TEXT: Arabian Adventures – Third Edition
  (1)
  Version 1.0 – Released February 2001
  The Unofficial Dungeons & Dragons
  Third Edition® Al-Qadim ™ Arabian
  Adventures Conversion Manual
  Version 0.95
  February 1, 2001
  by
  jon bauder & matthew hockenberry
  Contributions By: Rob Harper
  art by håkan ackegård
  
  Arabian Adventures – Third Edition
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       he seven voyages of Sinbad,” “Ali Baba and the Forty
  Thieves,” “Aladdin and His Magic Lamp”— these and other
  classics fill the pages of the Arabian Nights. Each story is told
  by a very wise and beautiful young woman called
  Scheherazade, who reveals them night after night to a king
  with a murderous heart. The first of the thousand-and-one
  tales is Scheherazade’s own . . .
  These are the words that introduced us all to TSR’s Arabian
  Adventures, a product that took a radical departure from the
  culture portrayed in most fantasy products. The AL-QADIM®
  Campaign Setting allows players to experience the mythical
  beauty of the Arabian Nights fantasies.  This setting lives on,
  long after its scheduled demise, in the hearts of those who
  simply couldn’t bear to let something so wonderful fade away
  into nothingness.  We’re few in number, but loyal.  What lies
  ahead for AL-QADIM®?  The same thing that every
  conquered nation faces: adapt or perish.  Adapting may see a
  rebirth, of sorts, for our beloved setting by allowing the new
  blood that flows to the 3
  rd edition Dungeon & Dragons rules
  system to experience AL-QADIM®.
  This manual has been designed to help DMs and players make
  the transition to the new rules system.  The published AL-
  QADIM® Campaign Setting material, the 3
  rd edition
  Dungeons and Dragons® Players Handbook (PHB), and the
  3rd edition Dungeon and Dragons® Conversion Manual
  ( 
   
   
   
  http://www.wizards.com/dnd/DnD_CYC_intro.asp 
   
   
   
  ) 
  are
  required to use this document.
  If you have any suggestions or comments, please contact
  either Jon @    
    
  webmaster@al-qadim.com    
    
   or myself at
  webmaster@zakhara.com    
  Please Visit the Authors @ http://www.zakhara.com/and http://www.al-qadim.com/
  With this guide to Third Edition Arabian Adventures Al-Qadim will be able to live on. In the words of the original Arabian
  Adventures by Jeff Grubb:
  “Your magic carpet awaits. Let your magical journey begin, and may Fate be
  with you, for we have no Fate but the Fate which we are given.”
  T
  
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  Chapter One
  Skills & Feats
  
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  New Skills
  Skill Name  ( [ Key Ability ]; Trained only )
  The skill name line includes the flowing information:
  Key Ability: The abbreviation of the ability whose
  modifier applies to the skill check.
  Trained Only:  If “Trained Only” is included in the skill
  name line you must have at least 1 rank in the skill to use it. If
  it is omitted, the skill can be used untrained (with a rank of 0).
  Check: What you can do with a successful skill check,
  how much time it takes to make a check, and the check’s DC.
  Retry: Any conditions that apply to successive attempts
  to use the skill successfully. If this section is omitted the skill
  can be retried without any penalty.
  Special: Any extra facts that apply to the skill.
  Bluff; Begging [ Cha ]
  Normal Use: The traditional use of the bluff skill is to allow a
  character to persuade another that something is true whether it
  actually is or not. The traditional uses of the bluff skill are
  fully described in the Player’s Handbook.
  New Use: Begging. The bluff skill allows a would-be
  beggar cannot only pick up extra coin, and also disappear into
  the anonymity offered by their false profession. A bluff check
  in this situation determines if you can manage to pass yourself
  off as someone worthless enough to garner some extra coin
  from a passerby. Before attempting to beg you needs to spend
  1d3x10 minutes in preparation (as described in the Disguise
  skill).
  Check: While begging you are able to mask your station
  and your identity. So few people think anything of beggars
  that unless they examine you closely they will be unable to
  differentiate you from any other beggar.
  A character must make an opposed Bluff check against
  the average Sense Motive of the local population. The location
  determines how difficult it is to beg and the amount one can
  earn. Additionally, the appearance of the beggar can make
  begging more difficult. Even modest clothing incurs an
  increase of 5 to the DC for the skill.
  DC
  Location
  Amount
  10
  Average City
  2d8 sp
  15
  Small Town
  1d4+2 sp
  20
  Trade Route
  1d4 sp
  Retry: A character can usually not attempt to retry this
  skill. In especially large towns (Golden Huzuz, for example)
  the character might be permitted to retry by attempting to beg
  in another part of the city. Each repeated attempt increases the
  DC by at least 2.
  Special: A successful Bluff grants the character a +2
  situational bonus for Gather Information checks from fellow
  beggars.
  Craft ( Metalworking )  [ Int ]
  Characters who have mastered this craft can work wonders
  with silver, copper, gold, brass, and other such soft metals.
  They can produce the beautiful items found in a Zakharan
  bazaar such as oil lamps and coffee pots. For more
  information consult Arabian Adventures.
  Check: As described for the craft entry in the Player’s
  Handbook.
  Retry: Yes, but with the restrictions described in the
  Player’s Handbook.
  Special: As described in the Player’s Handbook.
  Diplomacy; Debate  [ Int ]
  Normal Use: The traditional use of the diplomacy skill is to
  allow a character to give others the right impression of the
  character, to negotiate effectively, and to influence others. The
  traditional uses of the diplomacy skill are fully described in
  the Player’s Handbook.
  New Use: Debate. Characters skilled in the art of
  diplomacy have also picked up some skill at the diplomatic art
  of debate. Characters can use their Diplomacy skill in order to
  engage other characters in rigorous debate.
  Check: A successful Debate check allows a character to
  preoccupy other people with whom he or she is debating. This
  skill doesn’t allow a character to force another individual into
  a debate, but it can keep them distracted (disregarding
  extraordinary circumstances, they suffer a –5 penalty to listen
  and circumstance checks. Alternatively the debater can
  attempt to enrage a character, resulting in a drop of one level
  on Table 5-4 in the DMG, Influencing NPC Reactions.
  The difficulty of either engaging a person in debate or
  attempting to enrage them is as follows:
  DC
  Individual
  10
  Surly Beggar
  15
  Average Peasant
  30
  Serene Monk
  Retry: Yes.
  Special: In a formal debate characters make opposed
  debate check to determine who succeeds at the debate.
  Knowledge ( Bureaucracy )  [ Int;
  Trained Only
  This skill represents a course of study that has left an
  individual with a keen insight into the working of government.
  This can allow one knowledgeable about such matters to avoid
  the red tape that plagues so many government actions.
  Check: A successful check means that you have been
  able to weed your way through the governmental system,
  using your understanding of government as well as you mental
  quickness. This means that waiting time for papers is cut in
  half and any cases that are up for review will be dealt with
  quickly. The difficulty of this depends on the size of the
  bureaucracy. It is actually easier to move you agenda through
  
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  a convoluted city government than it is the efficient ruling
  council of a small town. This has a DC of 10 (large cities), a
  DC of 15 (moderately sized towns), to a DC of 20 to 30 (small
  villages.)
  A character can also try to use the government to bring
  trouble to their enemies. Trials can be put off, information
  mismanaged, etc.. This requires a DC of 10 plus the station of
  the person being targeted.
  Retry: Yes, for governments in cities and towns, in
  government there are always more than one way to get
  something accomplished. An attempt to bypass or circumvent
  the government of a small town, however, will only anger the
  rulers there.
  Special: An untrained knowledge check is simply an
  Intelligence check. Without actual training, a character only
  knows common knowledge.
  Knowledge (Genie Lore)  [ Int; Trained
  Only ]
  Characters possessing the knowledge of genie lore are versed
  in the nature and background of all geniekind. The character is
  fluent not only in the nature of genies and geniekind but also
  in their customs and habits. This skill can also allow
  characters a chance to discover if a genie is masquerading in
  human form and to discern whether or not some physical
  manifestation is a result of genie work. For more information
  consult Arabian Adventures.
  Check: Knowledge of genie customs and habits are made
  as directed in the Knowledge skill entry of the PHB. Attempts
  to identify a possible subject as a genie in disguise is made
  with a DC or 15 (for lesser genies) or 20 (for greater genies).
  Attempts to discover if certain objects or enchantments are the
  works of genie kind are made with a DC of 10.
  Retry: No. See the Player’s Handbook.
  Special: An untrained Knowledge; Genie Lore check is
  merely an intelligence check. Even a Zakharan child has heard
  stories of genies and their kind.
  Profession ( Barber ) [ Wis, Trained
  Only ]
  Barbers are experts at making another individual look his or
  her best this skill usually the province or barbers. For more
  information consult Arabian Adventures.
  Check: As described for the Profession skill entry in the
  Player’s Handbook. Additionally, a barber’s patron can
  interact with individuals of his or her own race and members
  of geniekind as though he or she had an additional +2 to his or
  her charisma. The bonus is a perceived one, not an actual
  increase. The bonus applies to checks that are based on
  perception where a positive appearance can be beneficial –
  such as Perform and Diplomacy skill checks. It does not affect
  spellcasting and can even have a detrimental effect on some
  checks (well groomed beggars rarely succeed at their bluff
  checks). DM’s judgment applies.
  Retry: Depends, see Player’s Handbook.
  Special: As described for the Profession skill entry in the
  Player’s Handbook. Additionally, when coupled with the
  Disguise skill this skill allows an individual to disguise others
  just as well as they can disguise themselves (one can attempt
  to use the disguise skill on other individuals).
  Sense Motive; Haggling  [ Wis ]
  Normal Use: The traditional use of the sense motive skill is to
  detect body language, speech habits, and mannerisms of
  others. The traditional uses of the sense motive skill are fully
  described in the Player’s Handbook.
  New Use: Haggling. The sense motive skill allows a
  character to get into the mind of another and tell them exactly
  what they want to hear. From a roleplaying perspective, a
  successful haggling roll that results in a bargain price for the
  player character might describe the character noticing that the
  merchant selling some fresh dates seems a little desperate,
  there is a tremor to his voice and some sweat on his brow.
  Using this knowledge to his advantage the character convinces
  the desperate date seller to let him have a handful of dates at a
  price that nearly anyone would consider a bargain.
  Check: A check for haggling. A successful check results
  in the merchant lowering the price for the item. Only
  characters with the Appraise skill can be sure that they are
  actually paying what the item is worth. Of the three prices
  listed for an item in the equipment chapter in Arabian
  Adventures, the asking price is exactly what it implies. This is
  the price the merchant want the player character to pay for an
  item. The normal price is how much the item usually goes for
  or how much the item is worth. The bargain price is a price in
  the player character favor.
  If the buyer's check exceeds the seller's check by 5 or more,
  the merchant will sell the item for the bargain price.
  If the seller's check exceeds the buyer's check by 5 or more,
  the merchant will not sell for less than the asking price.
  If a tie results, or if the difference is less than 5, then the
  merchant will sell at the normal price.
  Retry: No. The price set for an item as a result of a Sense
  Motive check holds firm throughout the day. The character
  may attempt to haggle over the price the following day,
  however.
  Speak Language ( Jannti )  [ None;
  Trained only ]
  This skill allows the character to learn Midani, this is the
  language of genies and their kind.
  Speak Language ( Midani )  [ None;
  Trained only ]
  This skill allows the character to learn Midani, the melodious
  dialect that is the common language of Zakhara.
  
