Requesting a Spell (AA)

__TOC__
When requesting a spell from his or her gen, a sha'ir must specify which spell it is, and whether it's a wizard or priest spell. The gen immediately sets out to find it on the outer planes. The length of time that a gen searches for a spell depends on the type of magic sought:
* If a sha'ir requests a spell that a native wizard of the same experience level could normally cast, then the gen searches for 1d6 rounds plus 1 round per level of the spell. (All "native" spells are listed in Appendix A. Anything not on that list is considered foreign to the Land of Fate.)
* If a native wizard of the same experience level could not normally cast the desired spell, then the gen searches for 1d6 turns + 1 turn per level of the spell.
* If the spell is not native to the Land of Fate—or is a priest spell—the gen searches for 1d6 hours plus 1 hour per level of the spell.
Even if the gen doesn't find the spell (or has no chance of doing so), it expends the full amount of time searching. Once the request for a spell is made, the gen cannot be recalled until its search is done.
To determine whether a gen's search is successful, the DM makes a percentage roll. A roll of 90 or more always indicates failure. Otherwise, all gens have a 50 percent base chance of finding a spell. The following modifiers apply:
Each level of sha'ir: +5 percent
* Each level of spell being sought: -10 percent
* Spell is "general knowledge" (by the definition above): +10 percent
* Spell is priestly magic, or does not appear in Appendix A: -30 percent
* Gen repeats search for spell on same day after initial failure: -10 percent per attempt
If the modified chance is 0 or less, the gen always returns "empty-handed." A gen's failure to gather a spell never harms its master (beyond disappointment). The gen simply returns after the usual period of search, extremely apologetic for its failure. If the sha'ir requests the same spell again, the gen immediately repeats the search. As noted above, however, its chance of success drops an additional 10 percent for each attempt within a given 24-hour period. (The penalty applies only if the gen is seeking the same spell again.)
If the elemental spirit succeeds, it returns at the end of its search, appearing within 10 feet of its master. The sha'ir can cast the spell within three turns; thereafter the magic is lost. Damage and other effects for the spell reflect the sha'ir's experience level. The gen cannot set out to retrieve another spell for its master until the previous magic has been cast or has expired.
The sha'ir gains the spell because the gen "shares" the verbal and somatic components immediately upon returning. Their link is mental, not verbal. Hence, the gen can describe any material components needed, but it's still up to the sha'ir to supply them. (As in standard AD&D® game play, material components are optional in the AL-QADIM™ campaign. The DM may or may not require them.)
00 Results: If the DM rolls "00" when checking for success, the gen is automatically delayed ldlO additional rounds, turns, or hours (as indicated by the spell requested). The link between the gen and its master remains intact; the sha'ir knows the gen has been delayed, and can sense that it's still alive.
==Examples==
The examples below illustrate how sha'irs request and receive spells.
Example One: Fatima, a 5th-level sha'ir, wants to cast burning hands, a lst-level spell in the province of flame. She asks her gen to look for it. The gen immediately disappears for 1d6 + 1 rounds (if Fatima needs the spell immediately, she's in trouble). While away, the gen has a 50 percent base chance to find the spell, plus 25 percent for Fatima's experience level, minus 10 percent for the spell level, plus 10 percent because the spell is considered "common knowledge." In summary, the gen has a 75 percent chance of success (50 + 25 - 10 + 10 = 75). If the DM rolls 75 or less when making a percentile check, the gen returns with the spell.
Example Two: Hatim, a 3rd-level sha'ir, wants to cast legend lore, a 6th-level spell of the universal province. Hatim's gen will be gone for 1d6 + 6 turns. The gen has a 50 percent chance to locate the spell, plus 15 percent for Hatim's level, minus 60 percent for the spell, leaving only a 5 percent chance of success. If Hatim were one level lower, he would have no chance at all of gaining this spell.
Example Three: Hazam, a 9th-level sha'ir, is in desperate need of a raise dead spell, a 5th-level priest spell. His gen has a 50 percent chance to locate the spell, plus 45 percent for Hazam's level, minus 50 percent for the spell level, minus another 30 percent for seeking a priest spell. The long and short of it: the gen has a 15 percent chance of success and will search for 1d6 + 5 hours. If the gen fails to recover the spell and Hazam immediately sends it out to try again, the gen's chance of success drops to 5 percent.
=== The Perils Of Priest Spells ===
Sha'irs who send their gens after priest spells do so at their own risk. Priest spells are granted by the gods (or other powerful forces), and a gen who retrieves such a spell may take more than magic back to its master. There is a 10 percent chance per level of the desired spell that a god or higher being observes the gen's activity. The DM makes the percentage roll. If the gen is noticed, nothing happens until the sha'ir casts the spell. When the spell is cast, "divine retribution" occurs. The DM determines which god (or being) is offended. The exact punishment varies according to the level of the spell being cast:
* 1st to 2nd Level: The sha'ir suffers an immediate case of the evil eye (see attract evil eye, reverse of avert evil eye, in Chapter 8). No saving throw is allowed.
