Gens and Spell Fetching (CShaH)

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The retrieval of spells is the primary function of a gen; it is the one task they perform very well. But just exactly how do the gens manage to retrieve powerful spells in a relatively short amount of time and present them to their sha'ir in a readily usable form? Two methods are outlined below, either or both of which can be used in an Al-Qadim® campaign without upsetting the balance of magic. These are merely explanations of the way things work and should be considered guidelines, not rules "written in stone."
The first method by which a gen retrieves spells is known as the "token concept." According to the token concept, genies and other powerful creatures store their magic in easily transportable items known as tokens. These tokens are carefully guarded, but many have become lost over the years and are scattered about the various elemental planes. In addition to those created by geniekind, there are also a number of tokens that have formed spontaneously on the elemental planes. These magical items are quite powerful and will last forever if their magics are not triggered.
When a gen is sent to retrieve a spell, it heads out to the elemental planes to get some of these tokens. An innate sense guides the creature to the appropriate token, which is then returned to the sha'ir. To cast the spell contained in the token, the sha'ir must concentrate while holding the token. As the sha'ir focuses upon the token containing the spell he desires, the appropriate words and gestures pass into the sha'ir's mind, allowing him to release the power of the spell. The entire process requires only the normal amount of time to cast the spell in question. The sha'ir must be able to speak and move freely to cast the spell; only the source of the spell knowledge is different. Once the spell is cast, the token crumbles to dust (or evaporates, or bursts into brief flame and wafts away in a puff of smoke) and is no longer usable. If a spell is not cast within three turns from the time the token is delivered to the sha'ir, the token fades away to nothingness as distance from the elemental planes weakens the forces which hold the spell within the token.
Gens have a very cautious attitude when it comes to tokens. Gens believe that members of geniekind can detect the presence of tokens. While one token presents a negligible risk of detection, more than one might very well draw some unwanted attention. Because of this fear, which may or may not be valid, a gen will never allow its master to have in his possession more than one token. Until a sha'ir casts the spell contained in a token that he possesses, or the token disappears because it is not used within three turns, the gen will refuse to bring any more tokens to the sha'ir. No amount of cajoling or bribery will convince the gen to overcome its fear of discovery by members of geniekind who may not be happy to have their lost tokens used by sha'irs.
Outside of what is detailed above, tokens operate under all of the rules for retrieved spells as discussed in the Arabian Adventures rule book.
The second method by which gens are able to retrieve spells is known as the "residual imprint concept." This concept holds that once a spell is cast, it leaves a bit of itself behind in the world. Gens can reconstruct the patterns, gestures, and words necessary to cast a spell by studying its imprint. Unfortunately, gens cannot hold the pattern within their minds for any length of time and must restudy each spell's pattern every time they are sent forth to retrieve it.
Once the gen has studied a pattern, it can impart this knowledge to its sha'ir. This doesn't require physical contact, but the gen must be within 10 feet of its master to transfer the knowledge. This transfer is instantaneous and automatic, instantly imparting the knowledge of the spell to the sha'ir.
Sha'irs are not able to contain this knowledge for long and must cast the spell within three turns of gaining its knowledge or they will forget it entirely. Sha'irs can't hold more than one spell in their memory and must cast the spell they know (or allow three turns to pass and forget it) before they may gain another.
There are other methods by which gens may retrieve spells for their sha'irs. DMs are encouraged to be as creative as possible when deciding how this works within their campaign. It is even possible for different gens to have different ways to retrieve spells, adding a further layer of mystery to the functioning of the sha'ir and their elemental familiars.