And for today it’s another question…
How would you build a sha’ir (from the Al-Qadim setting) with the Eclipse rules? The class had a 3rd Edition conversion (in Dragon magazine, reprinted in the Dragon Compendium), but that version made some small-but-significant changes to how the class functioned.
-Alzrius
Ah, sha’ir spellcasting! Any spell you want, at any time, with no books or memorization! All you have to do is send your minor Genie Familiar – your “Gen” – out to fetch them!
It has been a long time since anyone asked about sha’ir – and I must admit that that is for fairly good reason. As written in second edition…
- They can only have one spell ready at a time.
- They lose that spell it in thirty minutes if they don’t cast it (not long enough to scribe it, so they can’t be a source of scrolls or spell formula).
- They can only ask for “Common Spells” (Level one or two and normally available in the setting) or spells which they’ve seen used. (How did you decide what spells a new sha’ir might have witnessed before starting play? Wasn’t it at least POSSIBLE that you’d seen a magic show, or witnessed a duel, or seen their great-uncle the retired adventurer use a few spells, or something? There never was an answer for that).
- They need to supply the spell components for their spells, which can seriously hinder the use of some of them.
- They will often find that they can’t get spells at all, since their gens don’t like to be disturbed at night, and take vacations, and so on.
- They don’t always get the spells they want, since their gens don’t always succeed at finding them. The base chance of success is [50% + (5 x shair Level) – (10 x Spell Level)]%. For special modifiers we have: +10% for Common Spells, -30% for Divine Spells (plus a 10% chance per level of the spell of suffering minor divine retribution when you cast it), -30% for spells that weren’t on the list for the setting, and a cumulative -10% for each prior failure looking for a particular spell in a day. And even at best, the chance is capped at 90%.
- It takes (1d6 + Spell Level (+1d10 on a “00″)) minutes (arcane spells of Level/2 rounded up or less that are normally available in the setting), tens of minutes (arcane spells of higher level that are still normally available in the setting), or hours (divine spells or arcane spells that are not normally available in the setting), to have a gen fetch a spell.
- If you lose your gen, you can’t do any spellcasting until you get a new one – and each new gen is less loyal and slower (+1 time increment) about getting spells than the one before.
Sure, your first level sha’ir may be able to get a fifth level arcane or second level clerical spell that he or she has seen used, but the chance to get it is only 5% – and trying requires (1d6+5) x 10 minutes for the arcane spell and (1d6+2) HOURS for the clerical spell. Worse, with the failure penalty, they’d only get one try per day. If it was a foreign or clerical spell… they’d need to be at least level nine to get that 5% chance.
A ninth level sha’ir looking for Wall Of Stone? 1d6+5 Minutes, 45% chance of success – and a 22% chance that they would not be able to get it today at all. Of course, if they were lucky they might get it six or seven times – albeit at 1d6+5 minutes each time.
So what were the writers thinking?
This actually gave a sha’ir a lot more spells per day than a standard magic-user. It took a magic-user (or cleric) fifteen minutes per level of the spell to memorize one spell. If you spent four hours memorizing spells each day, your daily magical budget was sixteen spell levels – perhaps a fourth level spell, a third level spell, three second level spells, and three first level spells. If you cast more than that you were draining reserves that might take days out of action for you to rebuild – which was why a wand or even a few scrolls were such good treasures. Had you gotten a hold of a Wand Of Frost (100 charges, Ice/Sleet Storm or Wall Of Ice for 1 Charge, 6d6 Cone of Cold (treating 1’s as 2’s) for 2 Charges, rechargable)? It might well become your magic-users go-to weapon for most of his or her adventuring career – just about as vital as the paladin’s holy sword (should he or she be so lucky!).
The ideal situation for a sha’ir was 1) Party scouts out area, 2) Party waits until the sha’ir has managed to get a hold of a spell that will be really useful (or vital!) to whatever plan they come up with, 3) Party moves in, sha’ir casts his or her spell, and immediately sends his gen out after another spell – probably something low level – that he or she thinks will be useful. 4) If the sha’ir is lucky, he or she may get another low-level spell to use during the initial fighting. If not, it will most likely be ready for the next problem if the party keeps moving. Otherwise… the sha’ir will have to rely on scrolls and magic items, just like the standard magic-user (who will probably have used a fair chunk of their sixteen level daily spell budget already).
