The Complete Sha'ir's Handbook

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The Complete Sha'ir's Handbook The Complete Shairs Handbook The Complete Shairs Handbook Credits Design by Sam Witt Editing by Dezra D. & C. Terry Phillips Interior Art by Karl Waller Decorative Borders by Robin Raab Project Coordination by Andria Hayday Art Coordination by Peggy Cooper Graphics Coordination by Sarah Feggestad Electronic Prepress Coordination by Tim Coumbe Typesetting by Angelika Lokotz TSR, Inc. TSR Ltd. POB 756 120 Church End Lake Geneva Cherry Hinton WI 53147 Cambridge CB1 3LB U.S.A. United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D, AL-QADIM, and MONSTROUS COMPENDIUM are registered trademarks owned by TSR, Inc. DUNGEON MASTER, DM, and the TSR logo are trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. © 1994 TSR, Inc. All Rights Reserved. Printed in U. S. A. Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the materials or artwork presented herein is prohibited without the express written permission of TSR, Inc. 4 Contents Chapter 1: The Magicians, 6 Chapter 3: Societies Sorcerous, 72 The Power of Sorcerers, 7 Joining a Sorcerous Society, 73 Sorcerers of the Flame, 8 Absolute Loyalty, 73 Sorcerers of the Sand, 8 Secrecy, 73 Sorcerers of the Water, 8 Initiations, 74 Sorcerers of the Wind, 8 Society Descriptions, 74 Primary and Secondary Elements, 9 The Brotherhood of the True Flame, 74 Apprentices, 11 The Constellation, 75 The Sorcerous Duel, 13 The Cult of Sand, 78 Mysteries of the Elemental Mages, 17 The Hands of Badiat abd Alai, 82 The Unseen, 18 The Mechanicians League, 85 Enchantment of the Shairs, 20 The Red Eyes, 88 Gens, 20 The Seas Children, 92 Care and Feeding of a Gen, 21 The Servitors of the Zephyr, 96 Gens and Spell Fetching, 24 The Society of Shifting Sands, 98 Connection to a Gen, 25 The Spellslayers, 100 Increasing the Abilities of a Gen, 25 The Viziers, 102 Rituals, 26 Need for Sorcerous Societies, 106 Free Gens, 31 Using Societies in a Campaign, 106 Statistics for Gens and Exalted Gens, 34 New Sorcerous Societies, 107 Genie Prisons, 35 Societies and Outsiders, 109 Forming a New Society, 110 Chapter 2: Wizard Kits, 38 Kit Descriptions, 39 Chapter 4: Kits in Brief, 40 New Spells and Proficiencies, 112 Astrologer, 40 First-Level Spells, 112 Clockwork Mage (Mechanician), 43 Second-Level Spells, 113 Clockwork Devices, 44 Third-Level Spells, 114 Digitalogist, 57 Fourth-Level Spells, 116 Ghul Lord, 59 Fifth-Level Spells, 118 Manipulations, 60 Sixth-Level Spells, 120 Jackal, 63 Seventh-Level Spells, 121 Mageweaver, 64 Eighth-Level Spells, 122 Mystic of Nog, 66 Nonweapon Proficiencies, 123 Attribute Increases, 67 Special Abilities, 67 Appendix: Master Spell List, 124 Spellslayer, 69 5 Chapter 1 The Magicians now this, oh greatest of caliphs, that I, your humble servant, have traveled K far during my studies of the magical arts. Throughout the Land of Fate have I wandered, learning what I might, so that I may further enlighten myself, your throne, and the people of all the lands that are yours. In my distant wanderings, I have come across the sorcerer, the elemental mage, and the shair, who are known to every child of Zakhara. But, I have also discovered stranger, more mysterious workers of the mystic arts who travel the wilderlands and the enlightened provinces that you rule, oh grandest of caliphs. Among these new masters of the arcane are the astrologers, whose magic is tied to the very stars above our heads. It is said that they may see things in the stars that even the gods regard as mysteries and that their orreries may turn the power of the constellations to amazing uses. My travels also took me through the ruined nation of Nog, wherein I discovered most unusual wise men. These sorcerers worked their magic through their own flesh, creating dances into which was woven the magical power to perform astounding feats. While they produced no balls of flame or blasts of thunder, they seemed able to go without breathing for hours at a time and had no apparent need of food nor drink. Truly these mystics were beyond my ability to comprehend. I roamed further still, to far Qadib, where I steeped myself in the knowledge of the northern universities. There I witnessed the creation of great lenses that could be used to espy things at amazing distances (and what astrologer wouldnt want to have one of these!) or turn the wrath of the sun on ones foes. It was truly a wondrous sight, but not