Sha'ir

Sha'irs were Zakharan wizards who communicated with the spirits of the elements, the genies.

Requirements
Sha'irs had no special requirements. Female sha'irs were sometimes called sha'ira.

Role
These wizards were mysterious and powerful figures in Zakhara. They could not memorize spells as most wizards did, rather they acquired all of their magic and enchantments through genies. Since it was widely known that sha'irs associated with genies, most would-be attackers thought twice before threatening them.

Possessions
Sha'irs often only carried a staff or dagger and never wore armor, though they did use magical items that protected them from harm as other wizards did.

Skills
Sha'irs had an awesome variety of magical powers revolving around genies.

These wizards could not create magical items or use spells in the conventional manor like other magic-users. They did not even have their own spellbook.

Summoning a Familiar
Sha'irs were able to summon a small elemental familiar called a gen. Gen could be summoned from each of the four elemental planes. No matter which plane the gen came from, it happily became the sha'ir's servant and worked in all of the elemental planes to search out magic for it's master.

The ritual required to summon and bind a gen lasted many hours. A sha'ir could spend time fasting and communing with the nature of the elemental plane from which the gen would emerge to ensure success so long as they were not interrupted.

Requesting a Spell
Once summoned, gen were able to find information for the sha'ir using a special network used by all genie-kind, allowing the gen to retrieve spells for their master. Once a sha'ir stated which spell they required, the gen would run off to the appropriate plane and fetch it for them.

In order to request a spell, a sha'ir needed to know of the spell's existence. Some spells were considered common knowledge, but the sha'ir needed to actually see other spells cast to request them. Sha'irs could even request the strange spells cast by Ajamis, or outland wizards. In rare instances, sha'irs were even known to request priest or cleric spells.

Gen required time to find a requested spell, and stronger spells took longer to find than weaker ones. Extremely powerful spells sometimes caught the attention of gods or god-like beings. Once a gen was sent off to find a spell, it was not guaranteed that they would return safely.

Once a spell was requested, the sha'ir could not cancel the request or recall the gen. They were forced to wait for the gen to return with or without the requested spell. When a gen returned with a spell the sha'ir could only cast it once before the knowledge was lost. Also, sha'irs could not send their gen to retrieve another spell until their current spell was used or expired. Sha'irs still needed physical spell components for applicable spells. All verbal and somatic components were imparted telepathically between the gen and their master.

Divine Magic
Especially brave sha'irs could send their gen off in search of clerical or priest spells. Unlike wizard spells, priest spells were granted by gods and goddesses, so there was a good chance that a gen would bring back more than just a simple spell. Nothing happened to a sha'ir requesting a priest spell until they attempted to cast the spell, at which point they risked divine retribution. Stronger spells had a greater chance of attracting a god's attention. Punishment could be quit severe depending on which god was offended by the sha'ir's brazen activity.

Consequences of divine retribution included:
 * suffering a case of the evil eye
 * having the hand of Fate turned against the sha'ir
 * dealing with a messenger sent by the offended god to teach the sha'ir a lesson
 * being transported to face the offended god directly

Recognizing Genie Work
Through their constant exposure to genies and genie-kind, sha'irs eventually gained the ability to recognize items that were crafted by genies, spells cast by genies, or even spells provided for other sha'irs by their gen. Sha'irs could also detect invisible genies and genies masquerading under an illusion or polymorph ability.

Calling Jann
Once per day a sha'ir could call upon a Jann for assistance. Though they were lesser genies, jann could offer great help to the sha'ir and were readily available in Zakhara. To call a jann the sha'ir would literally yell out loud to grab their attention. The call of more powerful sha'irs ranged farther than weaker sha'irs. If a jann was within range of the call they would come to their aid.

Jann called in this manner offered their assistance freely. They were not charmed or under any compulsion to help the sha'ir. Thus, if a sha'ir, or their companions, showed hostility toward the jann then it would abandon them. Sha'irs who deliberately attacked a called jann lost the ability to call other jann in the future unless some kind of restitution was made.

Jann who aided sha'irs sometimes sought the sha'ir at a later time, seeking their assitance in some manner or another. If the sha'ir refused to aid the jann then the sha'ir's reputation in the eyes of all jann was greatly harmed.

Elemental Protection
Due to their close relationships with genies, which were elemental creatures, sha'irs gained protection from all elements. Spells or attacks from the elements did not harm them as much and they were able to resist their effects more. These abilities were increased for the sha'ir when dealing with the element of their gen's type.

Additionally, sha'irs were able to survive on any of the elemental planes without any extra protection for a period of time based on the power of the sha'ir.

Calling a Genie
Once a sha'ir gained a moderate amount of power they were able to call upon true genies — djinni, dao, efreeti, or marid. Most sha'irs typically called a genie from the same elemental plane as their gen. This power could only be used once per week.

Successfully calling a genie did not mean that the arriving genie was friendly. Genies who were attacked by anything upon their arrival instantly struck out at their attacker and the sha'ir, regardless if the sha'ir had anything to do with the attack in the first place. A genie would not perform services for the sha'ir unless they were bribed, threatened, or otherwise convinced to help. Genies aligned with the same elemental plane as a sha'ir's gen were more liking to offer their services. The opposite was true for sha'irs whose gen were from a different elemental plane than the genie.

Genie services included manual labor, transportation, protection, or using the genies' inherent abilities. Wishes could also be granted but only if the genie was able to figure out a way to twist them to their advantage.

Sha'irs who called upon genies too often had a greater chance of randomly being visited by genies who tasked them with a small quest. Refusing these quests harmed the sha'ir's reputation within the genie circles. If a sha'ir refused enough genies in this manner then that specific type of genie would refuse to answer their calls for a full year.

Elemental Travel
After years of developing their craft, sha'irs could cross the Ethereal plane and traverse any of the elemental planes they wished. When travelling in this manner, a sha'ir could spend many days upon an elemental plane.

Sha'irs could even bring other travelers, both willing and unwilling, along with them during their inter-planar travels. Any traveler brought in this manner gained the same elemental immunity that the sha'ir enjoyed. Upon returning to the Prime Material Plane, the sha'ir would reappear in the same spot from which they departed. If that spot was occupied, they would appear close by.