A long look at ADnD 2nd ed, Players Options Spells and Magic.
Two years ago, almost to the month I wrote my deep dive on Advanced Dungeons and Dragons 2nd edition Players Option Skills and powers. (TSR 2154.) An article I was pretty proud of at the time, even if only Russian web bots ever read it.
Then the world fell apart. A pandemic made camp here in New York, hasn't left yet. For about a year my job went from how I make a living to how I lived. Furthermore, I have by any real measure stopped gaming. I even took this Blogg completely down for nearly 2 years. It's been a strange, sad, busy time.
I kept occasionally thinking about The Players options books. How they seem to have been forgotten. Or if not forgotten dismissed. In reality I would love to ask the author how the Players Options books came about. I would like to know what their internal dialogs and the internal discussions at TSR were while the books were in production.
With that in mind, I'm going to embark on part 2 of the AD&D 2ed Player's Option deep dive. Featuring "Player's Option: Spells and Magic" (TSR 2163, First printing May 1996)
I think now is a good time to note that as of this writing, all the players options books can be purchased in PDF form from Drive Through RPG. Which I had to do for this writing. I only own Skills and Powers, and Combat and Tactics (TSR 2149) in their original forms. (I normally play Fighter / Warrior types and never saw the need to purchase the third book back in 1996). This book is the one I'm least familiar with. Even through the fog of 26 years I remember using "Skills and Powers." This book will be a fresh read for me as I Journey into systems, mechanics, and character types I didn't often engage with.
With that said let's begin the journey.
There is a TLDR section at the end if cutting to the chase suits.
The Cover is an evocative scene of A wizard obliterating a castle with what looks like a meteor storm spell. The painting is by Jeff Easley and is up to his high standard of work from the time. He's one of the masters.
While It's not my favorite cover, it does drive home the point that Wizards are a big deal, they blow up castles. Wizards toss fire. Wizards look bad ass while tossing fire. Wizards are unique and powerful. A point that will come up often in the text.
On a side note: I went looking for more information on this cover. I looked up the players options books in "Dungeons and Dragons Art & Arcana, A Visual History" This is a fun book about D&D art through the years. In the book it says the following concerning the Players options books.
"They Quickly followed with a host of Player's Options and Dungeon Master's options books filled with variant rules reimagining character generation, combat resolution, spell casting, and similarly fundamental aspects of the game. By making all this optional however, they effectively diluted the integrity of the core system."
(Dungeons and Dragons Art & Arcana, A Visual History10 Speed Press; Licensed by WotC, ISBN 978-0-399-58094-9)
About our Author / Designer:
Richard Baker worked with TSR starting in 1991 right though the WotC years until 2011. He is listed as author of this book and also the designer for the Player's Option series of books. A quick Wikipedia search makes it clear that Mr. Baker was a well-respected and trusted writer. It seems he worked on a ton of TSR product lines including Spelljammer, Ravenloft, Planescape, etc. He also co-designed my personal favorite campaign setting "Birthright." AS if that's not enough he worked on Alternity, another lost game from this period which I just may give this treatment too someday, because frankly it's awesome.
Mr. Baker starts us off with a Forward detailing how he came to love fantasy fiction. Wherein he states that "the singe defining characteristic of the fantasy genre is magic."
A sentiment which I agree with, and which supports the tone for the rest of the book.
He ends that same paragraph with "Magic is the very essence of the impossible."
Which again is a good indicator of the perspective from which the book was written.
Flowing the Forward is two full pages of the three-column table of contents typical of the lay out followed in the TSR books of the time. It's concise and clean. In truth I have always admired how the TSR books of the mid to late 90's are laid out and structured. I like how they are almost over sectioned, have tables reprinted in the final section, and always contain a detailed Index. There are some modern games that could learn lessons from these 20+ year old books. Steve Winter the creative director on this book had been with TSR since 1981, and clearly knew how to build a book to be used at the table.
NEXT The Introduction (PG:6)
The introduction full page plate is a bit of a reiteration or an extended support of the Forward. As the need for a concise magic system is laid out using examples pulled from Fantasy literature. It's interesting to see the examples of Tolkien's influence being used several times. Years later the writers at WotC will spend time trying to step away from the games obvious roots in classic fantasy literature. The reasons why and the influence of social medial and the greater zeitgeist revolving around D&D is not part of this articles scope, but it is brought to mind here. The nod to Jack Vance being the basis for D&D's traditional magic system is a welcome touch.