so exciting as the discovery of a new type of sorcerer, calling himself a mechanician. This crafty worker of magic was unable to cast spells us the sorcerers we know, but could imbue ingenious devices with such spells. Long will I remember the nightingale of iron that sat upon my window sill and sang me into a magical sleep filled with dreams of far-off lands. It was after I left Qadib that my traveling companions and I were set upon by a savage group of yak-men. We battled bravely, but feared our numbers were too few and our magic lucking the power to repel such a fiendish foe. But, lo, oh master of all the lands, we were rescued by a masked woman who later proclaimed herself a ghul lord! I perceive something of your thoughts, oh wisest of the wise, but she was not the evil creature you might, at first, think. While it was 6 true she possessed many powers that drew upon the mageweaver, Nogian mystic, digitalogist, and Darkness, her intentions were all good. She told us that she spellslayer. Each of these kits is described in full and its was on her way to lay to rest a number of restless spirits, powers explored. and she accompanied us awhile before departing to do her Chapter Three details the various sorcerous own bidding. societies that have formed throughout Zakhara. While It was in Huzuz itself that we encountered a most few of these groups can rival the size or organization curious group of fellows with an unhealthy fascination for found in the Fellowship of the Flame, they are still numbers. It was only later that we discovered their potent forces that can either aid or hinder characters penchant for creating spells using complicated formulae and considerably. by working sums in their heads! This seemed to me to be a Chapter Four is made up of new spells and bit more trouble than it was worth, but the digitalogists (as proficiencies suitable for use by Zakharan wizards. they culled themselves) swore they preferred their style of The appendix consists of a completely updated magic over any other form of sorcery. Strange indeed! Master Spell List of all spells that are suitable for use Huzuz is also home to Akra the Weaver. This in an AL-QADIM campaign. secretive young woman has discovered a way to store spells in the warp and weave of the fantastic silk tapestries The Power of Sorcerers she makes. By pulling on a string, or looking at them properly and making the appropriate sounds and gestures, f all the mages who stalk the sands of the Land of Akra can unleash powerful magic from her beautiful OFate, sorcerers are the most common. The men handicrafts. and women who study this branch of magic seek to Ah, I see that the noon-hour draws near, so I will cut master the elements themselves. Sorcerers are devotees my oration short. Suffice it to say that we discovered of the building blocks of all, their magic drawn from several new types of wizards, as well as new spells, items of the very elements of which their world is created. But, power, and rumors of some very unusual artifacts. All of unlike elemental mages, sorcerers are able to commune this and more is written in the treatise you requested of me. with not one, but two elements. I leave you now to peruse my work at your leisure, and I As stated in the AL-QADIM Arabian Adventures rule am pleased that you have chosen one of my lowly station to book, there is no concept of opposing elements in serve as your eyes and ears in this mutter. I look forward to Zakhara. Any two elements may be learned by a serving you again, most honored Caliph. sorcerer, such as fire and sea, or sand and wind. Zakharan sorcerers are pragmatic individuals; they will he Complete Shairs Handbook is filled with useful learn what it takes to reach the ends they desire. T information for players and DUNGEON MASTERS This doesnt mean that there are not differences (DMs) of Zakharan campaigns. Within these pages you between the elements or between the sorts of will find all of the wonders hinted at above, and more. individuals who study these elements. For instance, a The book is divided into four chapters and an sorcerer who studies the elements of sand and sea will appendix. Chapter One deals with the three main be quite different in outlook than the sorceress who types of wizards to be found in the Land of Fate: spends her time delving into the intricate magics of sorcerers, shairs, and elemental mages. Information fire and wind.
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