha’ir cannot make another attempt for six turns. Success means the wizard can automatically cross the Ethereal Plane without stopping, go to the elemental plane of choice, and remain there safely for a number of days equaling his or her experience level. The wizard’s experience level also equals the number of passengers within 100 yards that he or she can take along. Unwilling travelers are allowed a saving throw vs. spells to avoid being drawn into another plane. Upon returning to the Prime Material Plane, the sha’ir and any passengers reappear in whatever position they were before, or in the nearest open area should that location be unavailable. Characters who are shanghaied to an elemental plane are protected from the ill effects of that plane for as many days as the sha’ir. If the sha’ir abandons them before that period expires, they’re allowed the remaining time to find a way back (often dealing with local geniekind in the process). For details on the elemental planes, consult the DMG or the AD&D® Manual of the Planes. Receiving an Audience At 17th level, a sha’ir can seek and receive an audience with the rulers of djinn, dao, marid, and efreet—truly a great honor. A sha’ir can seek an audience only once per month, whether the reason is great or small. Only one type of genie can be contacted at a time. A sha’ir who wishes to speak with genie rulers must journey to the plane of choice. Within 1 to 10 days, a procession of genies will appear and automatically grant the sha’ir an audience. This power also enables a sha’ir to choose a willing spokesperson who then seeks the audience instead. Assuming the spokesperson is not a sha’ir, he or she must go to a desolate area such as a great desert, then 109 wait. In 1 to 10 days, a procession will appear as described above, automatically granting an audience. The Procession. In the Land of Fate, a genie procession comprises 1 to 3 noble genie rulers, 50 to 300 jann, and 10 to 100 ordinary genies. In the genies’ native plane, those numbers are doubled. Genies will not appear at the scene of a battle. If the procession is attacked, they will attempt to destroy the attacker(s) for 10 rounds, then vanish. Sometime later, the same genies or their agents will return to deal with the characters who affronted them. The Audience. Noble genies can answer questions with the ability of an outer planar being whose Intelligence is 25 (see contact other plane in Appendix 3 of the Player’s Handbook). They can issue rulings on the actions of other genies or their race. And they can advise those who are seeking to deal with genies or other races. If the sha’ir (or spokesperson) reports a crime committed by a lesser genie, a noble genie can summon that creature for immediate judgment, provided the lesser genie’s name or description is known. Characters who stand before the noble genies and make an appeal should note that they, too, will be judged—especially in regard to their other dealings with genies. A noble genie may forgive characters who have slain genies and jann in the heat of combat, and those who have imprisoned a malicious spirit; such applicants will be granted a chance to explain their actions. Applicants who have ambushed genies, violated agreements, slain geniekind without quarter, behaved ignobly to genies—or simply have been party to any of these actions—will find themselves in great danger. The DM makes a saving throw vs. death magic for a character so accused. If the saving throw fails, the noble genie passes judgment: the guilty one is slain and justice is served. If the saving throw succeeds, the noble is merciful: the applicant is stripped of all earthly belongings, and promptly returned to the Prime Material Plane. (There is no Fate but the Fate which is given us.) While great, the power to receive an audience is used sparingly, especially by sha’irs who have entrapped or slain their share of genies over the years. Sha’irs and Tasked Genies The AL-QADIMTM Monstrous Compendium introduces many new creatures, including tasked genies and noble dao, marids, and efreet. Sha’irs have no power over genies other than those listed above. For example, a sha’ir cannot bind a noble genie into servitude, nor can a sha’ir use a genie prison to snare a janni or a gen. The tasked genie is an exception, however. At one time these strange creatures were ordinary dao, marids, efreet, and djinn. Each has performed a given task so long that its form has changed to match. For example, the warmonger, who encourages strife between men, has blood oozing from every pore. And the winemaker, who nurtures grape vines, has a long trunk with which it can crush the fruit. A sha’ir who intends to call forth a tasked genie must first know how to call forth an ordinary genie. The sha’ir also needs another bit of knowledge: the proper ritual for calling forth the tasked genie. Such rituals are beautiful, esoteric blends of whispered poetry and gestures. Each type of tasked genie responds to a different ritual. Learning a ritual is like researching a spell, with the same cost and chance for success. A tasked genie’s Hit Dice define the ritual to which it responds. Consider each ritual to be a spell whose level equals half the affected creature’s Hit Dice, rounded up. (For example, to call upon a 7 HD tasked genie is as difficult as researching a 4th-level spell.) A successful check indicates that the wizard has learned enough to call upon that particular type of tasked genie. Failure means additional research is required. (The effort must be repeated.) If a sha’ir intends to bind a tasked genie, the same steps apply: (1) the wizard must first know how to bind an ordinary genie, and (2) the wizard must research the tasked genie’s habits to learn the proper ritual. The same is true when a sha’ir intends to imprison a tasked genie. In short, each ritual is specific to one action as well as to one type of genie.