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  New Feats
  Feat Name  [ Type of Feat ]
  Description of what the feat does or represents in plain
  language.
  Prerequisite: A minimum ability score, another feat or
  feats, a minimum base attack, a skill, or a level that a character
  must have in order to acquire this feat. This entry is absent if a
  feat has no prerequisite. A feat may have more than one
  prerequiste.
  Benefit: What the feat enables you (the character) to do.
  Normal:  What a character who does not have this feat is
  limited to or restricted from doing. If not having the feat
  causes no particular drawback, this entry is absent.
  Special: Additional facts about the feat that may be
  helpful when you decide whether or not to acquire the feat.
  Display Weapon Prowess  [ General ]
  You can display your weapon skill in a way that demoralizes
  your opponents.
  Prerequisite: Proficient with weapon, base attack bonus
  +1 or higher
  Benefit: With a weapon you are proficient in (that must
  be chosen when this feat is selected and may not be modified
  later), you may make a full-round action that displays your
  incredible skill with the weapon. This is not an attack, but
  rather a stunning display of your ability. Any opponents with a
  lower base attack bonus than you must make a Will save
  against a DC equal to 10 + your attack bonus with the weapon.
  If they fail, they will get a -2 morale penalty on all attacks
  against you for the rest of the encounter. (Repeated failures
  against this ability do not produce additional penalties.) If
  used against opponents with a base attack bonus equal to
  yours or better, this ability has no effect.
  Special: Fighters may take this as one of their bonus
  feats.
  Elemental Province  [ Special ]
  You can cast wizard spells from one of the four elemental
  provinces.
  Prerequisite: Wizard with the Saher or Elemental Mage
  Template.
  Benefit: Your selection of spells is extended to include
  one element province of your choice. You can select this feat
  only once. Selecting this feat does not create opposition
  provinces.
  Special: For more information on spellcasting in Zakhara,
  see Zakharan Spellcasters in Chapter 7: Spells and
  Spellcasters.
  Elemental Resistance  [ Special ]
  You are resistant to one of the four elements.
  Prerequisite: Elemental Province (of the appropriate
  element)
  Benefit: You gain a +2 on all saves against a given
  elemental province, and damage dealt by attacks of that
  element are reduced by 2 points (minimum of 1 point of
  damage). You can gain this feat multiple times; each time you
  take the feat, it applies to a new elemental province.
  Special: Sha'irs gain this feat applied against their Gen's
  elemental type whenever the Gen is within arm's reach.
  Evil Eye  [ General ]
  You can invoke the Evil Eye upon another, or remove its
  baleful effects.
  Prerequisite: Spellcaster level 1
  st+
  Benefit: Once per day, you may either remove the effects
  of the evil eye or call it to fall upon another. You may only do
  one or the other. If you choose to remove the evil eye's
  attentions, you must roll d20 + your Wisdom modifier against
  a DC of 15. You may not remove the evil eye from yourself.
  To attract the evil eye to someone, the DC is an opposed
  roll against the target's d20 + Wisdom modifier. If the target is
  truly deserving of the evil eye, you gain a +4 situation bonus;
  if the target is innocent he receives the +4 situation bonus.
  (There may be cases in which the situation bonus applies to
  neither side.) The person losing the opposed roll is inflicted
  with the evil eye.
  Servant of Fate  [ General ]
  You have devoted your life to following the ways of
  enlightenment, and Fate looks favorably upon you.
  Prerequisite: Enlightenment
  Benefit: When you call upon Fate, your base chance of
  success is 20% minus your character level, to a minimum of
  2%. (Fate favors the young.) If the result is 98 or more, the
  hand of Fate turns against you. If you escape with your life,
  you would be wise to donate extra funds to an enightened
  church; an amount totalling your character level times 1,000
  should suffice.
  Normal: Without this feat, a character has only a 2%
  chance to successfully call upon Fate, and on a 96 or higher,
  Fate turns against the caller.
  Special: Only enlightened characters who worship
  enlightened gods may choose this feat.
  
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  Chapter Two
  Character Templates
  
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  Understanding Templates
  The Third Edition Monster Manual introduced a concept
  called templates. Specifically the templates in the Monster
  Manual are Creature Templates. The idea is that they modify a
  given creature to create something that has a different feel to
  it, while still retaining the same aspects of the original
  creature. For example, a vampire bugbear is still a bugbear
  (with nearly all of the features of a bugbear) except that it now
  exhibits the qualities described under the “vampire” template.
  This includes vampiric benefits (superhuman strength), as well
  as hindrances (destroyed by sunlight).
  The Templates described in this manual are similar in
  intent, although they do differ slightly in structure. These are
  Class Templates. The idea is that they modify the feel of a
  class, while still retaining the same basic elements of that
  class.
  Templates are all about choices. They are collections of
  decisions that created a character whose class has a specific
  feel. The barber template (for example) helps focus on healing
  and medicine, representing the barbers medicinal bent. It also
  gives the barber access to the razor weapon proficiency. This
  doesn’t change the base class, it points it in a new direction.
  The form for character templates is fully outlined below.
  Template 
  Name 
   
  [ 
  Applicable 
  Base
  Classes ]
  Flavor text. This text usually serves as a colorful
  introduction to the template, helping to describe the idea and
  focus behind the template.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: This describes the
  changes to the weapon and armor proficiencies available to the
  base class. Sometimes templates offer additional weapons and
  armor while sometimes they offer less.
  Template Skills: This section outlines skills available to
  the template in addition to those offered by the base class as
  well as those skills from which characters are prevented from
  choosing.
  Required Feat: Templates have feats that the character
  must choose when selecting the template, these feats represent
  abilities appropriate to the template. Often more then one feat
  is given, in this case only one feat must be selected when the
  template is chosen. It is encouraged that the other feat be
  selected later, but this is not required.
  Additional Benefits: These additional benefits allowed to
  character selecting the template are balanced by the limited
  feat selection and possibly by additional hindrances, described
  below.
  Additional Hindrances: These are additional hindrances
  that affect characters selecting the template.
  Sometimes additional notes follow the template.
  Native Zakharan Templates
  Askar  [ Fighters, Paladins, and Rangers ]
  Askar (AH-skar) are the most common warriors of the
  Land of Fate, native to permanent settlements of any size.
  Intelligent and social, they are the backbone of defense,
  protecting their families, homes, and eventually even their
  countries.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: An Askar's armor and
  weapon proficiencies are unchanged from the base class.
  Template Skills: Additionally: Diplomacy (Cha), Gather
  Information (Cha), Knowledge (local) (Int), Profession (any)
  (Wis)
  Required Feat: Skill Focus (Profession or Craft, player's
  choice)
  Additional Benefits: Home Town (as described in
  Arabian Adventures)
  Additional Hindrances: None
  The hometown bonus relates to any applicable skill checks.
  Corsair  [ Fighters and Paladins ]
  Corsairs are male and female
  warriors born to the sea, unencumbered
  by bulky armor, accustomed to swift
  moves and running battles over open
  water. She is the daring merchant-
  princess, he the cunning rogue; together
  they are bold explorers. While the early
  Zakharan peoples were born to the desert,
  they soon became practiced in the ways of
  the sea, and dominated trade (and piracy)
  in the waters surrounding their empire.
  For more information, please consult
  Arabian Adventures.
  Armor and Weapon Proficiency: Corsairs are proficient
  with light and martial weapons, and with only light armor.
  Template Skills: Additionally: Appraise (Int), Balance
  (Dex), Climb (Cha), Hide (Dex), Jump (Dex), Move Silently
  (Dex), Profession; Sailor (Wis), Swim (Str), Tumble (Dex),
  Use Rope (Dex); Restricted: Profession; All others, Ride
  Required Feat: Two-Weapon Fighting or Weapon
  Finesse (choose from short sword, cutlass, or scimitar)
  Additional Benefits: None (Two weapon benefit & rogue
  proficiency bonus replaced)
  Additional Hindrances: Social penalty (-2) (as described
  in Arabian Adventures). (Armor Class restrictions replaced).
  Desert Rider  [ Fighters, Paladins, and
  Rangers ]
  Desert riders represent the classic Arabian warriors:
  well-trained, mounted fighters sweeping out of the barren
  wastes.  They are the romantic heroes of a nomadic people,
  living their lives and fighting their battles from the saddle.
  
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  Desert riders are primarily horsemen, but some are more
  adept at riding camels.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: Desert Riders have
  proficiency with light and medium armor, all shields, and light
  and martial weapons.
  Template Skills: Additionally: Wilderness Lore (Wis);
  Restricted: Profession; Non-desert professions, Swim
  Required Feat: Mounted Combat or Skill Focus; Ride
  Additional Benefits: Mount care
  Additional Hindrances: Penalty to skill checks outside
  of the desert (-1) (as described in Arabian Adventures).
  A desert rider's mount care ability allows him to increase the
  quality of a mount under his care. For more information on a
  mount’s quality see “Horse Quality” elsewhere in this manual.
  Faris  [ Fighters, Paladins, and Rangers ]
   
  A holy war is more than just a mobilization of an army in
  a religious fervor. In Zakhara, it is also an opportunity for
  spiritual redemption for those fighting the war; if they fight
  the good fight, their souls will be redeemed, regardless of any
  past sins. Since no mortal is without sin, the opportunity for a
  free pass to the paradisiacal afterlife is hard to pass up. A
  holy war is thus a “good war,” one which enjoys the popular
  support of its people. Warriors engaged in it are not mindless
  slaves blinded by literal adherence to holy texts; rather, they
  are popular, living champions of their people and their faith.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: A Faris' armor and
  weapon proficiencies are unchanged from the base class.
  Template 
  Skills: 
  Additionally: 
  Diplomacy 
  (Cha),
  Knowledge; Religion (Int), Perform (Cha)
  Required Feat: Iron Will or Servant of Fate
  Additional Benefits: Social bonus (+4) (as described in
  Arabian Adventures)
  Additional Hindrances: Obedience to faith (as described
  in Arabian Adventures)
  Mamluk  [ Fighters, Paladins, & Rangers ]
  Rearing a cadre of professional warriors is a historical
  tradition in the Arab world. These male professionals began
  their training at a young age as slaves, either purchased for
  that purpose or captured in raids and combat. The slaves then
  underwent rigorous training, not only in combat and tactics,
  but also in government. Such slave warriors became the
  professional infrastructure of Turkey in the 16th century,
  where they were called janissaries. They achieved the same
  stature in Egypt during the 13th and 14th centuries, where
  they  were given the name mamluks.
  For more information, please consult Arabian Adventures
  Armor and Weapon Proficiency: Unchanged from the
  base class.
  Template 
  Skills: 
  Additionally: 
  Diplomacy 
  (Cha),
  Knowledge; Bureaucracy (Int), Knowledge; History (Int),
  Restricted: Craft; Any, Profession; All
  Required Feat: Weapon Focus (khopesh sword) or
  Expertise
  Additional Benefits: Chain of command (as described in
  Arabian Adventures).
  Additional Hindrances: Chain of command (as
  described in Arabian Adventures)
  This template can only be taken when a character is created.
  Sa'luk  [ Rogue and Bard ]
  Sa’luks (sah-LUKES) are free
  adventurers, owing ties to no one and
  nothing. They pass freely from the wild
  cultures of the desert and the steppe to
  those of the city and the sea and back
  again with ease. They tend no herds,
  raise no crops, and  produce no craft.
  They are freebooters, con artists, and
  swindlers. They survive by tricking,
  robbing, or simply outsmarting those
  who have greater riches.
  For 
  more 
  information, 
  please
  consult Arabian Adventures.
  Armor and Weapon Proficiency: Unchanged from the
  base class.
  Template Skills: Unchanged from the base class.
  Suggested Feat: Dodge or Lightning Reflexes
  Additional Benefits: None
  Additional Hindrances: None
  These generic rogues or bards are unchanged from straight 3e.
  Barber  [ Rogue and Bard ]
  The roguish barber is a tradition in the Land of Fate. One
  or more of them may be found in any bazaar, flashing their
  blades as well as their wit. Boldly they hawk their abilities and
  prowess—often while performing said tasks on their
  customers.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: Unchanged from base
  class.
  Template Skills: Additionally: Alchemy (Int), Heal
  (Wis), Innuendo (Wis), Knowledge; Local (Int), Profession;
  Barber (Wis), Sense Motive (Wis)
  Required Feat: Exotic Weapon Proficiency; Razor
  Additional Benefits: Rogue Barbers may make Bardic
  Knowledge checks
  Additional Hindrances: The maximum rank at first level
  for skills not listed under Template Skills is 2. This represents
  the barber’s time spent on the extra medicinal background
  required for barbering. (Skill penalty replaced.)
  