* 3rd to 4th Level: The hand of Fate turns against the caster. The next opponent to attack the sha'ir gains a +1 bonus to attack and damage rolls for the duration of the encounter. If the sha'ir happens to cast multiple priest spells of this level before the next encounter, the results are cumulative (+1 per spell).
* 5th to 6th Level: The god (or offended planar creature) sends a "messenger" to teach the sha'ir a lesson about appropriating magic. The DM should bring in the monster of his or her choice, which appears 1d6 rounds after the offending spell is cast. The creature is teleported magically to the sha'ir's location. As noted, the DM chooses the offended god (though it's probably an underling performing the task). The monster should be at least one Hit Die greater than the sha'ir's experience level. The summoned creature attacks the sha'ir with fanatical morale, and disappears upon completion of its task (or upon its death). The sha'ir gains no experience for defeating this monster, nor does anyone who helps.
* 7th Level: The sha'ir is plucked from his or her current position and drawn into the outer planar home of the offended god, where a full explanation and apology are expected. The deity's underlings are most likely to hear (and demand) the sha'ir's report. The player is encouraged to come up with as many good reasons as possible for appropriating the spell. (It helps if the use of the spell in some way aids that particular god's ethos.) The deity (or a minion) then assigns the offending mage a quest and sends the offender home within 1d6 rounds. The nature of this quest will not violate the individual's stated ethos, and may range from minor (spend six months in the bazaar, preaching the word of Tyr) to severe (return the ruby of Mystra, currently held by an evil wizard in the Cursed Quarter).
=== Gens ===
Gens are officially of neutral alignment, but they tend to take on their masters' attitudes, tinged by their own natural tendencies. Elemental familiars with good tendencies tend to be most comfortable with good- aligned characters, while those with tendencies toward evil acts are more comfortable with evil characters. Gens attached to characters of similar alignment or tendencies gain a +1 bonus to rolls for loyalty (but not morale).
Unless otherwise noted, all gens stand between 8 and 12 inches tall, are of Low intelligence, AC 5, and have a movement rate of 9. Each has a number of hit points equaling half its master's current maximum, Hit Dice equaling half its master's level, and the THAC0 of a monster that's half their master's level in Hit Dice. Gens inflict 1d6 points of damage, and are of small size.
When summoning a gen, sha'irs can choose from among four different varieties:
Air gens, or djirmUngs, are small air sprites with bluish skin and white hair. They can fly at MV 12 (maneuverability class B), but have no other djinni-like powers, and cannot become invisible or create objects. Djinnlings are usually aloof and moralistic. They tend toward good and lawful behavior.
Fire gens, or efreetikin, are miniature fire spirits with ebony skin and long, flame'red hair. They move normally, and can produce flame at will. Fire gens are usually malicious and judgmental. They tend toward evil and lawful behavior.
Water gens, also called maridans, are small water spirits with greenish skin and bluish eyes and hair. They can swim at MV 12, and can breathe underwater. Maridans are usually capricious and playful. They tend toward good and chaotic behavior.
Earth gens, or daohmn (day-oh-LAH-neen), are small earth elementals with tan skin and jet black hair. They are the strongest of the gens, and can inflict double damage (2d6 points). Earth gen are usually tactless and direct. They tend toward evil and chaos.
Besides fetching spells, a gen helps protect its master against its native element. All attacks of the proper element are at -2 to hit, all saving throws against that element are at +2, and all damage from that form of attack are at -2 per die (minimum damage of 1 point per die). This magical protection applies to the gen at all times. The sha'ir enjoys these benefits when the gen is within 10 feet. An elemental familiar makes saving throws at twice the current level of its master; otherwise magic can affect it normally.
Any gen can enter the elemental planes and move through them at will, but all must stay within 100 yards of their masters while on the Prime Material Plane. If a gen is forced to move beyond that radius (for example, is moved by someone), it automatically goes to the elemental planes, attempting to return to its master in 1d6 turns. If the master moves to another plane, the gen follows in 1d6 days (1d6 rounds for elemental planes). Gens can spy, perform errands, and carry messages for their masters in other planes, but they risk being discovered and even destroyed by those hostile to the sha'irs.
A gen always appears within 10 feet of its master. If this is not possible (for example, the master is encased in a wall of force or a solid rock wall), the gen will not reappear, but instead waits until the first opportunity. The gen appears wherever it is safest (on the far side of enemies, with the sha'ir between it and them). The appearance is random, however, so it's impossible for a gen to enter the elemental plane, move a short distance, and then reappear in the Prime Material, thereby circumventing walls and doors. If threatened while on the Prime Material Plane and more than 10 feet from its master, the elemental familiar will pop back into its home plane to hide, returning to its master (if possible) in 1d6 turns.
