The Complete Sha'ir's Handbook is a 2nd-edition Advanced Dungeons & Dragons accessory. It is part of the Al-Qadim campaign setting and set in Zakhara.
Description[]
The Complete Sha'ir's Handbook details sha'irs and also the elemental mages of Zakhara. Players will find information on character attributes, abilities, and role-playing aspects specific to the sha'ir class. It explores various sha'ir organizations and sects, each with its unique traditions and goals. Players can choose to belong to these groups or create their own.
The book introduces the concept of gen and elemental magic. Sha'irs can summon gen to cast spells on their behalf, drawing on the power of the four classical elements: air, earth, fire, and water. It provides rules for summoning and negotiating with gen spirits. It includes a selection of unique spells and magical abilities associated with sha'irs and their gen familiars. These spells often revolve around the control of elemental forces and the granting of wishes.
The Complete Sha'ir's Handbook includes information on the equipment favored by sha'irs and their relationships with their gen familiars. Gen familiars serve as companions, magical aides, and sources of mystical insight.
It offers role-playing tips and suggestions for players who wish to portray sha'ir characters convincingly. It covers topics like dealing with gen, navigating the complexities of genie politics, and interacting with other characters. The Complete Sha'ir's Handbook also provides campaign ideas and adventure hooks that involve sha'ir characters and the challenges they might face. These adventures often revolve around elemental quests, encounters with otherworldly entities, or dealings with powerful genies. The book discusses how to integrate sha'irs into different campaign settings. It also includes profiles of notable sha'ir NPCs, both allies and adversaries, that can be used in campaigns as mentors, rivals, or sources of knowledge.
Contents[]
- Introduction
- Chapter 1: The Magicians
- Chapter 2: Wizard Kits
- Chapter 3: Societies Sorcerous
- Chapter 4: New Spells and Proficiencies
- Appendix: Master Spell List
Gallery[]
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
Appendix[]
See Also[]
Notes[]
- ↑ Canon material does not provide dating for the Al-Qadim campaign setting. For the purposes of this wiki only, the current date for Al-Qadim products is assumed to be 1367 DR.
Further Reading[]
- Allen Varney (July 1995). “Role-playing Reviews: A Thousand and One Adventures”. In Wolfgang Baur ed. Dragon #219 (TSR, Inc.), p. 54.
References[]
Connections[]
Al-Qadim | |
Boxed sets | A Dozen and One Adventures • Assassin Mountain • Caravans • Cities of Bone • City of Delights • Corsairs of the Great Sea • Golden Voyages • Land of Fate • Ruined Kingdoms • Secrets of the Lamp |
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Accessories | Arabian Adventures • Monstrous Compendium Al-Qadim Appendix • The Complete Sha'ir's Handbook |
Adventures | Al-Kandil • Blood and Fire • Reunion • The Assassin Within • The Last Oasis • The Rose Of Jumlat |
Gamebooks | Secret of the Djinn |
Video Games | Al-Qadim: The Genie's Curse |