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  Beggar  [ Rogue ]
  The cities of Zakhara include all levels of society, but
  among the lowest are those who have no home and hearth, no
  natural family or clan, and no money for food and drink.
  These are the ragged, tattered beggars.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: Beggars are limited to
  the following weapons: club, dagger, dart, knife, sling,
  jambiya, and staff. They are proficient only in the use of light
  armor and no shields.
  Template Skills: Additionally: Knowledge; Local (Int),
  Restricted: Craft; Any, Profession;
  Required Feat: Skill Focus (player's choice)
  Additional Benefits: Ability to blend in (as described in
  Arabian Adventures)
  Additional Hindrances: Social penalty (-4) (as described
  in Arabian Adventures)
  Matrud  [ Rogue ]
  Matruds (mah-TROODS) are desert thieves, outcast from
  their tribes, shunned by former comrades and family,
  surviving at the margins of their former society. The cause of
  their rejection may or may not have been just, but in any case
  matruds have lost both their possessions and their former
  position. As a result, they live for survival and for revenge.
  They have become rebels and raiders, striking against both
  the desert tribes and the settled folk, seeking to grab a slice of
  what they feel is justifiably theirs.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: Matruds have
  proficiency with simple and martial weapons, and light armor.
  Template Skills: Additionally: Handle Animal (Wis),
  Ride (Dex), Wilderness Lore (Wis)
  Required Feat: Mounted Combat or Toughness
  Additional Benefits: None
  Additional Hindrances: Social penalty (-2) (as described
  in Arabian Adventures)
  Rawun  [ Bard ]
  Rawuns (rah-OONS) are the bards of the desert
  tribes—the 
  tale-spinners, 
  the 
  lore-keepers, 
  and 
  the
  entertainers. Each is entrusted with the legends of his or her
  own tribe, as well as other tribes contacted. Rawuns are the
  master poets of their peoples, and most of their knowledge is
  repeated through epic poems.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: Unchanged from the
  base class.
  Template Skills: Additionally: Ride (Wis), Wilderness
  Lore (Wis)
  Required Feat: Evil Eye or Skill Focus (Use Magic
  Device)
  Additional Benefits: None (Magic item bonus & evil eye
  abilities replaced)
  Additional Hindrances: None
  Cleric of the Faith: Pragmatic,
  Ethical and Moral  [ Cleric ]
  Clerics of Order do not always share the same religious
  views—far from it. They worship a number of different gods,
  many of which are in open conflict. But regardless of the god
  or gods venerated by a given faith, all clerics within it belong
  to one of three philosophical groups: pragmatists, ethoists,
  and moralists. Each group shares certain powers and abilities
  that transcend the boundaries of faith.
  For more information, please consult Arabian Adventures.
  This is actually three different templates, clerics of the faith all
  share some similarity in their conviction and faith in the
  god(s) the follow. They differ in the way they approach their
  faith. Considering their approaches Zakharans would describe
  pragmatists as being more freethinking and liberal with very
  few ties to an organized church, moralists as being staunch
  and conservative with strong ties to a church organization and
  ethoists as being somewhere in between the two.
  Armor and Weapon Proficiency: Unchanged from the
  base class.
  Template Skills: Additionally: Gather Information (Cha),
  Knowledge; History (Int); Restricted: (Moralist only) all cross
  craft skills
  Required Feat: Servant of Fate or Extra Turning
  Additional Benefits: Social (as described in Arabian
  Adventures)
  Additional Hindrances: Social (as described in Arabian
  Adventures)
  For more information on the Gods of Zakhara and their
  domains, see Chapter 4: Gods and Faiths.
  Kahin  [ Druid ]
  Kahins are idol-preists, believing that divinity is found in
  all things, and that through worship of certain items of power,
  they may come to understand the ebb and flow of mystical
  power and divinity in the universe. Their beliefs apparently
  predate the worship of the known gods of Zakhara, though
  their records are primarily verbal as opposed to written, kept
  for generation by other kahins and sympathetic rawuns.
  For more information, please consult Arabian Adventures.
   
  Armor and Weapon Proficiency: Kahins are limited to
  the following weapons: club, dart, spear, jambiya, scimitar,
  and staff. Kahins may use (only) hide armor.
  Template Skills: Additionally: Knowledge; Local,
  Religion, History (Int)
  Required Feat: Great Fortitude or Endurance
  Additional Benefits: None (Aged Master benefits
  replaced)
  
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  Additional Hindrances: Kahins have some limitations
  on their druidic abilities. Kahins do not possess the druidic
  bonus languages, the ability to transform into elementals, and
  the Timeless Body ability.
  In addition, several of the kahin’s Druid abilities function
  differently in the land of fate. Woodland Stride allows the
  kahin to move through natural impediments in a desert climate
  Rocky hills and slippery sand dunes, for example, are no
  obstacle for the kahin. Resist Natures Lore affects those
  creatures native to the deserts of Zakhara, who have ties to the
  land (a kahin would receive the +4 bonus against the powers
  of Jann, for example, but not those of the Yikara).
  Kahin are now druids and not clerics, as they were always
  suggested as a type of “Zakharan druid.” The Aged Master
  prestige class is especially fitting for Kahin characters.
  Mystic [ Cleric ]
  Lone figures who stride out of the desert, mystics are
  strange and flamboyant Free Priests whose words have moved
  armies and are said to have moved mountains. They require
  no conventional church to hear the gods’ words and they shun
  the ‘convenience’ of an orthodox hierarchy.
  For more information, please consult Arabian Adventures.
  Armor and Weapon
  Proficiency: Unchanged
  from the base class.
  Template Skills:
  Additionally: Perform
  (Cha), Wilderness Lore
  (Wis)
  Required Feat:
  Martial Weapon
  Proficiency, Exotic
  Weapon Proficiency, or
  Weapon Focus (player's
  choice)
  Additional Benefits: If the Leadership feat is taken when
  it becomes available after a character reaches level 6, mystics
  receive a follower-only leadership modifier (+2) (fanatical
  followers replaced)
  Special Hindrances: Spell recovery (as described in
  Arabian Adventures), Social penalty (-2 / -4) (as described in
  Arabian Adventures)
  For more information on the Gods of Zakhara and their
  domains, see Chapter 4: Gods and Faiths.
  Elemental Mage  [ Wizard ]
  Elemental wizards are rare in the Land of Fate, and a
  great deal of mystery and suspicion accompanies them. Upon
  encountering spellcasters, most folk assume them to be
  standard sahers, or perhaps even the more unpredictable
  sha’irs. Once a caster is known to be one of the purely
  elemental wizards, distrust and suspicion grow.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: Unchanged from the
  base class.
  Template Skills: An Elemental Mages additional skills
  depends on his or her provincial speciality: Flame; Intimidate
  (Cha), Sand; Move Silently (Dex), Sea; Swim (Str); Wind;
  Intuit Direction (Wis)
  Required Feat: Elemental Province
  Additional Benefits: Elemental Mages receive the
  Elemental Resistance feat as a bonus feat for elemental
  province they select. Additionally, Elemental Mages function
  as specialists in their elemental province. They receive the
  specialist benefits of one extra spell per level from the
  appropriate province and +2 on Spellcraft checks to learn a
  spell from their province. (All other benefits as per Arabian
  Adventures are replaced.)
  Additional Hindrances: Elemental Mages can select
  metamagic feats, but they only apply to the specific element
  chosen by the Elemental Mage. Additionally, the increase in
  spell level for using a metamagic feat is reduced by one (to a
  minimum of zero increased levels) on spells from the chosen
  elemental province. (All other hindrances as per Arabian
  Adventures are replaced.)
  For more information on spellcasting in Zakhara, see
  Zakharan Spellcasters in Chapter 7: Spells and Spellcasters.
  Saher  [ Wizard ]
  Sahers are the mages of Zakhara; they represent the
  standard and most common form of spellcaster. In tune with
  the basic fabric of the real world, they understand the power
  of all the elements: Earth in the form of desert sand, Water in
  the waves of the sea, Air in the free winds, and Fire in the heat
  of rage and flames of passion.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: Unchanged from the
  base class.
  Template Skills: Additionally: Disguise (Cha)
  Required Feat: Elemental Province
  Additional Benefits: The Elemental Province feat grants
  Saher access to two provinces of their choice, not one (choose
  two elemental provinces replaced).
  Additional Hindrances: None (cannot learn elemental
  provinces not chosen replaced).
  For more information on spellcasting in Zakhara, see
  Zakharan Spellcasters in Chapter 7: Spells and Spellcasters.
  
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  Foreigner Templates
  Foreign templates describe those characters not native to
  Zakhara but who are entering the land of fate with an
  unenlightened background. Characters are considered to have
  one of the following templates while adventuring in the land
  of fate.
  These templates have the following hindrances: foreign
  characters may not begin play with any of the skills, feats, or
  items described in this manual or Arabian Adventures. Foreign
  characters also suffer from a thick accent when attempting to
  speak Midani. These templates can only be taken when a
  character is first created or when the character first enters
  Zakhara (i.e. if no other templates from this manual have been
  taken).
  Mercenary Barbarian  [ Barbarians ]
  Not all actual Arabian civilizations relied upon an army
  of slave-soldiers such as the mamluks, Many raised strong
  armies the old-fashioned way: they bought them. Mercenaries
  were common. In fact, Turkish mercenaries during the time of
  the Abbasids came to control Baghdad and its rulers.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: A Mercenary
  Barbarian's proficiencies are unchanged from the base class.
  Template Skills: Unchanged
  Suggested Feat: Endurance, Run, or Track
  Special Benefits: +2 Social bonus (as described in
  Arabian Adventures)
  Special Hindrances: -2 Social penalty (as described in
  Arabian Adventures), Foreign (see above)
  Sa'luk  [ Rogue and Bard ]
  Sa’luks (sah-LUKES) are free adventurers, owing ties to
  no one and nothing. They pass freely from the wild cultures of
  the desert and the steppe to those of the city and the sea and
  back again with ease. They tend no herds, raise no crops, and
  produce no craft. They are freebooters, con artists, and
  swindlers. They survive by tricking, robbing, or simply
  outsmarting those who have greater riches.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: Unchanged from the
  base class.
  Template Skills: Unchanged from the base class.
  Suggested Feat: Dodge or Lightning Reflexes
  Additional Benefits: None
  Additional Hindrances: Foreign (see above)
  Foreigners too, fall into this class of scoundrels, meeting with
  the same kind of reactions as would a native Sa’luk.
  Ajami  [ Wizard or Sorcerer ]
  These wizards are outlanders – strangers to the Land of
  Fate whose abilities lie outside the realm of native magics.
  Ajami are quite literally, alien wizards.
  For more information, please consult Arabian Adventures.
  Armor 
  and 
  Weapon 
  Proficiency: 
  An 
  Ajami’s
  proficiencies are unchanged from the base class.
  Template Skills: Unchanged from the base class.
  Suggested Feat: Toughness or Skill Focus (Spellcraft)
  Additional Benefits: May continue spellcasting in the
  manner described by their class.
  Additional Hindrances: Cannot learn spells not native to
  Zakhara (as described in Arabian Adventures), Foreign (see
  above)
  Willing Ajami can “convert” and become a native Zakharan
  magic user, see the procedure detailed in Arabian Adventures.
  This process applies only to wizards and others who
  traditionally “learn” their magical skills. Sorcerers, whose
  spellcasting powers are inborn, cannot give up their ways of
  spellcasting. They continue to learn spells on the sorcerers list
  as normal.
  Outland Warrior [ Fighter and Paladin ]
  Outland Warriors can be found lost in the desert, at
  seaports looking for passage. The outlanders are welcomed
  into Zakhara, but they are not fully trusted, for who knows
  what powers and motivations they may truly possess.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: An Outland Warrior’s
  proficiencies are unchanged from the base class.
  Template Skills: Unchanged from the base class.
  Suggested Feat: Weapon Focus (any), Improved
  Initiative, or Dodge
  Additional Benefits: None
  Additional Hindrances: Foreign (see above)
  Outland Priest  [ Cleric and Druid ]
  The Land of Fate has its Clergies of Ordered Faith in
  civilized areas, kahins and mystics in the hinterlands, and
  hakimas in any social setting. But what of priests who come
  from other lands, who worship strange gods, and have strange
  and foreign practices? These are the Outland Priests.
  For more information, please consult Arabian Adventures.
  Armor and Weapon Proficiency: An Outland Priest’s
  proficiencies are unchanged from the base class
  Template Skills: Unchanged from the base class.
  Suggested 
  Feat: 
  Scribe 
  Scroll, 
  Martial 
  Weapon
  Proficiency (any), Alertness
  Additional Benefits: None
  Additional Hindrances: Social Penalty (-2/-3/-4) (as
  described in Arabian Adventures), Foreign (see above)
  
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  Chapter Three
  Character Classes
  
