It was a variant wizard class in Al-Qadim. Instead of knowing spells that they prepared from a spellbook, they had a gen (mini-genie) familiar that they could send to the elemental planes to find spells for them, with a chance of success that depended on their level, the spell's level, the spell's type (priest spells got a penalty and took a lot longer), and probably some other stuff I can't recall. The time taken also depended on these factors - finding a spell could take rounds, turns (tens of minutes), or hours. This made them excellent at "downtime" spells and spells you cast ahead of time, but lousy at combat spells.As someone not conversant with the minutae of TSR-era worlds, I have to ask: what's a sha'ir? I thought it was some bizarre X-Men reference.
Where is the orginal previews article, listing the PC stats of Genesi?
Right.There isn't one. The original stats appeared in the Living Forgotten Realms Character Creation Guide.
The article is good. Although I would have preferred it if most of the creation myths didn't link genasi to humans. Also, I was kinda sorta hoping that the genasi would somehow be tied in with the Wind Dukes of Aaqa from D&D lore. While I certainly can create any homebrew version I want, the "official" fluff here pretty much closes the door on any genasi empire.
While I wouldn't make Wind Duke genasi as utterly lawful as Modrons, I think it could work. Even if only for practical reasons. While the Wind Dukes were as passionate and energetic as any other genasi, if they built great works they might grow tired of the forces of chaos constantly breaking down them down. The Rod of Law, in fact, may have been an effort to stabilize the chaos in ancient times.Given how elemental forces are so tied to chaos in the 4e cosmology, does a strongly lawful empire of elemental creatures even make sense anymore?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.