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Player's Option: Spells & Magic

Player's Option: Spells & Magicis an accessory for the 2nd edition of the Advanced
Player's Option: Spells &
Dungeons & Dragonsfantasy role-playing game, published in 1996.
Magic

Contents
Contents
Publication history
Reception
Reviews
References

Contents
Player's Option: Spells & Magic, the third and final book in the Player's Option
rulebooks series, takes an in-depth look atmagic in AD&D.[1] Spells & Magic is 192
Genre Role-playing
pages in length, which is split into an introduction, eight chapters and four
games
appendices. The introduction offers advice on integrating the material into an
Publisher TSR
existing campaign, and discussed such factors as the power, scarcity, and use in
storytelling of magic inAD&D.[1] Publication 1996
date
The first two chapters discuss wizards and priests, respectively, beginning with the
various wizard schools and priest spheres of access and some minor changes to the spell lists, then specialist classes (including some
new classes), and closing with an expanded version of the customized character class rules from Player's Option: Skills & Powers.[1]
The third chapter looks at other spellcasting classes, including bards, rangers, and paladins, including optional abilities and
limitations; the chapter also discusses multi-classed characters and magic-using monsters.[1] The fourth chapter covers proficiencies,
comparing the standard "slot" system to the character point rules introduced by Skills & Powers, lists a range of new proficiencies for
wizards and priests, and introduces "signature spells" which allow wizard characters to gain bonuses when casting a particular
spell.[1] The fifth chapter examines equipment for spellcasters, offering rules for wizards' laboratories and priests' altars, discusses the
advantages and disadvantages of using spell components in the game and presents rules for gathering and buying them, and closes
with an examination of magic shops including arcanists and apothecaries.[1] The sixth chapter offers alternate magic systems, the
seventh chapter offers expanded and revised rules for researching new spells and creating new magic items, and the last chapter
offers new rules for spellcasting in combat.[1] The first two appendices consist of new spells, and the last two appendices offer
[1]
revised lists of wizard spells by school and priest spells by sphere.

Publication history

Reception
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 firstPlayer'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
fer are interesting (if somewhat potent).[1] He commented on the revised spell lists:
least 50 of these, nevertheless, some of those on of
"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 otherPlayer'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 anyAD&D referee.[1]

Reviews
Dragon #234

References
1. Butcher, Andy (August 1996). "Games Reviews". Arcane. Future Publishing (9): 62–63.

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