Did the surviving orcs set a fire for cover, fall back, barricade the corridor, and turtle up? That gave the sha’ir plenty of time to get a hold of another spell.
The trouble was, that the way the game was actually played often greatly favored the standard magic user, who knew just what he or she had available and had it available RIGHT NOW. It was very common to just treat the “maximum number of spells prepared” chart as “spells per day” (which it was never meant to be), and that meant that spells were thrown around in every fight instead of being saved for special situations. Similarly, it was easy to ignore the limits on how many spells a magic-user could learn, to ignore how easy it was to disrupt spells (and how long they took to cast), to skip past much of the difficulty of acquiring spells, to simply kick in the door instead of carefully scouting and planning, and to press the attack rather than risking giving the enemy time to prepare (even if that left you with no time to prepare yourself). After all… no one BUT the sha’ir really needed time to prepare once the adventure was underway.
Of course, when the party was stuck, and needed a specific high-powered effect to proceed… they could sit back for a while and let the sha’ir try to solve their problem. They needed to teleport to another continent? A first level sha’ir could try to do that if (and it was a pretty big IF) he or she had ever seen that spell in action – but it would take an average of twenty days to actually do it. Adventurers usually wanted to get things done faster than that, so that sort of thing was never a particularly popular option in actual play.
In a lot of ways the sha’ir was the first “per encounter” spellcaster – albeit with a side-order of ritualist. Unfortunately, in a game of resource management, that made them far too weak (one or maybe two spells) when it was time to blow resources in a tough situation, often useless in sudden emergencies, and far too powerful during downtime. After all, a high-level sha’ir could – in theory – throw a LOT of spells. At level twenty they had a 90% shot at sixth level spells in (1d6+6) minutes (call it an average of ten), and so might well be able to throw an average of fifty-four sixth level spells in a day (ten eight hour days worth of spell preparation for a standard magic user!) – even if they WOULD have to change what they were asking for fairly regularly.
That gave them plenty of out-of-combat use of spells like
- L1) Comprehend Languages, Mending, Mount, and Read Magic.
- L2) Continual Light, Locate Object, Rope Trick, and Whispering Wind.
- L3) Clairvoyance, Clauraudience, Explosive Runes, Find Water, Invisibility 10′ Radius (which lasted until you attacked), Item (currently “shrink item”), Non-Detection, Phantom Steed, and Sepia Snake Sigil.
- L4) Detect Scrying, Enchanted Weapon, Hallucinatory Terrain, Magic Mirror, Remove Curse, Wizard Eye, Fire Trap, and Dig.
- L5) Animate Dead, Dream, Fabricate, False Vision, Sending, Teleport, Stone Shape, and Airy Water.
- L6) Contingency, Enchant An Item, Geas, Guards and Wards, Legend Lore, Permanent Illusion, Move Earth, Stone To Flesh, Part Water, Transmute, Control Weather, and Invisible Stalker.
- L7) Mass Invisibility, Sequester, Teleport Without Error, and Vision.
- L8) Antipathy-Sympathy, Clone, Permanency, Polymorph Any Object, Symbol, and Glasteel.
Sadly, since they did have to keep swapping what they were asking for regularly, what they had at any given moment would be more or less random – and so they didn’t actually get to cast those spells nearly that often. And if that twentieth level sha’ir asked for a ninth level spell… there was only a 60% chance of getting it and it took at least (1d6+9) minutes to even try.
Then third edition turned a lot of “the way it’s usually played” items into hard rules. Now the “maximum number of spells prepared” chart was indeed spells per day, it only took an hour to prepare all of them, spell formula were easily purchased, concentration checks often let you cast a spell even if you were interrupted, and turn-based combat meant that spells were cast much more quickly – so opponents no longer got many chances to interrupt (and thus a mage no longer had to be carefully defended by other characters to cast any major spells), most spell components were assumed to be available in your spell component pouch, and you were no longer limited in the number of spells you could learn.
And now the sha’ir was blatantly inferior to a normal wizard in everything but out-of-combat utility – which wasn’t a big thing in most games. Out-of-combat utility spells tended to be taken along in wands and scrolls just in case you needed them.
