The Sha' ir is a character class originally introduced in the Al-Qadim campaign setting for Dungeons and Dragons 2nd Edition. Based on Arabian folklore, the sha' ir is a mysterious and powerful wizard that gains their power from genies, and often acts as an ambassador on behalf of mortals to geniekind. Sha' irs are both feared and respected for this role.
This character class has been reintroduced into Dungeons and Dragons 3.5 via an article in Dragon Magazine, issue 315 (reprinted in the Dragon compendium). The 3.5e sha' ir has kept much of the flavor and many original abilities featured in the 2nd edition character class.
Features of the Class
Sha' irs have a familiar much like a standard wizard does, although the sha' ir familiar performs a much more important role. Sha' irs summon a gen; a creature that resembles a miniature genie from one of the four core elements (earth, water, fire, wind). The gen's primary responsibility is fetching spells from the elemental planes and delivering the arcane energy to the sha' ir for casting. In many ways, this makes the gen a "living spellbook".
Sha' irs cast spells by requesting that their gen go find them. A Sha' ir can request any arcane spell that they know or have seen the effects of, as well as a limited selection of divine spells. The gen then runs off to the elemental planes, finds the requested spell, and brings the spell back to be temporarily imparted into the sha'ir's memory. ......