Author | L. Richard Baker III |
---|---|
Genre | Role-playing games |
Publisher | TSR |
Publication date | 1996-06-01 |
Media type | Print (Hardcover) |
Pages | 192 |
ISBN | 0786903945 |
Player's Option: Spells & Magic is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1996.
Player's Option: Spells & Magic is a supplement which focuses in detail on magic. [1] Spells & Magic is 192 pages in length, which includes an introduction, followed by eight chapters and four appendices. The introduction gives advice on how to integrate the material from the book into an ongoing campaign, and addresses factors such as the power, scarcity, and use of magic in storytelling. [1]
The first two chapters discuss first wizards and then priests, beginning with the wizard schools and priest spheres of access with some small changes to the spell lists for each, then specialist classes (including some new classes), and closing the chapters with expansions to the customized rules for character classes in Player's Option: Skills & Powers . [1] The third chapter examines other spellcasting classes, namely bards, rangers, and paladins, including optional abilities as well as limitations; the chapter also discusses multi-classed characters and monsters that use magic. [1] The fourth chapter explores proficiencies, making a comparison between the standard system of proficiency slots and the character point rules found in Skills & Powers, before presenting new proficiencies for wizards and priests, and introduces "signature spells" which allow wizard characters to gain bonuses when casting a particular chosen spell. [1] The fifth chapter deals with equipment for spellcasters, with rules for laboratories for wizards and altars for priests, examines the advantages and disadvantages of using rules for spell components in the game and includes rules on how to gather and purchase components, and ends with an examination of magic shops including both arcanists and apothecaries. [1] The sixth chapter contains options for alternate magic systems, the seventh chapter includes expanded and revised rules on how to research new spells and create new magic items, and the last chapter presents new rules for how to handle spellcasting in combat. [1] The first two appendices consist of new spells, and the last two appendices contain a full listing of wizard spells listed by school and priest spells listed by sphere. [1]
Player's Option: Spells & Magic is the third and final book in the Player's Option rulebooks series for AD&D. [1] It was published by TSR, Inc. in 1996.
Andy Butcher reviewed Player's Option: Spells & Magic for Arcane magazine, rating it a 7 out of 10 overall. [1] He felt that the chapter on alternate magic systems "contains the most ambitious and far-reaching options in the book". [1] He adds that the rules "are compatible with the first Player's Option book, Combat & Tactics , and include a range of new tables and spells that allow for arms to be disintegrated, rib cages to be crushed and a range of other gruesome effects". [1] He complains about the inclusion of "obligatory" new spells: "It seems that TSR still finds it impossible to release an AD&D supplement that concerns magic without throwing in at least 50 of these, nevertheless, some of those on offer are interesting (if somewhat potent). [1] He commented on the revised spell lists: "Although most of the changes are fairly minor, they do go a long way towards making sense of these confusing aspects of the game." [1] Butcher concluded of the book: "As the last book in the Player's Options series, Spells & Magic achieves what it sets out to do. It's the most in-depth look at every aspect of magic in AD&D so far, offers a host of optional and expanded rules for dealing with it in the game, and complements the other Player's Option books perfectly." [1] Butcher goes on to say, "However, by offering a means for referees to customise the way magic works in the game, it also goes some way to solving the inherent limitations of AD&D. The magic system has always been cited as one of the key weaknesses of the rules by its detractors, and it has to be said that they have a point. The basic system models one particular style of magic (heavily inspired by Jack Vance's Dying Earth books), and this lack of flexibility has often been the cause of headaches for referees and players alike. The spell point system, though not perfect, does offer alternatives to the standard 'memorise and spell, and then forget it when you cast it' system, and is a welcome addition." Addressing some of the challenges with the book and the Player's Option series, he continues: "Player's Option: Spells & Magic is not without a couple of problems, though, both of which are related to the other books in the series. Firstly, although you don't actually need the other books, they're certainly very helpful and some sections of Spells & Magic are of little use without them. On a more general note, Spells & Magic shares the same downside as the entire series - by using the Player's Option books it's possible to completely customise your AD&D game, and overcome many of the limitations of the basic rules. However, doing so adds significantly to the complexity of the game". [1] Butcher concludes his review by stating: "Still, there's no denying that both on its own and as the final part of the series, Spells & Magic is an interesting and useful book for any AD&D referee. [1]
The Player's Handbook is the name given to one of the core rulebooks in every edition of the fantasy role-playing game Dungeons & Dragons (D&D). It does not contain the complete set of rules for the game, and only includes rules for use by players of the game. Additional rules, for use by Dungeon Masters (DMs), who referee the game, can be found in the Dungeon Master's Guide. Many optional rules, such as those governing extremely high-level players, and some of the more obscure spells, are found in other sources.