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  HAKIMA
  And so the old man continued his tale, "I have come," my
  herdsman said, "to tell you some news which I think you will
  like to hear. I have a daughter who can see things that we
  cannot. Yesterday, when I was leading back the calf which you
  refused to sacrifice, I noticed that she smiled, and then
  directly afterwards began to cry. I asked her
  why she did so."
       "Father," she answered, "this calf is the
  son of our master. I smile with joy at seeing
  him still alive, and I weep to think
  of his mother, who was sacrificed yesterday
  as a cow. These changes have been wrought
  by our master's wife, who hated the mother
  and son."
       "At these words, of truth," continued the
  old man, "I leave you to imagine my
  astonishment. I went immediately with the
  herdsman to speak with his daughter myself.
  First of all I went to the stable to see my son,
  and he replied in his dumb way to all my
  caresses. When the herdsman's daughter
  came I asked her if she could change my son
  back to his proper shape."
       "Yes, I can," she replied, "on two
  conditions. One is that you will give him to
  me for a husband, and the other is that you
  will let me punish the woman who changed
  him into a calf."
       "To the first condition," I answered, "I
  agree with all my heart, and I will give you
  an ample dowry. To the second I also agree,
  I only beg you to spare her life."
       "That I will do," she replied; "I will treat
  her as she treated your son…" – from the
  Thousand and One Nights.
  Adventures: Hakimas are the “keepers of the home fires,
  the protectors of the family, and the unifier of tribes.”
  They serve their visions, righting what they see to be
  wrong and bringing the truth out into the light. The Thousand
  and one Nights are filled with situations where one of these
  mysterious individuals just happened to be around.
  A good Hakima seeks to fight injustice, but an evil wise
  woman uses her knowledge of the future
  and her powers of perception for her own
  ends. She manipulates people using this
  information to further her own causes.
  Hakimas might also receive visions
  directing their path, feeling them self
  pulled toward some particular place or
  action.
  Characteristics: Hakimas are far
  more than meets the eye. These enigmatic
  individuals are the wise women of the
  desert; 
  they 
  are 
  gifted 
  with 
  the
  extraordinary ability to cast part the veil
  of deception. They can perceive truth – in
  word and appearance – and they use this
  knowledge to their own ends.
  Hakimas are also servants of the
  divine. They are gifted practitioners of
  divine magic, although not nearly as
  accomplished Clerics of the Faith, they
  use 
  the 
  spells 
  wisely, 
  mainly 
  for
  protection.
  Hakimas are not normally considered
  fighters, but they can take up arms if the
  need is present. Many a Hakima has
  surprised a would be invader by showing
  their skill at martial combat.
  Alignment: Hakimas can be of any
  alignment, each usually quite unlike the
  other. Hakimas are generally neutral and
  Table 3-1: The Hakima
  Spells per Day
  Level
  Base
  Attack Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  +0
  +2
  +0
  +2
  Detect Truth of Spoken Word
  3
  1
  --
  --
  --
  --
  --
  --
  --
  --
  2
  +1
  +3
  +0
  +3
  Detect True Station
  4
  2
  --
  --
  --
  --
  --
  --
  --
  --
  3
  +2
  +3
  +1
  +3
  Reveal Concealed Objects
  4
  2
  1
  --
  --
  --
  --
  --
  --
  --
  4
  +3
  +4
  +1
  +4
  5
  3
  2
  --
  --
  --
  --
  --
  --
  --
  5
  +3
  +4
  +1
  +4
  5
  3
  2
  1
  --
  --
  --
  --
  --
  --
  6
  +4
  +5
  +2
  +5
  Detect Illusions and Mirages
  5
  3
  3
  2
  --
  --
  --
  --
  --
  --
  7
  +5
  +5
  +2
  +5
  6
  4
  3
  2
  1
  --
  --
  --
  --
  --
  8
  +6
  +6
  +2
  +6
  Detect Illusions of Genie Kind
  6
  4
  3
  3
  2
  --
  --
  --
  --
  --
  9
  +6/+1
  +6
  +3
  +6
  6
  4
  4
  3
  2
  1
  --
  --
  --
  --
  10
  +7/+2
  +7
  +3
  +7
  6
  4
  4
  3
  3
  2
  --
  --
  --
  --
  11
  +8/+3
  +7
  +3
  +7
  Reveal Enchantments
  6
  5
  4
  4
  3
  2
  1
  --
  --
  --
  12
  +9/+4
  +8
  +4
  +8
  6
  5
  4
  4
  3
  3
  2
  --
  --
  --
  13
  +9/+4
  +8
  +4
  +8
  6
  5
  5
  4
  4
  3
  2
  1
  --
  --
  14
  +10/+5
  +9
  +4
  +9
  6
  5
  5
  4
  4
  3
  3
  2
  --
  --
  15
  +11/+6
  +9
  +5
  +9
  Reveal Enchantments
  6
  5
  5
  5
  4
  4
  3
  2
  1
  --
  of Genie Kind
  16
  +11/+6/+1
  +10
  +5
  +10
  6
  5
  5
  5
  4
  4
  3
  3
  2
  --
  17
  +12/+7/+2
  +10
  +5
  +10
  6
  5
  5
  5
  5
  4
  4
  3
  2
  1
  18
  +13/+8/+3
  +11
  +6
  +11
  True Sight
  6
  5
  5
  5
  5
  4
  4
  3
  3
  2
  19
  +14/+9/+4
  +11
  +6
  +11
  6
  5
  5
  5
  5
  5
  4
  4
  3
  3
  20
  +15/+10/+5
  +12
  +6
  +12
  6
  5
  5
  5
  5
  5
  4
  4
  4
  4
  
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  good, tending to avoid the strict social order of most churches,
  but finding comfort in the stability of a tribe or a family.
  Because of the nature of their visions most Hakimas find
  themselves drawn to righting wrongs, although an evil Hakima
  can be as dangerous the desert sun.
  Religion: Hakimas pay homage to the gods of Zakhara
  but rarely worship one of them. Most serve their visions and
  feel a very strong tie to the mystical elements of the land of
  fate. Some Hakima believe that their powers come directly
  from the great gods (even one in particular) and feel that they
  must use their gift to further this cause. Whatever the Hakimas
  outlook on religion, most clerics of the faith (with the possible
  exception of Pragmatists) don’t regard them as true
  practitioners of the faith.
  Background: One cannot choose to become a Hakima,
  one is merely called, and for some reason only women feel
  this call within their heart. The powers of wise women begin
  to manifest at an early age and most of these young girls don’t
  think it is very strange. Few realize that the powers they
  possess are not shared by other Zakharans. Only with maturity
  do these women realize the special nature of their gift, and do
  they develop their unique outlook on its use.
  Races: Humans, half-elves, and halflings are the most
  common members of this class. Elves only rarely become
  Hakimas; they maintain an aloofness that sits ill at ease in the
  heart of a wise woman. Dwarfs are sometimes drawn to this
  profession. It suits them, just not as well as members of the
  other races. Ogres, orcs, and the lesser races rarely feel
  themselves called to be Hakimas.
  Other Classes: Hakimas can be found adventuring with
  warriors and wizards alike. Among other practitioners of
  divine magic they are most comfortable among free priests,
  often ill at ease with Clerics of the Faith. Sha’irs and Hakimas,
  in particular, find their skills to be excellent compliments.
  GAME RULE INFORMATION
  Hakimas have the following game statistics:
  Abilities: Wisdom determines how powerful a spell a
  Hakima can cast, how many spells the Hakima can cast per
  day, and how hard those spells are to resist. To cast a spell a
  Hakima must have a Wisdom score of 10 + the spells level. A
  Hakima gets bonus spells based on wisdom. The Difficulty
  Class of a saving throw against a Hakima’s spell is 10 + the
  spell’s level + the Hakima’s wisdom modifier. Since a Hakima
  wears light or medium Armor, a high Dexterity improves her
  defensive abilities.
  Alignment: Any
  Other Requirements: Hakimas must be female.
  Hit Die: d8
  CLASS SKILLS
  The Hakima’s class skills (and the ability modifier for
  those skills) are Animal Empathy (Cha, exclusive skill),
  Concentration (Con), Craft (Int), Heal (Wis), Intuit Direction
  (Wis), Knowledge (Arcana) (Int), Knowledge (Genie Lore)
  (Int), Profession (Wis), Scry (Int, exclusive skill), Search (Int),
  Sense Motive (Wis), and Spot (Wis). See Chapter 4 of the
  PHB for most descriptions.
  Skill Points at 1
  st Level: (4 + Int modifier) x 4.
  Skill Points at Each Additional Level: 4 + Int modifier.
  CLASS FEATURES
  Spells: A Hakima casts divine spells according to Table
  3-1: The Hakima. A Hakima may prepare and cast any spell
  listed on the Hakima spell list (this appears in Chapter 7:
  Spells and Spellcasters. The Difficulty Class for a saving
  throw against a Hakima’s spell is 10 + the spell’s level + the
  Hakima’s wisdom modifier.
  Hakima’s do not acquire their spells from books or
  scrolls, nor prepare them through study. Instead, they mediate
  or pray for their spells, much like a cleric does. Each Hakima
  must choose a time at which she must spend an hour a day in
  quiet contemplation to regain her daily allotment of spells.
  Spontaneous Casting: Much like the clerical power
  described in the Player’s Handbook, Hakima can “lose a spell
  that they have memorized in order to cast a divination spell of
  that level or lower. This ability comes as a result of Hakima
  close bond with the fabric that separates truth and untruth;
  they can convert divine energy into an act of divination at any
  time.
  Bonus Languages: A Hakima’s list of bonus languages
  includes Aquan, Auran, Ignan, and Terran, in addition to the
  bonus languages available to the character because of his her
  race. These are the languages of genies and other elemental
  creatures.
  Scroll Use: Because they focus in other areas, Hakimas
  lack abilities common to most divine spellcasters. Hakimas
  may never take the Scribe Scroll feat.
  The following abilities come as a result of the wise women’s
  extraordinary perception. They all require a wise women to
  make a special perceive truth check with a bonus equal to her
  level + her Wisdom modifier. This ability comes from a wise
  woman’s perception and intuition. A successful skill check
  indicates that the ability has succeeded.
  Detect Truth of Spoken Word: This extraordinary
  ability is fully described in Arabian Adventures, the DC of
  perceive truth checks for this ability is 10.
  Detect True Station: This extraordinary ability is fully
  described in Arabian Adventures the DC of perceive truth
  checks for this ability is 10.
  Reveal Concealed Objects: This extraordinary ability is
  fully described in Arabian Adventures the DC of perceive
  truth checks for this ability is 15.
  Detect Illusions and Mirages: This extraordinary ability
  is fully described in Arabian Adventures, until reaching 8
  th
  level it does not affect illusions of Genie Kind. The DC of
  perceive truth checks for this ability is 20.
  Detect Illusions of Genie Kind: This extraordinary
  ability allows wise women to detect illusions of Genie Kind
  
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  with no penalty, as described in Arabian Adventures. The DC
  of perceive truth checks for this ability is 25.
  Reveal Enchantments: This extraordinary ability is fully
  described in Arabian Adventures, until reaching 15
  th level it
  does not affect enchantments of Genie Kind. The DC of
  perceive truth checks for this ability is 25
  Reveal 
  Enchantments 
  of 
  Genie 
  Kind: 
  This
  extraordinary 
  ability 
  allows 
  wise 
  women 
  to 
  reveal
  enchantments of Genie Kind with no penalty, as described in
  Arabian Adventures. The DC of perceive truth checks for this
  ability is 30.
  True Sight: The Hakima’s perception has advance to the
  point that the Hakima functions as though continually affected
  by the divine spell true seeing. This is an extraordinary ability.
  Sha’irs
  "Go down," said the magician; "at the foot of those steps
  you will find an open door leading into three large halls. Tuck
  up your gown and go through them without touching anything,
  or you will die instantly. These halls lead into a garden of fine
  fruit trees. Walk on till you come to a niche in a terrace where
  stands a lighted lamp. Pour out the oil it contains and bring it
  to me."
  He drew a ring from his finger and gave it to Aladdin,
  bidding him prosper. Aladdin found everything as the
  magician had said, gathered some fruit off the
  trees, and, having got the lamp, arrived at the
  mouth of the cave. The magician cried out in
  a great hurry:
  "Make haste and give me the lamp."
  This Aladdin refused to do until he was out
  of the cave. The magician flew into a terrible
  passion, and throwing some more powder on
  the fire, he said something, and the stone rolled
  back into its place.
  The magician left Persia forever, for he
  was no uncle of Aladdin's, but a cunning
  magician who had read in his magic
  books of a wonderful lamp, which would
  make him the most powerful man in the world.
  Though he alone knew where to find it, he could
  only receive it from the hand of another. He had
  picked out the foolish Aladdin for this purpose, intending to
  get the lamp and kill him afterwards.
  For two days Aladdin remained in the dark, crying and
  lamenting. At last he clasped his hands in prayer, and in so
  doing rubbed the ring, which the magician had forgotten to
  take from him. Immediately an enormous and frightful genie
  rose out of the earth, saying:
  "What wouldst thou with me? I am the Slave of the Ring,
  and will obey thee in all things." – from the tale of Aladdin
  and the Wonderful Lamp.
  Adventures: Sha’ir are legendary figures – free agents,
  unfettered by social requirement and position they live as they
  wish. Sha’irs are not at all common in the Land of Fate. These
  rare and mysterious figures make their own way in life, a
  luxury afforded to few.
  Good Sha’ir seek to use their gifts to the betterment of the
  common folk and deal with the fickle wishes of the genies
  whom they summon. Evil Sha’ir are as a desert sand storm.
  They enslave genies and pursue their own selfish interests –
  no matter the cost.
  Sha’irs are a precious commodity in the Land of Fate.
  Their power over genies is particularly useful in the Land of
  Fate. Indeed, even inexperienced Sha’ir often find themselves
  sought by powerful merchants and rulers.
  Characteristics: Sha’irs are unique and mysterious
  figures in the Land of Fate. Unlike traditional Zakharan
  spellcasters, their spells do not come from as a result of years
  of study. Sha’irs acquire their magicks and enchantments
  through the workings of genies.
  Accomplished sha’irs have genies at their very command,
  and they alone possess the secrets of geniekind. Sha’irs draw
  their magicks from the planes themselves, unburdened by such
  concepts as provinces and piety.
  Alignment: A sha’irs magic powers come from the
  elemental planes and the genies that rule them. Because of
  this, a sha’irs alignment is as varied as the world or magic he
  or she seeks to rule. Sha’irs tend to have no real tendency
  toward any one alignment, although the alignment of a sha’ir
  usually influences what type of gen he or she summons.
   Religion: Sha’irs are ever wary and watchful of
  the Gods. Like all Zakharans sha’irs accept the
  existence and superiority of the great gods. Unlike
  their fellow Zakharans, however, sha’ir rarely choose
  to actively venerate any particular god. Their
  dealings with their genie and gen occupy most of
  their time and the little contact they do have with
  the church is almost always negative. Sha’ir’s
  free use of divine magic garners them no favor
  from the servants of the Gods. 
   Background: Many Sha’ir are drawn
  to the art as a result of some past encounter
  with genies, drawn to the power and allure
  that the genies wield. Sha’irs can (and do) teach
  their art, and some Sha’ir seek out powerful Sha’ir
  for guidance and instruction in the art. Sha’ir take
  apprentices much less frequently then other spellcasters,
  but once basic instruction is completed the Sha’ir requires
  little more; they perfect their art as they wish, each to his own.
  Races: The will to command the genies and their kind
  springs forth in the hearts of nearly all the enlightened races.
  The ogre and the half-elf are just as likely to become sha’irs as
  humans. The one exception to this is dwarves, who often resist
  the allure of the sha’irs power. Although as accomplished at
  the profession as any of another race, their natural distaste for
  the arcane arts keeps them from embracing the teachings of
  Jafar al-Samal, first of the sha’ir.
  Other Classes: Sha’ir rarely find themselves accompa-
  nying other Zakharan spellcasters. Although no true animosity
  