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Unofficial rules compendium

The sha'ir is an arcane spellcaster with an Arabian Nights bent, a wise person and friend of the genies. Unlike a wizard, the sha'ir does not get spells from either innate talent or mysterious study and spell books but rather has a special familiar, called a gen, to fetch spells for her somewhat like a witch's familiar. However, unlike a witch, the gen does not have a limited repertoire of spells - instead it delves deep into the elemental planes to find any secrets its master may require.

Sha'ir are also friends and confidantes of the genies, and gain the ability to treat with and control genies as they progress in level. Not all sha'ir choose to use such abilities tough, for the genies are dangerous and quick to anger.

Alignment

The sha'ir can be of any alignment. They tend to have an alignment either in agreement or opposition to the genies they work with. If the sha'ir is opposed to the genie's alignment, he tends to bind them and use them mercilessly. If he is in agreement with them, he has less direct power but also can expect more voluntary cooperation.

Hit Die

d6.

Class Skills

The sha'ir's class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (Any) (Int), Linguistics (Int), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survial (Wis), and Swim (Str).

Skill Points per Level: 4 + Int modifier.

Table: The sha'ir

Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Channel energy, domain powers 3 1 — — — — — — — —
2nd +1 +0 +0 +3 4 2 — — — — — — — —
3rd +2 +1 +1 +3 4 2 1 — — — — — — —
4th +2 +1 +1 +4 Bonus feat 5 3 2 — — — — — — —
5th +3 +1 +1 +4 5 3 2 1 — — — — — —
6th +3 +2 +2 +5 5 3 3 2 — — — — — —
7th +4 +2 +2 +5 6 4 3 2 1 — — — — —
8th +4 +2 +2 +6 Bonus feat 6 4 3 3 2 — — — — —
9th +5 +3 +3 +6 6 4 4 3 2 1 — — — —
10th +5 +3 +3 +7 6 4 4 3 3 2 — — — —
11th +6/+1 +3 +3 +7 6 5 4 4 3 2 1 — — —
12th +6/+1 +4 +4 +8 Bonus feat 6 5 4 4 3 3 2 — — —
13th +7/+2 +4 +4 +8 6 5 5 4 4 3 2 1 — —
14th +7/+2 +4 +4 +9 6 5 5 4 4 3 3 2 — —
15th +8/+3 +5 +5 +9 6 5 5 5 4 4 3 2 1 —
16th +8/+3 +5 +5 +10 Bonus feat 6 5 5 5 4 4 3 3 2 —
17th +9/+4 +5 +5 +10 6 5 5 5 5 4 4 3 2 1
18th +9/+4 +6 +6 +11 6 5 5 5 5 4 4 3 3 2
19th +10/+5 +6 +6 +11 6 5 5 5 5 5 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus feat 6 5 5 5 5 5 4 4 4 4

Class Features

All of the following are class features of the thaumaturge.

Weapon and Armor Proficiency

Thaumaturges are proficient with the club, sling, and staff but not with any type of armor or shield. A thaumaturge with a patron is proficient in his patron's favored weapon. A thaumaturge that wears armor risks arcane spell failure on his arcane (domain) spells.

Aura (Ex)

A thaumaturge of a chaotic, evil, good, or lawful alignment has a particularly powerful aura corresponding to that alignment This aura also provides protection to the Thaumaturge, providing a +4 (force) armor bonus. Even neutral thaumaturges get this bonus. This does not stack with other armor bonuses, but it does stack with enhancement bonuses to armor class and with shield bonuses.

Spells

A thaumaturge casts both divine and arcane spells, which are drawn from the cleric spell list and from clerical domains respectively. His alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see chaotic, evil, good, and lawful spells, below. A thaumaturge must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a thaumaturge must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a thaumaturge's spell is 10 + the spell level + the thaumaturge's Wisdom modifier.

Like other spellcasters, a thaumaturge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The thaumaturge. In addition, he receives bonus spells per day if he has a high Wisdom score. A thaumaturge prepares this many cleric spells each day and this many domain spells each day; in effect, the thaumaturge has two sets of spells and receives Wisdom bonuses to both.