Fourth Edition could have revived the concept, but while Fourth Edition embraced the “per encounter” system, it wasn’t big on scouting, delays, or wildly flexible abilities that could seriously disrupt those encounters. Fifth Edition… well, it could still shift course, but it doesn’t seem to be headed towards the sha’ir’s “can try for anything” style at the moment.
So there are several ways to look at this. We can either copy what the Sha’ir actually did or we can give them an ability set that works like they were probably intended to work as updated for 3.0/3.5/Pathfinder.
For the “what they actually did version” we’ll want…
The Sha’ir (96 CP if bought gradually or can be taken as a +3 ECL Template for “Born” Sha’ir).
- Skill Specialties in Knowledge/Arcana, Spellcraft, and Knowledge/The Planes, Corrupted / all the same: “Genies and their Works” (2 CP).
- Power Words, Specialized and Corrupted for increased effect: User can only store one spell at a time although it may be of up to level nine, user must “cast” it normally (complete with Arcane Spell Failure) and must provide any components for it, only to store spells transferred from the user’s Companion, spells are always cast at the user’s level (6 CP).
- Major Favors (Geniekind) with +4 Bonus Uses (12 CP). Among many other possible favors, sha’ir can ask the desert Janni for guidance and hospitality, ask the greater spirits to provide transportation to and from the Elemental Planes (they normally throw in about a months protection from the local planar effects as a bonus), or even ask for an audience with a great lord of Geniekind. Genies do tend to want return favors later on of course and won’t grant wishes without a compensating service, even as a favor.
- Immunity / Elemental Attacks (Very Common, Severe, Minor, 10 CP). Provides 12 points of resistance or – if resistance is not relevant – +4 to either AC or the relevant save as needed to protect against a particular elemental effect. This will allow the user to survive on the elemental planes for some time. (Note that their gen familiar increases this to Major Resistance (30 points of Resistance or a +6 bonus) against the element their familiar represents).
- Major Privilege (6 CP): Geniekin. Genies consider sha’ir to be relatives, treating them fairly and with some goodwill. Moreover, sha’ir can use items made for Genies (a form of “Device Use”, but basically free since no such items normally exist). Finally, a sha’ir can recruit a Genie (Janni, Djinni, Efreeti, Marid, or Shaitan) as an ally provided that it’s ECL is no more than two higher than his or hers. Such an ally will want at least a half share of treasure, counts as a party member for experience point computations, will not grant wishes without proper payment (25,000 GP), and has it’s own motives. While it is there to help the sha’ir, it will not do suicidal things or fulfill unreasonable requests. If it’s more powerful than the party, it will tend to regard itself as being a babysitter at best. Furthermore, Genies aren’t very sociable with mortals. Asking a Genie to run a minor errand in town may lead to all sorts of problems. Only one Genie will accompany a Sha’ir at any given time; they aren’t very sociable with each other either.
- Unfortunately, this doesn’t mean that an enemy Genie will refrain from fighting – but it will probably offer to recruit the Sha’ir before the fight starts.
- Genie Summoning:
- Inherent Spell / Dismiss Genie with +4 Bonus Uses (L3, requiring user level 5, as Dismissal, but Genies Only. A Dismissed Genie cannot return for a year and a day) (12 CP).
- The original sha’ir could use “Genie Traps”, but there were long term penalties for trapping Genies (even if you didn’t demand wishes). To avoid that mess I’m giving them an option to call Genies to help out, but not to grant wishes. Similarly, a Genie Prison has become “Banished for a year”, which is close enough in most games.
- Summon Genie I: L4, requiring user level 7, as per Summon Monster, but 1 Janni or 1d3 Mephits. (3* CP).
- Summon Genie II: L5, requiring user level 9, as per Summon Monster, but 1 Djinni or 1d3 Janni or 1d4+1 Mephits. Note that summoned Genies – regardless of type – cannot grant wishes. (3* CP)
- Summon Genie III: L6, requiring user level 11, as per Summon Monster but 1 Efreeti or Shaitan or 1d3 Djinni or 1d4+1 Janni. Note that summoned Genies – regardless of type – cannot grant wishes. (3* CP)
- Summon Genie IV: L7, requiring user level 13, as per Summon Monster but 1 Marid, 1d3 Efreeti or Shatan, or 1d4+1 Djinni. Note that summoned Genies – regardless of type – cannot grant wishes. (6* CP).