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  exists between the two, there is a mutual distrust and
  misunderstanding between them. Sha’ir are only truly
  comfortable with Elemental Mages of their gen’s element.
  Clerics of the Faith and Sha’ir often find themselves at
  opposite ends, each viewing the other as misguided and
  dangerous. Moralists, in particular, see the Sha’irs use of
  divine magic as heathenistic at best. Sha’ir are sometimes
  found adventuring with Hakima, each finding the others skills
  a great compliment to his or her own.
  GAME RULE INFORMATION
  Sha'ir have the following game statistics.
  Abilities: Charisma determines how quickly a sha’irs gen
  can find a spell, the chance of the gen locating the spell, and
  how hard the spell is to resist. The Difficulty Class of a saving
  throw against a sha’ir’s spell is 10 + the spell’s level + the
  sha’ir charisma modifier. Charisma, Intelligence, and Wisdom
  are important for many of the sha’irs class skills.
  Alignment: Any (though it must share at least one aspect
  of the gen familiar’s alignment).
  Hit Die: d4.
  CLASS SKILLS
  The Sha'ir's Class Skills (and the key abilities for each skill)
  are Alchemy (Int), Concentration (Con), Craft (Int), Heal
  (Wis), Knowledge (all skills, taken individually) (Int),
  Diplomacy (Cha), Profession (Wis), Scry (Int, exclusive skill),
  Spellcraft (Int).  See PHB Chapter 4: Skills for skill
  descriptions.
  Skill Points at 1st level: (2 + Int modifier) x 4.
  Skill Points at Each Additional Level: 2 + Int modifier.
  CLASS FEATURES
  Spells: Sha’irs do not memorize and cast spells in the
  same way that elemental mages and saher do. Instead the
  Sha'ir uses his gen familiar to retrieve an arcane or divine spell
  from extra-planar sources. This power is described fully in
  Arabian Adventures.
  Sha’irs may send their gen to look for any spell, Arcane
  or Divine, but the time it takes the gen to search and the DC
  for the gen to locate the spell very depending on the spell’s
  type. Gen may only hold one spell at a time.
  If the Sha’ir requests an Arcane spell that a Sorcerer of
  his level and Charisma could normally cast (according to
  PHB, Table 3-16), then the gen searches for 1d6 rounds plus 1
  round per level of the spell.
  If the sha’ir requests an Arcane spell that a Sorcerer of his
  level and Charisma could not normally cast, then the gen
  searches for 1d6 minutes plus one minute per level of the
  spell.
  If the spell is not native to the Land of Fate or is a Priest,
  Druid, Bard, Ranger, or Paladin spell, the gen searches for 1d6
  hours plus one hour per level of the spell.
  Table 3-3 shows the DC of a given spell search and factors
  that modify the spell search roll.
  Table 3-3: Spell Search
  DC
  Spell Type
  10
  General Knowledge (i.e. 2
  nd level or lower) Arcane spell
  12
  Other sorcerer/wizard spell
  18
  Divine, Cleric, Druid, Bard, Paladin, Ranger, or Outland spell
  Modifiers to the Spell Search Roll
  Each level of the Sha’ir: +1
  Each level of the spell being sought: -2
  Repeating a failed search of the same day: -2 (cumulative)
  The Sha’ir’s Charisma bonus
  The sha'ir can cast a spell in the same round that the gen
  returns with it as a movement equivalent action without
  provoking an attack of opportunity.  Sha'ir may choose to
  "take ten" but this means the gen will be gone for the longest
  possible time (6 rounds/minutes/hours plus one per spell
  level). Sha’ir may not "take twenty" for spell search rolls.
  Sha’irs who request divine spells have a chance of
  attracting the unwanted attention of the gods who grant such
  spells. There is a risk of ten percent per level of the divine
  spell that “divine retribution” will result from the attempt.
  This is fully described in “The Perils of Priest Spells” on page
  99 of Arabian Adventures.
  Bonus Languages: A Sha’ir’s list of bonus languages
  includes Aquan, Auran, Ignan, and Terran, in addition to the
  Table 3-2: The Sha’ir
  Level Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1
  +0
  +0
  +0
  +2
  Summon Gen, Get
  Spells, Scribe Spells
  2
  +1
  +0
  +0
  +3
  3
  +1
  +1
  +1
  +3
  Recognize work of
  Geniekind
  4
  +2
  +1
  +1
  +4
  5
  +2
  +1
  +1
  +4
  Call upon Jann
  6
  +3
  +2
  +2
  +5
  7
  +3
  +2
  +2
  +5
  Elemental Protection
  8
  +4
  +2
  +2
  +6
  9
  +4
  +3
  +3
  +6
  Call upon Genie
  10
  +5
  +3
  +3
  +7
  11
  +5
  +3
  +3
  +7
  Bind a Genie into
  Servitude
  12
  +6/+1
  +4
  +4
  +8
  13
  +6/+1
  +4
  +4
  +8
  Create Genie Prison
  14
  +7/+2
  +4
  +4
  +9
  15
  +7/+2
  +5
  +5
  +9
  Elemental Travel
  16
  +8/+3
  +5
  +5
  +10
  17
  +8/+3
  +5
  +5
  +10
  18
  +9/+4
  +6
  +6
  +11
  Receive an Audience
  19
  +9/+4
  +6
  +6
  +11
  20
  +10/+5
  +6
  +6
  +12
  
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  bonus languages available to the character because of his her
  race. These are the languages of genies and other elemental
  creatures.
  Summon Gen:
  Recognize Genie Work:  The sha'ir may add +1 to the
  roll for every level of sha'ir possessed. If the sha’ir has 5 or
  more ranks of Knowledge (Genie Lore), he receives a +2
  bonus for checks made to recognize Genie Work. The DC for
  this skill varies with circumstances, see table 3-4.
  Table 3-4: Recognize Genie Work
  DC Task
  20
  Identify invisible, disguised, or polymorphed genies.
  20
  Recognize items created by genies.
  25
  Recognize items created by tasked genies.
  25
  Recognize that a spell has been cast by a noble genie.
  30
  Recognize that a spell has been cast by a genie.
  35
  Recognize spells cast by a sha'ir.
  Call Upon the Jann:  The DC to get a Jann's attention is
  20. The sha'ir may add +1 to the roll for every level of sha'ir
  possessed.
  Elemental Protection:  As per Arabian Adventures, page
  103.
  Call a Genie:  The DC to get a genie’s attention is 20.
  The sha’ir may add +1 to the roll for every level of sha’ir
  possessed.*
  Request a service:  The genie may make a Will save vs.
  DC 30 with the roll modified as per Arabian Adventures,
  pages 104 and 105.  Failure indicates that the genie is willing
  to perform the sha’ir’s requested task.
  Bind a Genie:  To determine whether a genie accepts the
  sha'ir's offer of servitude, the genie may make a save vs. Will
  against a DC of 30.  Failure indicates the genies' willingness to
  accept the sha'ir's offer.*
  Create Genie Prison:  The DC to create a Genie Prison
  is 20.  The Sha'ir may add any Charisma bonus and a synergy
  bonus of +2 for a related craft or profession skill to the check.
  Elemental Travel:  The DC to travel to an elemental
  plane is 15. The sha’ir may add any charisma bonus to the
  check. Failure indicates bad timing and the sha’ir must wait
  ten minutes before attempting to travel again. The sha’ir can
  also bring along passengers of an amount equal to his or her
  experience level as a sha’ir, unwilling passengers are entitled
  to make a Will save with a DC equal to the level of the sha’ir.
  Further information regarding this ability is described in
  Arabian Adventures, page 109.
  Receive an Audience:  As per Arabian Adventures, pages
  109 and 110.
  * Optionally: The DC for this ability may be increased. Some
  DMs may feel that the greater genies are inherently more
  difficult to summon then Jann, and that some races in
  particular (Efreeti, for example) are even more difficult. DMs
  should adjust the DC as they see fit.
  
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  Prestige Classes
  Aged Master
  Eternal balancers, more devoted to the land, which is
  everlasting, then to people, who like matches are struck once
  and then extinguished. Wanderers and teachers, this group of
  incredibly old and (usually) very wise men and women
  exemplify this balance. They instruct men and women to live
  within their boundaries rather than expanding, attempting to
  preserve the fragile balance of the land.
  For more information, please consult Arabian Adventures.
  Hit Die: d8
  REQUIREMENTS
  To qualify to become an aged master, a character must fulfill
  all the following criteria.
  Alignment: True Neutral.
  Spellcasting: Ability to cast 7 different elemental or
  nature spells, one of which must be of 3
  rd level or higher.
  Knowledge (Nature): 10 ranks.
  Wilderness Lore: 10 ranks.
  CLASS SKILLS
  The aged master’s class skills (and the key ability for each
  skill) are forthcoming.
  CLASS FEATURES
  All of the following are class features of the aged master
  prestige class.
  Immunity to Weapon Type: This ability functions as
  described in Arabian Adventures. This is an extraordinary
  ability that develops as a result of the aged masters extreme
  devotion to balance.
  Immunity to Element: This ability functions as
  described in Arabian Adventures. This is an extraordinary
  ability that develops as a result of the aged masters extreme
  devotion to balance.
  Immunity to Creature Type: This ability functions as
  described in Arabian Adventures save that it affects an entire
  creature type (such as goblinoids, undead, or giants) instead of
  only a single creature. This is an extraordinary ability that
  develops as a result of the aged masters extreme devotion to
  balance.
  Immunity to Death: This ability functions as described
  in Arabian Adventures, malicious devices can still result in the
  Aged Masters death. This is an extraordinary ability that
  develops as a result of the aged masters extreme devotion to
  balance.
  Previous Life: When a player retires the Aged Master the
  player may begin a new character at two levels higher then the
  base starting level (DM’s judgment applies) so long as the
  character takes the Kahin template. A reward for achievements
  in a “previous life.”
  Holy Slayer
  Holy slayers are the ghosts of the deserts. They mete out
  justice and threats in a manner that intimidates and frightens
  most foreigners as well as many Zakharans. Also called
  assassins, these characters view an opposing army or nation
  as a great beast to be slaughtered, or at least confused by the
  severing of its head. Sometimes the mere warning that a holy
  slayer is nearby is enough to turn away those who seek to
  harm the assassin’s people.
  This prestige class represents more then just those who
  act as mindless servant for the order, unknowing of who they
  serve. True Holy Slayers are in the upper echelon of their
  fellowships, loyal servants to their faith.
  For more information, please consult Arabian Adventures.
   Hit Die: d6
  REQUIREMENTS
  To qualify to become a Holy Slayer, a character must fulfill all
  the following criteria.
  Alignment: Lawful Neutral, Lawful Evil.
  Move Silently: 8 ranks.
  Hide: 8 ranks.
  Disguise: 4 ranks.
  Knowledge (Religion): 4 ranks.
  Special: Prospective holy slayers must be chosen by the
  organization; they cannot simply seek it out. Characters who
  have a strong understanding of their faith and useful skills
  may attract the eye of such a powerful organization, and must
  take an oath of loyalty to join. Some Holy Slayer Fellowships
  have unique requirements. The Soft Whisper, for example,
  accepts only female recruits. Other organizations require more
  “binding” oaths. The Everlasting (detailed in Assassin
  Mountain) use an Oathbinder Genie to magically bind its
  followers.
  CLASS SKILLS
  The holy slayer’s class skills (and the key ability for each
  skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int),
  Table 3-5: The Aged Master
  Class
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Spells
  per
  Day
  1
  st
  +0
  +2
  +0
  +2
  Previous Life
  2
  nd
  +1
  +3
  +0
  +3
  Elemental Immunity
  3
  rd
  +1
  +3
  +1
  +3
  Weapon Immunity,
  Creature Immunity
  4
  th
  +2
  +4
  +1
  +4
  Elemental Immunity
  5
  th
  +2
  +4
  +1
  +4
  Weapon Immunity,
  Creature Immunity
  6
  th
  +3
  +5
  +2
  +5
  Elemental Immunity
  7
  th
  +3
  +5
  +2
  +5
  Weapon Immunity,
  Creature Immunity
  8
  th
  +4
  +6
  +2
  +6
  Elemental Immunity
  9
  th
  +4
  +6
  +3
  +6
  Weapon Immunity,
  Creature Immunity
  10
  th
  +5
  +7
  +3
  +7
  Immunity to Death
  