Example: A third level thaumaturge with a Wisdom of 14 can prepare three first-level spells and two second-level divine spells from the cleric list, and the same number of arcane spells from among those gained from his domains.

Thaumaturges meditate for their spells. Each thaumaturge must choose a time at which he must spend 1 hour each day in quiet contemplation to regain his daily allotment of spells. Time spent resting has no effect on whether a thaumaturge can prepare divine spells, but to recover arcane (domain) spells, the thaumaturge must first rest 8 hours. A thaumaturge may prepare and cast any spell on the thaumaturge spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Orisons and Cantrips

Thaumaturges can prepare a number of orisons and cantrips, or 0-level spells, each day, as noted on Table: Thaumaturge under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again. A thaumaturge has no access to cantrips (arcane level zero spells).

Deity, Domains, and Domain Spells

A thaumaturge's deity influences his alignment, what magic he can perform, his values, and how others see him, and some thaumaturges have no patron at all. Whatver the sorce of their powers, thaumaturges have access to clerical domains, even more son than

Thaumaturges study the divine in unique ways, combining sacred and methodical approaches in their studies. Beside divine spells from the cleric list, they also have access to a number of domains and a separate (but equal) daily limit on arcane domain spells they can prepare. Combine all the spells granted by the thaumaturge's domains; these become his arcane spell list. Thaumaturges do not keep these spells in a spellbook, instead they are granted all these spells directly by study and inspiration. When casting arcane spells, thaumaturges are subject to arcane spell failure just like any other arcane caster.

A thaumaturge with a patron learns to use all the domains belonging to his deity. Some gods give more domains than others. A thaumaturge who serves a monotheistic deity, a dualistic deity, or a pantheon can only receive five domains in this way, and the selection is not an individual matter; it is decided by the sect you are a part of or your position in the church. Decide upon which domains to take together with the DM. A thaumaturge striking out on his own, with no patron or sect to guide him, has 4 domains of his choice.

Each domain gives the thaumaturge access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The thaumaturge gets the granted powers of all domains he knows.

Channel Energy (Su)

Regardless of alignment, any thaumaturge can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good thaumaturge (or a neutral thaumaturge who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil thaumaturge (or a neutral thaumaturge who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral thaumaturge of a neutral deity (or one who is not devoted to a particular deity) can channel either positive or negative energy at will.

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the thaumaturge. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two thaumaturge levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the thaumaturge's level + the thaumaturge's Intelligence modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A thaumaturge may channel energy a number of times per day equal to 3 + her Intelligence modifier. This is a standard action that does not provoke an attack of opportunity. A thaumaturge can choose whether or not to include herself in this effect. A thaumaturge must be able to present her holy symbol to use this ability.

Bonus Feats

Every four levels (at 4th, 8th, 12th, 16th, and 20th level) a thaumaturge gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or a channeling feat. The thaumaturge must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The thaumaturge is not limited to the categories of item creation feats, metamagic feats, or channeling feats when choosing these feats.

Bonus Languages

A thaumaturge's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Thaumaturges

A thaumaturge who grossly violates the code of conduct required by his faith loses all spells and class features, except for weapon and armor proficiency. He cannot thereafter gain levels as a thaumaturge of that god until he atones (see the atonement spell description) or decides to strike out on his own (see Deity, Domains, and Domain Spells above).

Notes and Options

Druidic Thaumaturge Option

Certain druidic faiths in advanced societies might have thaumaturges. These would cast spells from the druid spell list rather than the cleric spell list. A druidic thaumaturge still has domain spells like any other thaumaturge, but only channels positive energy to heal living creatures; they cannot heal undead or harm any creature with their channel energy ability.

Note on Prestige Classes

Many prestige classes geared for clerics would become too powerful in the hands of thaumaturges if the caster levels simply added up. Prestige classes that grant +1 level of spell ability with divine spells have no effect on the thaumaturge's ability to cast arcane domain spells. The spells per day for domain spells does not improve, except that when you gain a new level of spells, you also gain a single spell per day for domain spells of that level, with no bonus spells for high wisdom score – much as a cleric does. Prestige classes that can advance arcane spellcasting abilities of any kind work normally for thaumaturges, adding to their ability to cast both arcane and divine spells.

Note on Recharge Magic

If using the Recharge Magic option, domain spells and cleric spells are considered two different classes for the thaumaturge, and each recharges separately.