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===Magic=== Unlike [[Kara-tur]], which is a relatively low magic zone compared to Faerun, and definitely unlike poor [[Maztica]], which was practically a non magic zone, Al-Qadim has an extremly well developed tradition of arcane magic use, and easily compares to or even in some fields beats out the nations of Faerun. That said, the local [[magic]] traditions have developed... ''differently'' compared to the ones in Faerun, to the point that the [[Mage]] tradition is basically unknown here. Instead, all Al-Qadim [[wizard]]s are [[Specialist Wizard]]s from one of the local schools instead, which were shaped by the prevailing presence of [[genie]]s in the Land of Fate. The most common and iconic of the local wizardly traditions is the [[Sha'ir]], a wizard who takes a baby [[genie]] as his or her [[familiar]] and uses them to "fetch" spells from the [[Elemental Plane]]s for them. The Sha'ir is so iconic to the setting that [[TSR]] even titled their Al-Qadim counterpart to the [[Complete Book Series|Complete Wizard's Handbook and Complete Book of Necromancers]] as "The Complete Sha'ir's Handbook". The other major traditions of Al-Qadim are both based on [[Elementalism]]. Elemental Mages focus on a single element at a time, whilst Sorcerers are able to wield any combination of two of the four elemental schools; Sand, Flame, Water and Wind. The [[Dark Sun]] [[splatbook]] "Air, Earth, Water and Fire", which is devote to the Elemental Priests of Athas, might actually be worth checking out for AD&D DMs interested in homebrewing to make the Sorcerers more distinct from the Elemental Mages. Other [[wizard]]s in the Land of Fate represent relatively minor schools and traditions, far weaker and less common than Sha'irs, elementalists and sorcerers. All of them are handled as [[kits]] found in the Complete Sha'ir's Handbook. '''Astrologers''' combine magic study with astronomy, to the point they can "hang" spells from specific constellations, allowing them to cast such spells with greater speed and ease so long as the associated star constellation is visible to them. '''Clockwork Mages''', also known as '''Mechanicians''', are proto-[[artificer]]s who can't cast spells proper, but instead can create [[clockpunk]] devices that can cast spells for them or serve as [[construct]] minions. '''Digitologists''' combine magic and mathematics, reducing spells to arcane mathematical formulas that are slower to cast, but give the digitologist far greater control over the spell's variable attributes. '''Ghul Lords''' are Al-Qadim's analogue to [[necromancer]]s, being elemental mages who draw their power from the [[Energy Planes|Negative Energy Plane]]. This gives them access to proto-spell-like abilities, but they are seriously screwed over by the drawbacks of their kit. '''Jackals''' are a proto-[[Spellthief]], being wizards who can steal the spells right from the minds of other wizards. '''Mageweavers''' are another proto-[[artificer]], who work magic by weaving enchantments into being, using silk- and cotton-weaving machines as their spellcasting focuses. They can't cast any spell higher than 6th level, but get more low level spells than some wizards. '''Mystics of Nog''' can burn magical energy to temporarily boost their physical prowess, imbuing themselves with [[monk]]-like abilities. '''Spellslayers''' are wizard-hunting [[assassin]]s who study magic to learn how to imbue themselves with supernatural powers to better fight their chosen targets. Basically, they trade all spellcasting powers for an increasing number of permanent buffs as they gain levels.
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