The Magicians (CShaH)

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: Know this, oh greatest of caliphs, that I, your humble servant, have traveled far during my studies of the magical arts. Throughout the Land of Fate have I wandered, learning what I might, so that I may further enlighten myself, your throne, and the people of all the lands that are yours. In my distant wanderings, I have come across the sorcerer, the elemental mage, and the sha'ir, who are known to every child of Zakhara. But, I have also discovered stranger, more mysterious workers of the mystic arts who travel the wilderlands and the enlightened provinces that you rule, oh grandest of caliphs.
: Among these "new" masters of the arcane are the astrologers, whose magic is tied to the very stars above our heads. It is said that they may see things in the stars that even the gods regard as mysteries and that their orreries may turn the power of the constellations to amazing uses.
: My travels also took me through the ruined nation of Nog, wherein I discovered most unusual wise men. These sorcerers worked their magic through their own flesh, creating dances into which was woven the magical power to perform astounding feats. While they produced no balls of flame or blasts of thunder, they seemed able to go without breathing for hours at a time and had no apparent need of food nor drink. Truly these mystics were beyond my ability to comprehend.
: I roamed further still, to far Qadib, where I steeped myself in the knowledge of the northern universities. There I witnessed the creation of great lenses that could be used to espy things at amazing distances (and what astrologer wouldn't want to have one of these!) or turn the wrath of the sun on one's foes. It was truly a wondrous sight, but not so exciting as the discovery of a new type of sorcerer, calling himself a mechanician. This crafty worker of magic was unable to cast spells us the sorcerers we know, but could imbue ingenious devices with such spells. Long will I remember the nightingale of iron that sat upon my window sill and sang me into a magical sleep filled with dreams of far-off lands. It was after I left Qadib that my traveling companions and I were set upon by a savage group of yak-men. We battled bravely, but feared our numbers were too few and our magic lucking the power to repel such a fiendish foe.
: But, lo, oh master of all the lands, we were rescued by a masked woman who later proclaimed herself a ghul lord! I perceive something of your thoughts, oh wisest of the wise, but she was not the evil creature you might, at first, think. While it was true she possessed many powers that drew upon the Darkness, her intentions were all good. She told us that she was on her way to lay to rest a number of restless spirits, and she accompanied us awhile before departing to do her own bidding.
: It was in Huzuz itself that we encountered a most curious group of fellows with an unhealthy fascination for numbers. It was only later that we discovered their penchant for creating spells using complicated formulae and by working sums in their heads! This seemed to me to be a bit more trouble than it was worth, but the digitalogists (as they culled themselves) swore they preferred their style of magic over any other form of sorcery. Strange indeed!
: Huzuz is also home to Akra the Weaver. This secretive young woman has discovered a way to store spells in the warp and weave of the fantastic silk tapestries she makes. By pulling on a string, or looking at them properly and making the appropriate sounds and gestures, Akra can unleash powerful magic from her beautiful handicrafts.
: Ah, I see that the noon-hour draws near, so I will cut my oration short. Suffice it to say that we discovered several new types of wizards, as well as new spells, items of power, and rumors of some very unusual artifacts. All of this and more is written in the treatise you requested of me. I leave you now to peruse my work at your leisure, and I am pleased that you have chosen one of my lowly station to serve as your eyes and ears in this mutter. I look forward to serving you again, most honored Caliph.
The Complete Sha'ir's Handbook is filled with useful information for players and DUNGEON MASTERS (DMs) of Zakharan campaigns. Within these pages you will find all of the wonders hinted at above, and more. The book is divided into four chapters and an appendix. Chapter One deals with the three main types of wizards to be found in the Land of Fate: sorcerers, sha'irs, and elemental mages. Information beyond that found in the AL-QADIM® Arabian Adventures rule book is provided for each of these character classes, and their powers are more fully defined.
Chapter Two concerns itself with the new wizard kits of astrologer, clockwork mage, ghul lord, jackal, mageweaver, Nogian mystic, digitalogist, and spellslayer. Each of these kits is described in full and its powers explored.
Chapter Three details the various sorcerous societies that have formed throughout Zakhara. While few of these groups can rival the size or organization found in the Fellowship of the Flame, they are still potent forces that can either aid or hinder characters considerably.
Chapter Four is made up of new spells and proficiencies suitable for use by Zakharan wizards.
The appendix consists of a completely updated "Master Spell List" of all spells that are suitable for use in an AL-QADIM campaign.