- *All the Genie Summoning spells are Specialized; once one is used, that particular spell cannot be used again for seven days. In addition, using them requires a Genie Seal – an palm-sized disc of precious metal set with small gems and inscribed with intricate elemental and magical sigils. It has a minimum value of 100 GP x the Highest Level of spell it can be used as a focus for – thus a minimum of 300 GP for Dismiss Genie up to 700 GP for Summon Genie IV. Summoned Genies will, however, remain for an extra round if the item is worth 2000+ GP or enchanted (it counts as an Amulet, and so uses the throat slot).
- Basic Magical Lore: +1 Level of Wizard Spellcasting with no Base Caster Level, Specialized and Corrupted / only to let them understand the basics and use magical items (4 CP)
- Empowerment, Corrupted for Increased Effect (user may add charges as well as substituting his or her power for them) / only works with Wands and Staves (6 CP).
- Empowerment Pool: 4d6 (14) Mana, Specialized / only for use with Empowerment (2 Mana = 1 Charge) (9 CP).
- Rite of Chi with +3 Bonus Uses, Corrupted for Increased Effect (automatically gets 14 points) and Specialized for Reduced Cost / only works overnight, only to refill the Empowerment Pool (5 CP).
- Most sha’ir should be able to get a hold of a wand or two fairly quickly. After all, given a week they can charge up a mostly-depleted one – a very valuable service.
- Mephit Companion (Familiar) with the +2 ECL Sha’ir Gen Template, Specialized / Demands occasional quests on behalf of geniekind under penalty of no spells, is difficult or impossible to contact while it is resting (8-10 hours per day), must be paid 10 GP/Level/Month, insists on being treated as an honored ally. If mistreated, a sha’ir gen takes two to three times longer to get spells, may take off for a month, or may demand a fee of up to 1000 GP/Level to return to work (9 CP).
Classical Sha’ir Gen Template:
- Spellforging:
- Immunity / the normal limitations of Ritual Magic. Spellforging Rituals are quite quick, immune to most external modifiers, and require little or nothing in the way of components (Common, Major, Epic, 27 CP). Note that, as a natural-law immunity, this can be expected to have a pretty major impact on the game.
- Immunity / Interaction With Reality (Very Common, Severe, Great, Specialized / Only works while the gen is conducting it’s rituals or resting, 18 CP). Only very high-level effects, such as Wish, can interfere with a gen’s “search for a spell”. Gens normally find spells, rest, and take time off, on the elemental planes – with no defined mechanism for finding them and at no risk. This covers that.
- Ritual Magic, Specialized and Corrupted for Increased Effect / only to duplicate spell effects, the spell effects produced are always transient and unstable; they cannot be stored for more than half an hour, cannot be used to make items, and cannot be inscribed into spell books. Components have no effect on the ritual check, only produces effects duplicating spells which must be either released or stored immediately, failed rituals have no consequences (6 CP).
- Check: 1d20 + Level versus DC ( 10 + 2 x Spell Level, +6 for Exotic or Clerical Spells, +2 per unsuccessful try in a day). Spellcraft lets you recognize all standard spells – so Familiarity with any given spell is pretty much a non-issue.
- Requires: (1d6+Spell Level) Minutes (for Arcane Spells of up to half your level, Tens of Minutes for Arcane Spells of higher level than that, and Hours for Divine Spells.
- Given the existence of Ur-Priests, and the Magic domain, and dual-progression casters, and so on… I’m dropping the idea of divine retribution for daring to duplicate a divine spell effect. There’s no longer any firm division anyway.
- Power Words, Specialized and Corrupted for increased effect: User can only store one spell at a time although it may be of up to level nine, only to store the results of it’s own rituals, only to transfer them to a companion (master) with a similar power (6 CP).
- Immunity/having to give up it’s own hit points to be a Familiar (Uncommon, Severe, Major, 6 CP). Just add it’s hit points as a familiar to its own hit points.
