Elemental Travel (AA)

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Upon attaining 15th level, a sha'ir can cross the Ethereal Plane to any elemental plane. To determine success, the sha'ir must make an Intelligence check. Failure indicates "bad timing"; the sha'ir cannot make another attempt for six turns. Success means the wizard can automatically cross the Ethereal Plane without stopping, go to the elemental plane of choice, and remain there safely for a number of days equaling his or her experience level.
The wizard's experience level also equals the number of passengers within 100 yards that he or she can take along. Unwilling travelers are allowed a saving throw vs. spells to avoid being drawn into another plane. Upon returning to the Prime Material Plane, the sha'ir and any passengers reappear in whatever position they were before, or in the nearest open area should that location be unavailable.
Characters who are shanghaied to an elemental plane are protected from the ill effects of that plane for as many days as the sha'ir. If the sha'ir abandons them before that period expires, they're allowed the remaining time to find a way back (often dealing with local geniekind in the process).
For details on the elemental planes, consult the DMG or the AD&D® Manual of the Planes.