When a gen dies, its master feels the loss immediately—and literally. The sha'ir's hit points drop by half. If this loss reduces a sha'ir to 0 or fewer hit points, the wizard must make a saving throw vs. death magic. Success means that the sha'ir remains alive, with 1 hit point, while failure indicates death. Damage caused by the death of a gen can be healed normally.
A gen that has died and is later brought back to life suffers a permanent 1-point penalty in morale and loyalty. A sha'ir cannot have more than one gen at a time, so the summoning of a new gen precludes the recovery of a former elemental familiar.
A new gen can be summoned upon the loss (for whatever reason) of an old gen, but the loyalty of such a replacement is always less than the original. The first gen summoned is of fanatical morale and loyalty (18)— almost immune to temptation and willing to lay down its life for its master. For each successive gen, the loyalty drops 1 point, to a minimum of 5. Hence, the last in a long line of gens is untrustworthy and easily spooked or distracted. Such a gen is also less successful; time to recover spells increases by one increment (round, turn, or hour, depending on the spell) with each replacement, too.
A sha'ir can dismiss a gen at any time, with the same negative effect to a future gen's loyalty, but no loss to the sha'ir's hit points. A successful dispel magic or similar spell also can break the link. The latter does not harm the sha'ir, who can reforge the link with that particular gen by summoning it again. The death of the caster also frees the gen of its obligations, and the elemental familiar immediately returns to its native elemental plane. If the sha'ir is raised, he or she can regain the same gen by the act of summoning and binding the familiar.
A gen can be ensnared by charm or similar spells, but it won't turn against its master unless a morale check is failed.
==Tables==
* Spell is "general knowledge" (by the definition above): +10 percent
* Chance caps at 89% as a roll of 90 or more always fails.
 Chance of Requesting a Common Wizard Spell
Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level
Level	1 	2 	3 	4 	5 	6 	7 	8 	9
1 	55% 	45% 	35% 	25% 	15% 	5% 	0% 	0% 	0%
2 	65% 	55% 	45% 	35% 	25% 	15% 	5% 	0% 	0%
3 	75% 	65% 	55% 	45% 	35% 	25% 	15% 	5% 	0%
4 	85% 	75% 	65% 	55% 	45% 	35% 	25% 	15% 	5%
5 	89% 	84% 	79% 	74% 	69% 	54% 	49% 	44% 	39%
6 	89% 	89% 	84% 	79% 	74% 	69% 	54% 	49% 	44%
7 	89% 	89% 	89% 	84% 	79% 	74% 	69% 	54% 	44%
8 	89% 	89% 	89% 	89% 	84% 	79% 	74% 	69% 	64%
9 	89% 	89% 	89% 	89% 	89% 	84% 	79% 	74% 	69%
10 	89% 	89% 	89% 	89% 	89% 	89% 	84% 	79% 	74%
11 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	84% 	79%
12 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	84%
13 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89%
14 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89%
15 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89%
16 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89%
17 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89%
18 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89%
19 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89%
20 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89%
 Chance of Requesting a Foreign Wizard Spell or Priest Spell
Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level	Spell Level
Level	1 	2 	3 	4 	5 	6 	7 	8 	9
1 	25% 	15% 	5% 	0% 	0% 	0% 	0% 	0% 	0%
2 	30% 	20% 	10% 	0% 	0% 	0% 	0% 	0% 	0%
3 	35% 	25% 	15% 	5% 	0% 	0% 	0% 	0% 	0%
4 	40% 	30% 	20% 	10% 	0% 	0% 	0% 	0% 	0%
5 	45% 	35% 	25% 	15% 	5% 	0% 	0% 	0% 	0%
6 	50% 	40% 	30% 	20% 	10% 	0% 	0% 	0% 	0%
7 	55% 	45% 	35% 	25% 	15% 	5% 	0% 	0% 	0%
8 	60% 	50% 	40% 	30% 	20% 	10% 	0% 	0% 	0%
9 	65% 	55% 	45% 	35% 	25% 	15% 	5% 	0% 	0%
10 	70% 	60% 	50% 	40% 	30% 	20% 	10% 	0% 	0%
11 	75% 	65% 	55% 	45% 	35% 	25% 	15% 	5% 	0%
12 	80% 	70% 	60% 	50% 	40% 	30% 	20% 	10% 	0%
13 	85% 	75% 	65% 	55% 	45% 	35% 	25% 	15% 	5%
14 	89% 	89% 	75% 	65% 	55% 	45% 	35% 	25% 	15%
15 	89% 	89% 	89% 	75% 	65% 	55% 	45% 	35% 	25%
16 	89% 	89% 	89% 	89% 	75% 	65% 	55% 	45% 	35%
17 	89% 	89% 	89% 	89% 	89% 	75% 	65% 	55% 	45%
18 	89% 	89% 	89% 	89% 	89% 	89% 	75% 	65% 	55%
19 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	75% 	65%
20 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	89% 	75%