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  Decipher Script (Int, exclusive skill), Diplomacy (Cha),
  Disable Device (Int), Disguise (Cha), Escape Artist (Dex),
  Forgery (Int), Gather Information (Cha), Hide (Dex),
  Innuendo (Wis), Intimidate (Cha), Intuit Direction (Wis),
  Jump (Str), Knowledge; Religion (Int), Listen (Wis), Move
  Silently (Dex), Open Lock (Dex), Read Lips (Int, exclusive
  skill), Search (Int), Sense Motive (Wis), Spot (Wis), Swim
  (Str), Tumble (Dex), Use Magic Device (Cha, exclusive skill),
  and Use Rope (Dex). See Chapter 4: Skills in the Player’s
  Handbook for skill descriptions.
  Skill points at Each Level: 4 + Int Modifier.
  CLASS FEATURES
  All of the following are class features of the holy slayer
  prestige class.
  Weapon and Armor Proficiency: A holy slayer’s
  weapon training focuses on those needed for their craft. Holy
  slayers are proficient in the crossbow (hand, light, or heavy),
  dagger (any type), dart, rapier, sap, shortbow (normal and
  composite), and short sword. They are also proficient in the
  “Sword of the Faith,” a one handed weapon which serves as
  the trademark of their organization (a jambiya, for example).
  Holy slayers are proficient with light armor but not with
  shields. Note that armor check penalties apply to the skills
  Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
  and Tumble, and that carrying heavy gear imposes a check
  penalty on the swim check.
  Sword of the Faith: The sword of the faith doesn’t
  actually have to be a sword at all. Every holy slayer group
  has a weapon that serves as the trademark of the
  organization. These are the weapons holy slayers must use
  in holy slayings, often leaving them behind as a sign to the
  unfaithful. Because of their constant use of this weapon
  they receive additional bonuses when using it. Under the
  Base Attack Bonus for Holy Slayers the number in
  parenthesis is the bonus to attack they receive when using
  this weapon.
  Fellowship Abilities: Each holy slayer fellowship can
  grant certain abilities to their members that others do not.
  These very from group to group and are generally gained at
  1
  st, 4
  th, 7
  th, and 10
  th levels. Each groups fellowship abilities
  should be unique, and the DM and players are free to create
  their own. These abilities only function so long as the slayer is
  performing an official operation.
  An example of abilities granted to one particular
  fellowship is outlined below. The Everlasting, holy slayers of
  Hajama, use their Oathbinder Genie ceremony to grant their
  members the following spell-like powers:
  First Level: The slayer gains the supernatural ability to
  Change Face, gaining the ability to alter his appearance once a
  week by an act of sheer will.
  Fourth Level: The slayer gains the supernatural ability to
  Hide in Plain Sight, functioning as though he were under the
  effects of an invisibility spell once per week.
   
  Seventh Level: The slayer gains the supernatural ability
  to Evade Eyes, functioning as though under the effects of a
  blur spell once per week.
  Tenth Level: The slayer gains the supernatural ability,
  Stealth of the Righteous. He functions as though he were under
  the affect of a Nondetection spell that he had cast.
   
  Others groups may receive powers particular to their
  training; they need not be of magical origin.  No matter what,
  holy slayers mental conditioning allows them to use these
  abilities only in the cause of the faith.
  Indomitable Belief: Though some are certainly more
  so than others, holy slayers are fanatic by definition.  One
  must be to assassinate for the cause.  In the face of the
  unenlightened, offenders of the slayers faith (enlightened
  or not), and any time the slayer is performing an official
  mission, this strong belief manifests itself to help the
  slayer against certain effects.   At 3
  rd level, holy slayers
  may apply their wisdom modifier to their Fortitude saving
  through and at 7
  th level their Reflex saving throw.
  At 5
  th level, the holy slayer receives the rogue ability
  Slippery Mind, and at 9
  th level, the slayer make attempt
  three times, not one, to “snap out” of the charm. These
  attempts are always made the round following the last failed
  saving through (each time the slayer fails, he or she waits an
  additional round to try again, with three rerolls possible).
  Again, these abilities only take effect in the situations
  mentioned above.
  Sneak Attack: This ability functions identically to the
  ability outlined for the Rogue class in the Player’s
  Handbook. The extra damage increases by 1d6 every other
  level.
  Death Attack: This ability functions identically to
  the ability outlined for the Assassin prestige class in the
  Dungeon Master’s Guide. Holy slayers do not receive
  the option to paralyze victims of their Death Attack,
  instead holy slayers always use this ability to attempt
  to slay enemies of the faith.
  Poison Use: Holy slayers are trained in the use of
  poison and never risk accidentally poisoning themselves
  when applying poison to a blade. Although holy slayers
  are proficient in poison use, they are forbidden from
  using a poison that has fatal results; ingestive poison in
  particular is never used in a holy slaying.
  The Call: Holy slayers always operate at the whim
  of the Grandfather (the leader of their organization). The
  Call is fully described in Arabian Adventures.
  Table 3-6: The Holy Slayer
  Class
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1
  st
  +0 (+1)
  +0
  +2
  +0
  Poison Use, Death Attack,
  Fellowship Ability
  2
  nd
  +1 (+2)
  +0
  +3
  +0
  Sneak Attack (1d6)
  3
  rd
  +2 (+3)
  +1
  +3
  +1
  Indomitable Belief (Fortitude)
  4
  th
  +3 (+4)
  +1
  +4
  +1
  Sneak Attack (2d6),
  Fellowship Ability
  
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  5
  th
  +3 (+5)
  +1
  +4
  +1
  Slippery Mind (1)
  6
  th
  +4 (+6)
  +2
  +5
  +2
  Sneak Attack (3d6)
  7
  th
  +5 (+7)
  +2
  +5
  +2
  Indomitable Belief (Reflex),
  Fellowship Ability
  8
  th
  +6 (+8)
  +2
  +6
  +2
  Sneak Attack (4d6)
  9
  th
  +6 (+9)
  +3
  +6
  +3
  Slippery Mind (3)
  10
  th
  +7 (+10)
  +3
  +7
  +3
  Sneak Attack (5d6),
  Fellowship Ability
  Merchant
  Not all merchants are out-and-out thieves (despite the
  protestations of many cash-poor PCs to the contrary). Many,
  however, are rogues, and
  they exemplify the social
  nature of the their class:
  they are friendly, willing to
  do business, and try not to
  steal too much from their
  targets 
  (after 
  all, 
  poor
  targets don’t have that much
  to steal the next time). Such
  merchant-rogues 
  are 
  the
  focus of this template. They
  may be found anywhere—at
  sea, in a desert caravan, or
  operating a small booth in a bazaar.
  For more information, please consult Arabian Adventures.
  Hit Die: d6
  REQUIREMENTS
  To qualify to become a merchant, a character must fulfill all
  the following criteria.
  Profession (any): 8 ranks and Craft: (any): 4 ranks.
  OR
  Profession (any): 4 ranks and Craft: (any): 8 ranks.
  Sense Motive: 6 ranks.
  Special: Any would-be merchant needs 5000gp in order
  to set up a shop. The rise and fall of this merchantile empire
  are dealt with under the “Owning a Business” ability, but after
  starting a business the merchant never loses his status – even if
  that business should fail.
  CLASS SKILLS
  The merchant’s class skills (and the key ability for each
  skill) are Appraise (Int), Bluff (Cha), Craft (all) (Int),
  Decipher Script (Int), Diplomacy (Cha), Disable Device (Int),
  Forgery (Int), Gather Information (Cha), Intimidate (Cha),
  Knowledge (local, geography) (Int), Pick Pocket (Dex),
  Profession (all), Sense Motive (Wis), Speak Language Use
  Magic Device (Cha). See Chapter 4 of the Player’s Handbook
  for skill descriptions.
  Skill points at Each Level: 8 + Int Modifier.
  CLASS FEATURES
  All of the following are class features of the merchant prestige
  class.
  Buying in Bulk: This ability functions as described in
  Arabian Adventures.
  Buying on the Black Market: Not all goods are
  accompanied by the appropriate record of transfer, and
  sometimes just how a certain customer got his hands on a rare
  vase from the Grand Caliph’s inner palace is not something
  one wants to think about. This ability
  Owning a Business: This ability functions as described in
  Arabian Adventures.
  Bonus Languages: Enterprising merchants will travel to
  the ends of the Zakhara in search of new and exotic goods that
  they can sell to their customers. This travel frequently brings
  merchants into contact with a variety of foreign dialects and
  strange customs. Every two levels the merchant can learn a
  new language or his or her choice.
  Intuition: Merchants have a knack for knowing exactly
  what their customer wants to hear. Many customers have been
  idly passing by when merchants have offered the a price that
  the customer simply couldn’t pass up. Merchants receive a
  bonus to sense motive skill roll of +4 at second level, +6 at
  sixth level and +8 at tenth level. This bonus stacks with any
  other bonus the Merchant may possess.
  Illicit Venues: Having been in operation for some time
  now, the merchant has picked up on most of the “question-
  able” and probably illegal activities going on in the city. This
  ability grants the merchant access to such areas of the city in
  which he or she runs his or her operation and knowledge of
  similar operations in other cities. Examples of such illicit
  venues include: gambling, prostitution (almost unheard of in
  the Land of Fate) and slavery of the innocent.
  Second Hand Stories: This ability functions similarly to
  the Bardic Knowledge ability described in The Player’s
  Handbook. At 4
  th level the ability allows the merchant to know
  something about an item that has fallen into his possession and
  at 8
  th level this ability allows merchants a chance to know a
  little about a place that the merchant finds himself in.
  Table 3-7: The Merchant
  Class
  Level
  Base
  Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  1
  st
  +0
  +0
  +2
  +2
  Owning a Business
  2
  nd
  +1
  +0
  +3
  +3
  Bonus Language, Intuition
  3
  rd
  +2
  +1
  +3
  +3
  Buying in Bulk
  4
  th
  +3
  +1
  +4
  +4
  Bonus Language, Merchant
  Lore
  5
  th
  +3
  +1
  +4
  +4
  Black Market
  6
  th
  +4
  +2
  +4
  +4
  Bonus Language, Intuition
  7
  th
  +5
  +2
  +5
  +5
  Illicit Ventures
  8
  th
  +6
  +2
  +5
  +5
  Bonus Language, Merchant
  Lore
  9
  th
  +6
  +3
  +5
  +5
  Item Lore
  10
  th
  +7
  +3
  +6
  +6
  Bonus Language, Intuition
   
  
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  Chapter Four
  Al-Qadim Rules
  