The magic in Dungeons & Dragons consists of the spells and magic systems used in the settings of the role-playing game Dungeons & Dragons (D&D). D&D defined the genre of fantasy role-playing games, and remains the most popular table-top version. Many of the original concepts have become widely used in the role-playing community across many different fictional worlds, as well as across all manner of popular media including books, board games, video games, and films.
Complete Arcane is a supplemental rulebook for the 3.5 edition of the Dungeons & Dragons role-playing game. It expands upon and replaces an earlier soft-cover rulebook entitled Tome and Blood.
The Palladium Fantasy Role-Playing Game is a fantasy role-playing game published by Palladium Books in 1983.
The bard is a standard playable character class in many editions of the Dungeons & Dragons fantasy role-playing game. The bard class is versatile, capable of combat and of magic. Bards use their artistic talents to induce magical effects. The class is loosely based on the special magic that music holds in stories such as the Pied Piper of Hamelin, and in earlier versions was much more akin to being a Celtic Fili or a Norse Skald, although these elements have largely been removed in later editions. Listed inspirations for bards include Taliesin, Homer, Will Scarlet and Alan-a-Dale.
A character class is a fundamental part of the identity and nature of characters in the Dungeons & Dragons role-playing game. A character's capabilities, strengths, and weaknesses are largely defined by their class; choosing a class is one of the first steps a player takes to create a Dungeons & Dragons player character. A character's class affects a character's available skills and abilities. A well-rounded party of characters requires a variety of abilities offered by the classes found within the game.
The sorcerer is a playable character class in the Dungeons & Dragons fantasy role-playing game. A sorcerer is weak in melee combat, but a master of arcane magic, generally the most powerful form of D&D magic. Sorcerers' magical ability is innate rather than studied or bargained.
The monk is a playable character class in most editions of the Dungeons & Dragons fantasy role-playing game. A D&D monk is a fantasy martial artist, specializing in unarmed combat.
The wizard, formerly known as the magic-user or mage, is one of the standard character class in the Dungeons & Dragons fantasy role-playing game. A wizard uses arcane magic, and is considered less effective in melee combat than other classes.
The warlock is a character class in the Dungeons & Dragons fantasy role-playing game. It was introduced as a non-core base class who practice arcane magic in the supplemental book Complete Arcane for the 3.5 edition of Dungeons & Dragons. In 4th and 5th edition, the warlock is a core class.
The Complete Book of Humanoids is a sourcebook for the second edition of the Advanced Dungeons & Dragons fantasy adventure role-playing game.
Tome of Magic is a handbook of rules and guidelines for the Dungeons & Dragons role-playing game. As its name implies, it is a supplement to be used to expand the magical options available in the game. It was first released for Advanced Dungeons & Dragons, 2nd Edition, and the name was reused for a book released for the 3rd Edition of D&D.
Complete Mage is a supplemental rule book for the 3.5 edition of the Dungeons & Dragons role-playing game. It is effectively the sequel to Complete Arcane.
Magic of Faerûn is an accessory for the fictional Forgotten Realms campaign setting for the 3rd edition of the Dungeons & Dragons fantasy role-playing game.
Player's Option: Combat & Tactics is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons fantasy role-playing game. This 192-page book was published by TSR, Inc. in 1995. The book was designed by L. Richard Baker III and Skip Williams. Cover art is by Jeff Easley and interior art is by Doug Chaffee, Les Dorscheid, Larry Elmore, Ken and Charles Frank, Roger Loveless, Erik Olson, and Alan Pollack.
Player's Option: Skills & Powers is a supplemental sourcebook to the core rules of the second edition of the Advanced Dungeons & Dragons fantasy role-playing game.
Dungeon Master Option: High-Level Campaigns is a supplemental sourcebook to the core rules of the 2nd edition Advanced Dungeons & Dragons (AD&D) fantasy role-playing game.
The Complete Wizard's Handbook is a supplementary rulebook published in 1990 for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game. Accompanying manuals are The Complete Fighter's Handbook, Priest's Handbook, and Thief's Handbook.
Wizards and Rogues of the Realms is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1995.
The Book of Magecraft is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1996.