- Speaks the Genietongue (whatever that may be in a given setting) 1 CP.
Originally a Sha’ir could expend money, time, and other resources using rituals to upgrade his or her Gen. To do this in Eclipse, simply invest a few more points in your Companion to improve it. Innate Enchantment is always good, but there are lots of other ways.
I’m not actually sure if this template – or sinking enough levels into the project to avoid taking it as a template – is worthwhile. It could be extremely useful in some games, and utterly useless in other games, all depending on playstyle – and I’ve got no way of knowing what that will be.
For a modern Sha’ir?
Well, if we’re going to think about an updated version we’re going to have to think about what role the sha’ir was intended to fill – and it looks to me like the intent of the sha’ir was as a patch to the magic-user.
- If a magic-user lost his or her spell books, they might well be semi-permanently crippled. Ergo, sha’ir had no spell books. If a gen was lost, it slowed things up slightly, but was hardly crippling. On the plot level… you could block access to a gen, or simply decree that they were on vacation, and so had an easy way to take away the mages powers temporarily – unlike removing their spell books.
- Magic-Users were often frustrated at being unable to obtain a favorite spell. If they rolled badly, they could NEVER add a particular spell to their spellbooks unless they somehow managed to raise their intelligence, which (in early editions) was a rare, game-master-only, thing. No more of that!
- Magic-Users had a bad tendency to “Go Nova!” and burn through many days worth of spells at once – and then the players griped about not having anything to do save toss daggers. Ergo, a shair only got one or two spells per situation but never ran out – and automatically encouraged scouting and planning to boot.
- Magic Users had a strong tendency to ignore much of the spell list. They learned and prepared only the “best” and most versatile spells. A sha’ir, however, would often find that their first few choices for a given situation were unavailable – and so would find themselves sorting through the spell list for the perfect spell for a given situation.
- Magic-Users were pretty much never found undertaking weird quests or doing strange stuff. No matter how flavorful it might be Why should they? The rules didn’t call for it. But sha’ir… sha’ir got little tasks from the Genies all the time and sometimes got major quests from them. Their magic required some character interaction and occasional prices.
- Secondarily, as a party patch… if the Cleric was down a normal magic-user couldn’t do a thing about it. A Ssa’ir could try to fill the gap – albeit very poorly and at a heavy price.
The trouble with all that is that most of those problems no longer exist. For a modernized sha’ir you want them to have more spells in (much faster) combat but a lot less out of combat, be able to recognize any spell with Spellcraft, but not know about them to ask for them, to have wide but unreliable access to spells, but not to keep halting the game while sorting out what they get. This is pretty awkward since those are kind of self-contradictory.
The 3.5 / Pathfinder Sha’ir:
- Sha’ir channel all kinds of spells. Thus they need an unrestricted Base Caster Level, at 6 CP/Level, for a total of 120 CP.
- Favors (Geniekind), Specialized for Increased Effect (Effects become available next round and may be “held” for up to three minutes) / Can only be used to obtain spell-like effects which may include metamagic but which the user must supply the caster level and components for. Minor Favors suffice for levels spells of level three or less, Major Favors for spells of Level six or less, and Enormous Favors for spells of level nine or less. Unfortunately, Genies are elemental beings; they may have trouble providing high level priestly magic and with whatever other spells the GM feels are inappropriate to their powers (IE: Whatever effects he or she does not wish to deal with – usually the most “broken” spells). Unfortunately, since these are spell-like effects rather than spells, they cannot be used with the standard crafting feats in the creation of magical items or be transcribed into spell books (although they can be used to recharge Pathfinder-style Staves). Save DC’s are based on either Intelligence or Charisma, at the option of the sha’ir, although the choice is permanent once made.
- Three Minor Favors, Corrupted for Reduced Cost / once per “encounter” (6 CP).
- Three Major Favors, Corrupted for Reduced Cost / once per “encounter” (12 CP).
- Three Enormous Favors, Corrupted for Reduced Cost / once per “encounter” (18 CP).
- As “per encounter” abilities these provide our Sha’irs primary magical firepower – at least one big, and potentially two lesser, spells per major scene.
- Three Minor Favors, Corrupted for Reduced Cost / once per hour maximum (6 CP).