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  On the Focus of this Section
  This section encompasses some Al-Qadim specific rules and
  notes that needed to be addressed with the coming of third
  edition. Currently it includes a conversion of the second
  edition horse quality rules as well as some notes on the social
  modifiers mentioned extensively in the character template
  section.
  Horse Quality
  The rules for horse quality do not appear to have made the
  conversion to Third Edition. Instead of having a “masterwork”
  horse, the following are a conversion of the horse quality
  rules. These rules are of prime importance for characters
  taking the desert rider template. These rules apply to light
  horses, such as Arabians. Horse quality for other mounts could
  easily be extrapolated from this table, however.
  Quality
  Speed
  Carrying Capacity
  Cost
  Nag
  45 ft.
  125 lbs.
  –
  Broken Down
  50 ft
  175 lbs.
  –
  Average
  60 ft.
  225 lbs.
  75 gp.
  High Spirited
  70 ft.
  275 lbs.
  150 gp.
  Charger
  75 ft.
  325 lbs.
  300 gp.
  Social Modifiers
  Most social penalties and bonuses affect social skills and
  checks. This includes (but is not limited to): Table 5-4 in the
  DMG, Influencing NPC Reactions, Charisma ability checks,
  Bluff, Diplomacy, Disguise, Gather Information, Hide,
  Intimidate, and Perform skill checks.
  That is not to say that these are the only skill checks
  affected; these social modifiers can affect other skills as well.
  A DM might rule (for example) that a player’s pickpocket
  attempt on individuals with whom their character receives a
  social penalty is more difficult. Because the individual would
  be wary and mistrustful of the character, the DM tells the
  player to subtract the social penalty from his or her pickpocket
  roll. The skills listed above merely offer DMs a good
  guideline for when to apply these penalties or bonuses.
  In most circumstances a penalty is what it is, a penalty. A
  moralist has a more difficult time gathering information in any
  given town then a well-liked barber. In some circumstances,
  however, the social penalty can be added as a bonus to certain
  skill checks. That same moralist (for example) has an easier
  time intimidating (that is to say, “converting”) a merchant he
  finds packing up his wares late at night. At the same time a
  Farisan may have a more difficult time intimidating a member
  of his own faith who recognizes the farisan as such. Ultimately
  in these situations DMs are advised to use their own judgment.
  Armor in Fiery Zakhara
  Quite simply it is not as easy to wear some of the armor
  commonly warn by player characters in the hot arid climate of
  Zakhara.
  In hot regions the Max Dex number for all armor is
  reduced by 3 points. Masterwork armors are better ventilated
  then other armors and generally feel lighter. As such they only
  suffer a 2 point reduction to the Max Dex number. Mithril and
  star/tower metal only suffer a one point reduction.
  This penalty may be alleviated at night (starting shortly
  after evening prayer) and underground (in cooler subterranean
  locations).
  
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  Chapter Five
  Gods and Faiths
  
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  Great Gods
  Religion has a very important place in the world of Zakhara
  and in any Al-Qadim campaign. For full information on the
  gods of Zakhara please consult the Land of Fate boxed set.
  Unlike other gods in other realms, the Great Gods have no
  alignment; they are above such concepts as good and evil or
  law and chaos.
  Hajama the Courageous
  Brave Hajama, this Great God represents the ideal of
  courage in the face of opposition. The domains he is
  associated with are War and Strength. The short sword is his
  favored weapon.
  Hakiyah of the Sea Breezes
  Also known as Hakiyah the honest, this Great God
  symbolizes truth. The domains she is associated with are Air,
  Water, and Knowledge. The quarterstaff is her favored
  weapon.
  Haku, Master of the Desert Wind
  Known as Free Haku, this god represents personal
  independence. The domains he is associated with are Air,
  Luck, and Travel. The scimitar is his favored weapon.
  Jauhar the Gemmed
  Representing wealth, this goddess is sometimes called
  Jauhar the Gem Studded. She is considered a Great God only
  in by the Pantheist League, replacing Bountiful Jisan. The
  domains she is associated with are Prosperity and Luck. Her
  favored weapon is the ankus.
  Jisan of the Floods
  Also called Jisan the Bountiful, this Great Goddess
  symbolizes fertility and productivity. The domains she is
  associate with are Water, Luck, and Prosperity. Her favored
  weapon is the spear.
  Kor the Venerable
  Also known as Old Kor, this Great God represents
  wisdom. The domains he is associated with are Knowledge,
  Strength, and Sun. The battle-axe is his favored weapon.
  Najm the Adventurous
  Adventure and curiosity are the ideals of this Great God.
  The domains Najm is associated with are Travel, Protection,
  and Knowledge. The short bow is Najm’s favored weapon.
  Selan the Beautiful Moon
  Also called Selan the Gracious and Selan of the Garden,
  this Great Goddess represents divine pulchritude and heavenly
  grace. The domains she is associated with are Sun and Beauty.
  The morning star is her favored weapon.
  Zann the Learned
  Also called Zann the Marvelous, this Great God is a
  scholar’s deity, for he epitomizes learning and intelligence.
  The domains he is associated with are Knowledge, Magic, and
  Water. The quarterstaff is his favored weapon.
  Priests of the Pantheon are recognize only Hajama, Jauhar,
  Kor, Najm, and Selan. These make up the gods of the
  pantheon, considered by pantheists to be the only true Great
  Gods.  Pantheists are fully described in the Land of Fate boxed
  set and may still select and receive spells as any other Cleric
  of the Faith.
  Common Gods
  Common or local Gods are beings that are recognized with
  great favor in some specific regions of Zakhara and generally
  fail to enjoy the popularity of the Great Gods.
  Bala of the Tidings
  Also called Bala of Ill Tidings, this common god of music
  was openly beloved in Mahabba, long ago. The domains she is
  associated with are Music, Protection, and Trickery. The
  jambiya is her favored weapon.
  Vataqatal the Warrior-Slave
  Also called the Master of the Battlefield, this common
  god represents duty and strife. The domains he is associated
  with are War and Strength. The great scimitar is his favored
  weapon.
  The temple of ten thousand gods
  Priests of the Temple of Ten Thousand Gods are an
  oddity among the enlightened faiths. Believing that all gods
  are merely aspects of the same divine power, followers of this
  pragmatic faith may select their domains freely, based on their
  own personal inclinations.
  New Domains
  These new domains relate to the concepts governed by
  specific Zakharan Gods. These domains are not available to
  characters who have not taken one of the native Zakharan
  priest templates.
  Prosperity Domain
  Deities: Jauhar, Jisan
  Granted Power: Appraising, Bluff, and Sense Motive are
  class skills for you. You may cast Prosperity spells at +1 cast
  level.
  
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  Domain Spells:
  1 
  Divine Favor: You gain attack, damage bonus, +1 /
  three levels.
  2 
  Create Food and Water: Feeds three humans (or
  one horse) / level.
  3 
  Minor Creation:  Creates one cloth or wood object.
  4 
  Major Creation: As minor creation, plus stone and
  metal.
  5 
  Fabricate: Transforms raw materials into finished
  items.
  6 
  Heroes' Feast: Food for one creature/level cures and
  blesses.
  7 
  Sequester: Subject is invisible to sight and scrying.
  8 
  Limited Wish: Alters reality – within spell limits.
  9 
  Miracle: Requests a deity’s intercession.
  Beauty Domain
  Deities: Selan
  Granted Power: You add your Charisma modifier to the DC
  of any spells you cast in the Enchantment school. Once per
  day per cleric level, you may cast the Arcane spell Daze.
  Domain Spells:
  1 
  Charm Person:  Makes one person your friend.
  2 
  Enthrall: Captivates all within 100 ft. + 10 ft./level
  3 
  Suggestion:  Compels subject to follow stated course
  of action.
  4 
  Lesser Geas: Commands subjects of 7 HD or less.
  5 
  Charm Monster: Makes monster believe it is your
  ally.
  6 
  Geas/Quest: As lesser geas, plus it affects any
  creature.
  7 
  Mass Suggestion: As suggestion, plus one/level
  subjects.
  8 
  Mass Charm: As charm monster, but all within 30
  ft.
  9 
  Sympathy: Object or locations attracts certain
  creatures.
  Music Domain
  Deities: Bala
  Granted Power: Performance is a class skill for you. Your
  Music domain spells are always chanted or sung. Once per day
  you may use a “Bardic Music” effect of your choice.
  Domain Spells:
  1. 
  Ghost Sound: Figment sounds.
  2. 
  Sound Burst: Deals 1d8 sonic damage to subjects;
  may stun them.
  3. 
  Sculpt Sound: Creates new sounds or changes
  existing ones.
  4. 
  Emotion: Arouses strong emotion in subject.
  5. 
  Shout: Deafens all within cone and deals 2d6
  damage.
  6. 
  Power Word, Stun: Stuns creature with up to 150
  hp.
  7. 
  Holy Word: Kills, paralyzes, weakens, or dazes
  nongood subjects.
  8. 
  Power Word, Blind: Blinds up to 200 hp worth of
  creatures.
  9. 
  Power Word, Kill: Kills one tough subject or many
  weak ones.
  
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  Chapter Six
  Items & Equipment
  
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  Masterwork Items
  Hashish
  Aside from other effects, it renders the user immune to fear
  and inures them to pain. Any pain-based effect is ignored, and
  a character does not become clobbered, staggered or
  unconscious from hit point loss ~ although they still lose 1 hit
  point for every round of strenuous action they take while at
  negative hit points, often meaning losing 2 a round (if moving
  and taking standard action). Frequently used by assassins. 1gp.
  Khubz
  A nourishing & tasty ground-baked hardbread with nuts and
  other ingredients this food is made by the al'Hadhar. Provides
  a day's nourishment without the effect of doubling water needs
  (as dried and preserved foods often do), weighing 0.5 lbs and
  lasting indefinitely if kept wrapped. It is made by characters
  with the Profession (baker) skill with a DC of 20 (see Craft
  skill for time etc.) 5gp
  Yansoon
  Al’Badia spiced medicinal tea. Healing as for complete
  bedrest can be gained while engaged in light activity. If taking
  complete bedrest healing is character level x2. 5gp for day's
  dose which must be drunk 3 times during day to benefit,
  require boiling water to use. Preparing is skill check vs DC 15
  (Profession Herbalist or Cook applies, Wis based, only one
  check required for the day, rolled at end of day). It does not
  promote healing if engaged in strenuous activity (recipient
  must have been eligible for natural healing for any benefit to
  be received). If the maker has Greater Success (roll 25+), the
  tea also adds +1 point to ability damage healing (again, only if
  some natural healing took place).
  Nuss
  The name of a bush of the Crowded Sea from which a
  mundane potion of the same name is made granting its user
  the ability to breath water for 2 hours. The potion is rarely
  found away from the Crowded Sea and southern ports. It is
  made by characters with the Profession ( herbalist) skill with a
  DC of 25 (see Craft skill for time etc.).
  (This cheaper and weaker alternative to a Water Breathing
  Potion is intended to help the odd underwater excursion,
  particularly in campaigns in southern waters).
  
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  Chapter Seven
  Spells & Casters
  
