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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.

Discover the secrets of sha'irs, who counsel and cavort with genies. Unravel the mysteries of elemental mages, who bend flame and sand to their will! This magical tome holds a wealth of new information about Zakhara's exotic wizards and their dazzling enchantments. Within you'll find new kits, from clockwork mages to spellslayers. Here too are new spells and proficiencies, plus clandestine and nefarious societies - exposed at last! A must-have for all Dungeon Masters and wizard players in the AL-QADIM campaign.

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[]

  1. 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[]

References[]

Connections[]

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