- Three Major Favors, Corrupted for Reduced Cost / once per hour maximum (12 CP).
- Three Enormous Favors, Corrupted for Reduced Cost / once per hour maximum (18 CP).
- As “Daily” powers these favors can be used out of combat, or – in the case of a “boss fight” or emergency – tapped into within a fight for extra magic. Perhaps fortunately, however, a Sha’ir cannot expend all of his or her resources during any single battle. This also prevents our sha’ir from endlessly casting spells like “Shrink Item” during downtime.
- Immunity / Having to repay favors at full “value” (Very Common, Minor, Epic, 36 CP). Genies don’t really value spell effects all THAT much. After all, they are beings of magic explicitly capable of granting mortal desires. When operating from their own planes, channeling through enough elemental power to grant some sha’irs request for a “fireball” doesn’t count for much. This does not mean that they won’t want occasional services, payments, or favors – but that’s on occasional thing, despite the fact that a sha’ir will be calling on them pretty much every day.
- Immunity / Elemental Attacks (10 CP): As above.
- Major Privilege / Geniekin (6 CP): As above.
- Genie Summoning (27 CP): As above.
- Mystic Companion (CR 3 Mephit) with a +2 ECL Template (+1 ECL to buying down it’s CR for purposes of being a companion, +32 CP), Specialized / is difficult or impossible to contact while it is resting (8-10 hours per day), must be paid 10 GP/Level/Month, insists on being treated as an honored ally. If mistreated it may take off for a month or demand a present to return to work) (6 CP).
- Basic Magical Lore (4 CP): As above.
- Empowerment, Corrupted for Reduced Cost / only works with Wands and Staves (4 CP).
- This version of the sha’ir cannot recharge wands and staves outside of the usual methods for Pathfinder staves, but can still preserve their charges to some degree.
- Empowerment Pool: 4d6 (14) Mana, Specialized / only for use with Empowerment (2 Mana = 1 Charge) (9 CP).
- Rite of Chi with +3 Bonus Uses, Corrupted for Increased Effect (automatically gets 14 points) and Specialized for Reduced Cost / only works overnight, only to refill the Empowerment Pool (5 CP).
- Speaks Genietongue (1 CP).
That comes to a total of 300 GP – 15 CP per level through level twenty. Of course, the package includes a fair number of things that wizards buy separately.
Modern Sha’ir Gen Template:
- Shapeshift with +4 Bonus Uses, Specialized / essentially cosmetic, no game-statistic modifications (6 CP). Gen commonly take on the form of androgynous children, good-looking young men or women, or small (winged) animals, but this makes no real difference in their abilities. (Looking like Barbara Eden is optional).
- Speaks the Genietongue (whatever that may be in a given setting) 1 CP.
- Gains +1 SP in Knowledge / Mortals (1 CP). Gen don’t understand mortals very well, but they do have a few clues.
- Innate Enchantment (Belt Of Many Pockets, 11,000 GP), Specialized and Corrupted / can only hold the gen itself and its personal items (4 CP).
- Innate Enchantment: Six Unlimited-Use Spell-Completion Cantrips at Caster Level One (3000 GP), Force Shield (2000 GP) (6 CP).
- Blessing, Specialized for Increased Effect (Cantrips are cast at the users Base Caster Level) and Corrupted for Reduced Cost / only to let its master use some of its Innate Enchantments (the Belt Of Many Pockets and it’s Spell-Completion Cantrips) and Spell-Like Abilities while it’s in it’s in the “pocket” (4 CP).
- Two Bonus Feats (12 CP).
A gen can “turn to smoke” and tuck itself safely away in one of its masters pockets, a bottle, or some similar sanctuary its master carries. While it is there, its master may employ it’s Cantrips and even it’s Spell-Like Abilities. It’s important to note that this Gen is not a Familiar – it’s a mystic companion, similar to a Paladin’s celestial mount. If you want it to have some of a familiars abilities, it will have to purchase them with its bonus points from being a companion.