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  Zakharan  magic
  Zakharan magic is unique in the world. All spells native
  to the Land of Fate fall in one of five provinces. An arcane
  spellcaster may only cast the spells of a given province if he or
  she has selected the appropriate elemental province feat. The
  sole exception to this is the universal province, from which all
  arcane magic users may draw their spells.
  There are three unique types of Zakharan spellcasters.
  Sha’irs, those rare individuals who draw their magic powers
  from genies and their kind, are fully detailed in Chapter 3:
  Character Classes. The others are described below.
  Sahers, meaning sorcerer, is the name given to the
  common mages of the land. Since sorcerer is already the name
  of a standard class in Third Edition, the sorcerer from Al-
  Qadim now uses the Midani word, saher. Sahers must take the
  Elemental Province feat when choosing the Saher template,
  but they may select two provinces instead of one. In most
  respects Sahers function as common wizards, for more
  information see the “Wizard” entry in the Player’s Handbook.
  Elemental Mages are specialists in a particular element.
  Characters taking the elemental mage template must take the
  Elemental Province feat simultaneously. Elemental Mages
  receive the Elemental Resistance feat with the elemental they
  select for the Elemental Province feat being the element they
  have resistance against. Elemental Mages are specialists as per
  the Player’s Handbook and are entitled to all specialist
  abilities. For more information see the “Wizard” entry in the
  Player’s Handbook.
  Arcane spellcasters native to Zakhara who can not take
  the Elemental Province feat (Rawun for example) are limited
  to the universal province.
  New Familiars
  Gens are the elemental familiars of Sha’irs. When a Sha’ir
  attempts to summon a familiar the only type of familiar that he
  or she may summon is one of the four elemental Gens,
  described below. The Sha’ir chooses the elemental type of
  Gen and this is almost always the type of Gen that responds to
  Sha’ir calls. Other spellcasters have, on rare occasions,
  summoned Gens to serve as their familiars. Gens only retrieve
  spells for Sha’irs, however, and are almost always found in the
  company of a Sha’ir master.
  Table 7-1: Gen Familiars
  Familiar
  Special
  Alignment Tendency
  Djinnling
  Flying Creature
  Lawful Good
  Efreetkin
  Produce Flame At Will
  Lawful Evil
  Maridans
  Underwater Creature
  Chaotic Good
  Daolanin
  Strong Attack (2d6)
  Chaotic Evil
  All Gens have the abilities ascribed to them on pages 100 –
  101 in Arabian Adventures. The rules for advancement for
  familiars described in the Player’s Handbook also apply for
  Gens. Gens have their Hit Dice, Hit Points, Saving Throws
  and Skills advance as described on page 51 of the Player’s
  Handbook. The also receive the abilities described on Talbe 3-
  19: Familiar Special Abilities. Gens uniformly deal 1d6 points
  of damage per successful attack.
  Gen are officially of Neutral alignment, but their actual
  alignment is a result of their masters alignment and the natural
  tendencies of their elemental type.
  Sha'irs gain the Elemental Resistence applied against their
  Gen's elemental type whenever the Gen is within arm's reach.
  The loss of a Sha’irs Gen results in the penalties described
  for the loss of a familiar in the Player’s Handbook. Sha’irs,
  however, need not wait more than one day before summoning
  a new familiar.
  Spell Lists
  Hakima Spell List
  Zero Level: Create Water, Cure Minor Wounds, Detect
  Poison, Guidance, Know Direction, Light, Purify Food and
  Drink, Read Magic, Virtue.
  First Level: Comprehend Languages, Cure Light
  Wounds, Death Watch, Detect Animals or Plants, Detect
  Undead, Detect Snares and Pits, Divine Favor, Endure
  Elements, Invisibility to Animals, Invisibility to Undead,
  Magic Weapon, Obscuring Mist, Pass Without a Trace,
  Protection from Chaos/Evil/Good/Law.
  Second Level: Aid, Augury, Bull’s Strength, Calm
  Emotions, Cure Moderate Wounds, Delay Poison, Find Traps,
  Gentle Repose, Remove Paralysis, Resist Elements, Shield of
  Faith, Undetectable Alignment, Zone of Truth.
  Third Level: Bestow Curse, Continual Flame, Create
  Food and Water, Cure Serious Wounds, Daylight, Dispel
  Magic, Glyph of Warding, Invisibility Purge, Locate Object,
  Magic Circle Against Chaos/Evil/Good/Law, Protection from
  Elements, Remove Curse, Remove Disease, Searing Light,
  Speak with Dead, Speak with Plants, Water Walk.
  Fourth Level: Air Walk, Cure Critical Wounds, Death
  Ward, Dimensional Anchor, Discern Lies, Divination,
  Freedom of Movement, Greater Magic Weapon, Neutralize
  Poison, Restoration, Scrying, Sending, Spell Immunity, Status,
  Tongues.
  Fifth Level: Atonement, Break Enchantment, Ethereal
  Jaunt, Flame Strike, Make of Justice, Raise Dead, Spell
  Resistance, True Seeing.
  Sixth Level: Etherealness, Find the Path, Forbiddance,
  Geas/Quest, Greater Dispelling, Greater Glyph of Warding,
  Harm, Heal, Heroes’ Feast, Word of Recall.
  Seven Level: Control Weather, Greater Restoration,
  Greater Scrying, Refuge, Repulsion, Resurrection.
  Eight Level: Anit-Magic Field, Discern Location, Fire
  Storm, Sunburst, Symbol.
  Ninth Level: Astral Projection, Foresight, Gate, Miracle,
  Storm of Vengeance, True Resurrection.
  
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  Zero Level
  Spells
  Universal Province
  Daze
  Detect Magic
  Detect Poison
  Ghost Noise
  Light
  Mending
  Prestidigitation
  Ray of Frost
  Read Magic
  Resistance
  Flame Province
  Dancing Lights
  Detect fire **
  Flare
  Sand Province
  Detect minerals and
  stone **
  Traceless Travel *
  Wind Province
  Sense weather **
  Wind compass *
  Sea Province
  Detect water **
  Float *
  Sea Sight *
  First Level
  Spells
  Universal Province
  Alarm
  Animate Rope
  Avert Evil Eye *
  Cause Fear
  Change Self
  Charm Person
  Comprehend
  Languages
  Grease
  Hold Portal
  Hypnotism
  Identify
  Jump
  Mage Armor
  Magic Missile
  Magic Weapon
  Mount
  Protection from
  Chaos/Evil/Good/Law
  Shield
  Silent Image
  Sleep
  Spider Climb
  Ventriloquism
  Unseen Servant
  Flame Province
  Burning Hands
  Endure Elements
  (fire)
  Fire Truth *
  Summon Monster I
  (fire monsters only)
  Sand Province
  Move sand *
  Sand Jambiya *
  Sand Slumber *
  Sand Quiet *
  Summon Monster I
  (earth monsters only)
  Sea Province
  Cool Strength *
  Obscuring Mist
  Waterbane *
  Summon Monster I
  (water monsters only)
  Wind Province
  Alter Normal Winds *
  Feather Fall
  Obscuring Mist
  Summon Monster I
  (air monsters only)
  Second Level
  Spells
  Universal Province
  Alter Self
  Arcane Lock
  Blindness/Deafness
  Blur
  Bull's Strength
  Cat's Grace
  Darkness
  Darkvision
  Daylight
  Detect Thoughts
  Endurance
  Invisibility
  Knock
  Levitate
  Locate Object
  Minor Image
  Mirror Image
  Misdirection
  Rope Trick
  Scare
  See Invisibility
  Shatter
  Web
  Flame Province
  Banish Dazzle *
  Continual Flame
  Fire Arrows *
  Flaming Sphere
  Pyrotechnics
  Resist Elements (fire)
  Summon Monster II
  (fire monsters only)
  Sand Province
  Dust Curtain *
  Enlarge Desert
  Creature *
  Pillar of Sand *
  Sand Shadow *
  Summon Monster II
  (earth monsters only)
  Sea Province
  Fog Cloud
  Depth Warning *
  Summon Monster II
  (water monsters only)
  True Bearing *
  Wind Province
  Fog Cloud
  Flying Jambiya *
  Summon Monster II
  (air monsters only)
  Wall Against Noise *
  Whispering Wind
  Third Level
  Spells
  Universal Province
  Blink
  Clairaudi-
  ence/Clairvoyance
  Dispel Magic
  Dispel Mirage *
  Explosive Runes
  Find Water *
  Gaseous Form
  Greater Magic
  Weapon
  Haste
  Hold Person
  Invisibility Sphere
  Keen Edge
  Lightning Bolt
  Magic Circle against
  Chaos/Evil/Good/Law
  Major Image
  Nondetection
  Phantom Steed
  Sepia Snake Sigil
  Shrink Item
  Slow
  Suggestion
  Tongues
  Flame Province
  Fireball
  Flame Arrow
  Protection from
  Elements (fire)
  Summon Monster III
  (fire monsters only)
  Sunscorch *
  Sand Province
  Hissing Sand *
  Sand Sword *
  Summon Monster III
  (earth monsters only)
  Whispering Sand *
  Sea Province
  Converse with Sea
  Creatures *
  Sleet Storm
  Stone Hull *
  Summon Monster III
  (water monsters only)
  Water Breathing
  Wind Province
  Air Breathing
  Fly
  Gust of Wind
  Reveal Invisible *
  Summon Monster III
  (wind monsters only)
  Wind Shadow *
  Wind Wall
  Fourth Level
  Spells
  Universal Province
  Arcane Eye
  
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  Bestow Curse
  Confusion
  Contagion
  Detect Scrying
  Dimension Door
  Emotion
  Fear
  Hallucinatory Terrain
  Illusionary Wall
  Improved Invisibility
  Lesser Geas
  Minor Creation
  Minor Globe of
  Invulnerability
  Polymorph Other
  Polymorph Self
  Rainbow Pattern
  Remove Curse
  Scrying
  Shout
  Flame Province
  Enhance Fire Creature
  *
  Fire Shield
  Fire Trap
  Summon Monster IV
  (fire monsters only)
  Sunfire *
  Sunwarp *
  Wall of Fire
  Sand Province
  Conjure Sand Lion *
  Sandcone *
  Stoneskin
  Summon Monster IV
  (earth monsters only)
  Sea Province
  Ice Storm
  Shatterhull *
  Solid Fog
  Strengthen Water
  Creature *
  Summon Monster IV
  (water monsters only)
  Wall of Ice
  Wind Province
  Ghost Rigging *
  Mirage Wall *
  Solid Fog
  Summon Monster IV
  (air monsters only)
  Wind Blade *
  Fifth Level
  Spells
  Universal Province
  Animate Dead
  Dominate Person
  Dream
  Fabricate
  False Vision
  Feeblemind
  Flesh Mirage *
  Hold Monster
  Magic Jar
  Mirage Arcana
  Major Creation
  Nightmare
  Persistent Image
  Seeming
  Sending
  Telekinesis
  Teleport
  Wall of Force
  Wall of Iron
  Flame Province
  Fire Track *
  Summon Monster V
  (fire monsters only)
  Sand Province
  Summon Monster V
  (earth monsters only)
  Desert Fist *
  Move Dune *
  Passwall
  Stone Shape
  Transmute Rock to
  Mud
  Transmute Mud to
  Rock
  Wall of Stone
  Sea Province
  Cone of Cold
  Summon Monster V
  (water monsters only)
  Shipshock *
  Transmute Rock to
  Mud
  Water Blast *
  Wind Province
  Cloudkill
  Summon Monster V
  (air monsters only)
  Death Smoke *
  Shield of Winds *
  Wind Carpet *
  Sixth Level
  Spells
  Universal Province
  Antimagic Field
  Contingency
  Circle of Death
  Disintegrate
  Analyze Dweomer
  Eyebite
  Geas/Quest
  Globe of Invulner-
  ability
  Greater Dispelling
  Guards and Wards
  Legend Lore
  Mass Suggestion
  Mislead
  Permanent Image
  Programmed Image
  Project Image
  Repulsion
  Mass Haste
  True Seeing
  Veil
  Flame Province
  Flameproof *
  Flame of Justice *
  Summon Monster VI
  (fire monsters only)
  Sand Province
  Move Earth
  Part Sand *
  Stone to Flesh
  Flesh to Stone
  Sand Shroud *
  Summon Monster VI
  (earth monsters only)
  Sea Province
  Command Water
  Spirits *
  Control Water
  Ship of Fools *
  Summon Monster VI
  (water monsters only)
  Wind Province
  Control Weather
  Death Fog
  Summon Monster VI
  (air monsters only)
  Summon Wind
  Dragons *
  Seventh Level
  Spells
  Universal Province
  Finger of Death
  Forcecage
  Lifeproof *
  Limited Wish
  Mass Invisibility
  Phase Door
  Power Word, Stun
  Prismatic Spray
  Reverse Gravity
  Sequester
  Simulacrum
  Spell Turning
  Teleport without
  Error
  Vanish
  Vision
  Greater Scrying
  Flame Province
  Delayed Blast Fireball
  Summon Monster VII
  (fire monsters only)
  Sun Stone *
  Sand Province
  Create Shade *
  Statue
  Summon Monster VII
  (earth monsters only)
  Sea Province
  Summon Monster VII
  (water monsters only)
  Water Form *
  Wind Province
  Summon Monster VII
  (air monsters only)
  Create Soundstaff *
  Eighth Level
  Spells
  Universal Province
  Antipathy
  Sympathy
  Clone
  Demand
  Mass Charm
  
  Arabian Adventures – Third Edition
  (33)
  Version 1.0 – Released February 2001
  Maze
  Mind blank
  Permanency
  Polymorph Any
  Object
  Power Word, Blind
  Prismatic Wall
  Screen
  Symbol
  Trap the Soul
  Flame Province
  Incendiary Cloud
  Summon Monster
  VIII (fire monsters
  only)
  Sunburst
  Unleash Monolith *
  Sand Province
  Sand Worm *
  River of Sand *
  Summon Monster
  VIII (earth monsters
  only)
  Unleash Monolith *
  Sea Province
  Cleanse Water *
  Summon Monster
  VIII (water monsters
  only)
  Unleash Monolith *
  Wind Province
  Summon Monster
  VIII (air monsters
  only)
  Unleash Monolith *
  Ninth Level
  Spells
  Universal Province
  Energy Drain
  Foresight
  Imprisonment
  Power Word, Kill
  Prismatic Sphere
  Shape Change
  Freedom
  Refuge
  Time Stop
  Wish
  Weird
  Flame Province
  Conflagration *
  Meteor Swarm
  Summon Monster IX
  (fire monsters only)
  Sand Province
  Sand Form *
  Summon Monster IX
  (earth monsters only)
  Sea Province
  Life Water *
  Maelstrom *
  Summon Monster IX
  (water monsters only)
  Wind Province
  Summon Monster IX
  (air monsters only)
  Windtomb *
  *Spells marked with an
  asterisk are unique to the
  Al-Qadim setting. These
  spells are described in
  Arabian Adventures.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/Al Qadim/Arabian Adventures.pdf