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===The Complete Sha'ir's Handbook=== The last of the Complete Books to ever be released for AD&D, CGR3 - the Complete Sha'ir's Handbook - was, much like its Gladiator counterpart, released as a tie-in to a setting line as opposed to a general splatbook. In this case, it was a retread of the Complete Wizard's Handbook for the [[Al-Qadim]] setting covering not only the famous [[genie]]-binding [[Sha'ir]], but also the [[Sorcerer (Dungeons & Dragons)|Zakharan Sorcerer]] and the [[Elementalist]]. Much like the Complete Gladiator's Handbook, the Complete Sha'ir's Handbook is short; a mere four chapters. Chapter 1, The Wizards, looks at the three Zakharan [[mage]] subclasses in greater detail. This chapter expands upon the mechanics presented in the Arabian Adventures corebook, and can be divided into three sub-chapters; one for each of the wizard types. The Sorcerers sub-chapter examines how Zakharan Sorcerers handle being able to master two elements simultaneously, their ability to use elemental matter as a substitute for material components, how to apply the "acquire apprentices" mechanics to sorcerers, and rules for conducting a Sorcerous Duel. The Elemental Mage sub-chapter contains rules for "devotion", the mechanics by which an elementalist can attempt to earn public good-will to offset the shoddy reputation their ilk has (and which can be an easier way to earn XP), and mechanics for playing as one of the Unseen; an elementalist who can disguise who they are by feigning the abilities of non-wizard [[kits]]. Finally, the Sha'ir sub-chapter focuses on gens; expanding on just what a sha'ir needs to do in order to maintain the services of a gen, fleshing out how "spell-fetching" works, mechanics for seeking rituals that will permanently alter and augment gens, and rules for independent, free-willed gens who no longer serve a sha'ir. It also includes a segment expanding on the crafting of genie prisons. Chapter 2 is, of course, the requisite [[Kits]] chapter: * Astrologers are wizards that study the unique mystical properties of the stars, allowing them to craft "hanging" spells that they can tap so long as a designated constellation is visible in the sky. * Clockwork Mages, or Mechanicians, are a proto-[[artificer]]; clockwork-fascinated wizards who can't cast spells directly, but instead craft enchanted devices which produce the effects of spells - or, more accurately, they can produce clockwork based [[construct]]s. * Digitologists are wizards obsessed with mathematical formulas; by working to understand the way in which mathematics and magic can be linked, they can convert spell formulas into complex equations. This means they must spend more time memorizing their spells per day, and makes their spells slower to cast, but it allows them to wield much more potent magic than their level would normally let them cast. * Ghul Lords are the Zakharan form of [[necromancer]], a sorcerer-like breed who draw their power from the [[Energy Planes|Negative Energy Plane]] rather than the [[Elemental Planes]]. This manifests in the form of being able to use Manipulations - spell-mimicking effects fueled by hitpoints and which require nonweapon proficiency slots to learn - plus the ability, from 10th level on, to [[Turn Undead]] as if they were a [[cleric]] 3 levels lower. The drawback is that their spells are inherently spooky, which means people don't like them. Like, at all. Also, they can only cast a select handful of necromantic spells, they lose 3 points of Charisma at character creation, and from level 3 onward they lose 1 point of Strength or Constitution each time they gain a level, until one score drops to 5 - at which point the drain stops, but they lose another 2 Charisma. * Jackals are the precursors to 3e's [[Spellthief]]; conniving and sneaky wizards who, rather than studying books and scrolls, actually drain spells from the minds of other wizards and use them for themselves. * Mageweavers are another form of proto-[[artificer]]; they are artisans focused on the arts of weaving and spinning, who learn to bind magic into the silk and cloth they work. They can't cast spells of the higher level, but instead have a much larger pool of low-level spells per day, which they cast by weaving into scarves and tapestries, from which they can then draw the power, like cloth versions of spell scrolls. * Mystics of Nog forsake the traditional art of spellcasting to instead channel magical energy directly into their bodies, turning them into a kind of wizard-[[monk]] hybrid. * Spellslayers are wizard-[[assassin]]s specialized in slaying other wizards, possessing a unique perspective of [[Abjurer|Abjuration]] magic which enhances their ability to disrupt and deaden spells or spellcasting, at the cost of being unable to cast spells themselves. Chapter 3 covers Sorcerous Societies, the various mage's guilds and arcane brotherhoods found throughout Zakhara. It also provides some information on how to craft your own sorcerous societies. * The Brotherhood of the True Flame is an order of evil fire mages who seek not only power over all non-mages, but to stamp out all kinds of magic other than fire elementalism. * The Constellation is one of the largest groups of Astrologers in Zakhara. * The Cult of Sand is a benevolent and relatively young order of sand (earth) elementalists, which mostly seeks to refine its mastery of elemental magic and to oppose the actions of the Brotherhood of the True Flame. * The Hands of Badiat abd Ala'i is a sha'ir society dedicated to loyally serving and aiding the cause of genies, seeking to gain the favor of geniekind and, from it, greater power. They tend to ignore the fact that many genies are, frankly, assholes. * The Mechanician's League, as its name suggests, is the premier society of clockwork mages in Zakhara. * The Red Eyes are a mad cult of human [[Sorcerer (Dungeons & Dragons)|sorcerers]] (in the Zakharan sense) who seek domination of the world and the destruction of all other humanoid races. * The Sea's Children are the largest organization of sea (water) elementalists & sorcerers in Zakhara, with little defining them beyond that fact. * The Servitors of the Zephyr are a secretive order of wind elementalists turned spies, dedicated to preserving "the balance" (read: the status quo) throughout Zakhara. * The Society of the Shifting Sands is an order of mage-archaeologists dedicated to unearthing the secrets of the ancient ruins and lost civilizations hidden in the wastes of Zakhara. As such, they are the most prominent of the "any wizard accepted" sorcerous societies in Zakhara. * The Spellslayers is the evil, anti-mage cult to which most of the spellslayers of Zakhara belong. * The Viziers are a young and secretive society, open only to childless female sha'irs. They are dedicated to gathering information and concocting webs of seduction, manipulation, deceit and murder, so that their society may seize control over Zakhara. The final chapter is an assortment of new spells and non-weapon proficiencies.
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