So:
The Sha’ir: 20d6 Hit Dice (Fast Learner, Specialized in Hit Dice, 6 CP), +24 Saves (Good Will Saves, 72 CP), +10 BAB (60 CP), Sha’ir Magic (300 CP), Proficient with All Simple Weapons (3 CP), +46 Skill Points and Adept I and II (58 CP) = 499 CP out of 504 CP, so there’s enough left over for a bonus feat – possibly Ritual Magic if you want to maintain the “can occasionally pull off major wonders” aspect of things. “Create Artifact” might be better if you want to make yourself an older-edition style wand or two though.
If you wish, you can add something like “Duties”, and add an additional 40 CP worth of abilities – perhaps some bonus feats or the Ranger or Paladin spellcasting chart (perhaps focusing on Illusions or some such) to take advantage of those unrestricted base caster levels and to have some magic independent of Geniekind.
Now, in general, I recommend a buy-as-you-go approach – but this is also a good point to illustrate breaking up your new “class” into a level progression by simply slapping it’s abilities into a table so that it looks reasonable. That’s a bit sloppy – if you sat down and calculated the prices some levels would be overpriced and some would be underpriced – but it’s not like the base classes aren’t that way anyway and the game still functions just fine.
Char Level / BCL |
BAB |
Saves |
Daily Favors |
Special Abilities |
For Ref |
Wi |
Mi |
Ma |
En |
1 |
0 |
+0 |
+2 |
1 |
0 |
0 |
Encounter Favor (Mi), Basic Lore, Gen Familiar, Bonus Feat. |
2 |
1 |
+0 |
+3 |
1 |
0 |
0 |
Elemental Immunity (Trivial) |
3 |
1 |
+1 |
+3 |
1 |
0 |
0 |
Genietongue, Empowerment 1/Day |
4 |
2 |
+1 |
+4 |
1 |
0 |
0 |
Geniekin |
5 |
2 |
+1 |
+4 |
2 |
0 |
0 |
Dismiss Genie 1/Day, Empowerment
2/Day |
6 |
3 |
+2 |
+5 |
2 |
1 |
0 |
Summon Genie I 1/Week |
7 |
3 |
+2 |
+5 |
2 |
1 |
0 |
Encounter Favor (Ma), |
8 |
4 |
+2 |
+6 |
2 |
1 |
0 |
Elemental Immunity (Minor),
Empowerment 3/Day |
9 |
4 |
+3 |
+6 |
3 |
1 |
0 |
Summon Genie II 1/Week |
10 |
5 |
+3 |
+7 |
3 |
1 |
0 |
Dismiss Genie 2/Day |
11 |
5 |
+3 |
+7 |
3 |
1 |
0 |
Empowerment 4/Day |
12 |
6 |
+4 |
+8 |
3 |
2 |
0 |
Summon Genie III 1/Week |
13 |
6 |
+4 |
+8 |
3 |
2 |
1 |
Encounter Favor (En) |
14 |
7 |
+4 |
+9 |
3 |
2 |
1 |
Dismiss Genie 3/Day |
15 |
7 |
+5 |
+9 |
3 |
2 |
1 |
Summon Genie IV 1/Week |
16 |
8 |
+5 |
+10 |
3 |
2 |
2 |
Empowerment 5/Day |
17 |
8 |
+5 |
+10 |
3 |
3 |
2 |
Dismiss Genie 4/Day |
18 |
9 |
+6 |
+11 |
3 |
3 |
2 |
Empowerment 6/Day |
19 |
9 |
+6 |
+11 |
3 |
3 |
3 |
Dismiss Genie 5/Day |
20 |
10 |
+6 |
+12 |
3 |
3 |
3 |
Empowerment 7/Day |
And there we have the sha’ir. They’re actually substantially more powerful than a wizard for the first few levels, during which even one modest per-encounter spell plus the abilities bestowed by their Mephit’s will easily outshine a wizard’s few spells – but the power balance will shift back the other way at higher levels, After all, a 12’th level sha’ir will get two spells per encounter (one of levels 1-3 and one of levels 4-6) and has five extra spells per day to draw on (three of levels 1-3 and two of levels 4-6) out of combat or in emergencies. Say four encounters? that’s 13 spells. Admittedly, they will probably be well-chosen spells fitted to the exact situation – but it’s still only 13 spells in a day. They are close to being unmatched in flexibility however,
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