On Page 7 an interesting point is brought up. In all the years of D&D / AD&D and so on, the magic system had remained largely unchanged. I hadn't thought of it that way. The introduction goes on to promise a look from all angles at classes, Schools and spheres of magic, introduction of the point-based character class design system compatible with "Player's option Skills and Powers." New proficiencies, information about wizard and priest equipment, and a new memorization / casting system, are also promised. Chapter 8 will include critical hits with spells, which I think may be unique to this book. Looking though some D&D SRD's for 3.5, and 4th I don't see spell critical hits explained explicitly. Though I do know that some DM's (myself included) would allow critical hits with spells that require a hit roll. I'm not sure if that was a house rule, up until 5th edition. I'll have to keep researching the concept of spell critical hits.
What do we need to use this book? The core AD&D books are a must. It is also stated that everything in this book is compatible with the other Player's Options books and that the Tome of Magic would be a good companion book.
Integrating Spells and Magic into your Campaign:
here it is explained that the rules in this book are primarily expansion material however some things such as spell school and sphere rearrangements are an update and replacement of existing material. While I could say that's a minor point However, the book says it was done to "make the wizard and priest specialist classes more competitive with respect to the general versions of these characters."
This is a bit of a nod to the balance concepts that would come to dominate 3rd edition, 4th edition, and so on. The concept of some character types being a bit lesser, either early on in the game or out of their specific situational roles is replaced with the idea of what would come to be called "builds." The concept is not new in 1996. I would argue this shift began with 2nd ed's kits back in 1989 in "The Complete Fighters Handbook (PHBR1.) I had that book and a few other of the "Complete" Books. Builds were definitely a thing, I spent a lot of time trying to find the right kit to make my dwarf fighter tougher than the mountains he came from. (The answer was and is Myrmidon)
Making The Switch:
A long block of text it's here we get introduced to The Spell Point System for the first time. Here the author suggests running a trial game using the spell point system to make sure all the players enjoy and understand the new content. This is excellent advice, especially for players who had only played D&D and might not have engaged with any other spell system.
I don't want to skimp on the introduction. It is extensive. The introduction section covers pages eight to eleven and asks the reader to ponder all of the important question about how magic fits into their game. Specifically, "The role of Magic in the Campaign" section asks the reader to address the scarcity, power, mystery, and cost of magic. It is suggested that these qualities can be described on a 1 to 10 scale. For example, a campaign with a 9 in magical scarcity and an 8 in power means that magic is very rare and also very potent. Mystery measures how generally the scope of a spell caster powers are known in the world. Cost measures the price that needs to be paid to use magic. Does a caster simply cast a spell and move on, or are they fatigued, ore risk insanity when wielding their powers.
this example my own campaign would look like this:
- Scarcity: 8 Wizards are few, magic items rare. Spells are hard to come by.
- Power: 7 Spells are used as written, however magic items tend to be more powerful.
- Mystery: 7 Many common folk may never encounter real magic in Thier lifetimes.
- Cost: 3 Basically D& D rules as written.
The section goes on to talk about a variety of campaign world views concerning magic. This includes several examples of how magic may work in a setting.
It seems that this section is aimed at world builders. It Makes sense as the author is an accomplished world builders in his own right. This is the first hint of how complete this book really is trying to be. From here on it becomes clear that even though this is called "Player's Option" if there is a wizard or priest in the campaign, both player's and GM's will get use from this material.
CHAPTER 1: Wizards.
The opening line:
"Wizards may well be the most important character class in the AD&D game."
After the introduction plate the text goes on to say that the information in Spells and Magic replaces or revises the Players handbook, The complete guide to Wizards Handbook, the tome of magic, and the material concerning magic from Players Option: Skills and Powers. Unless of the group is using a particular setting in which case that setting trumps this book. Examples to include Dark Sun, or Birthright's specific magic systems. That makes perfect sense, this book is the essential source for things magic. Meanwhile there is no way the other could have written this book to encompass all the various setting material that had been produced to this point in AD&D's history. This carries into the next section wherein the Book goes on to say Spells from other sources are fine as long as the GM approves. Which is the only way to logical deal with the floods of spells that were flying around. Spells from other books, things like "The great net spell book," which was a compendium of home brew spells which lived on the internet in the early years. The author had to address that there was no way to account for or predict the effects of spells from all the possible sources.
Schools of Philosophy:
This section contains to my knowledge the only concise explanation of what the schools of magic or now known as schools of philosophy actually are. These descriptions are short and to the point. Also, super useful to a GM or Player looking to choose schools for a character. Here also is the first introduction of a new concept the Philosophy of Universal Magic. This "school contains what was once lesser divination along with other spells that wizards should all know. think "read magic." It's a school every specialist caster has access to, with no opposition school. Which is a huge correction to the AD&D system. Until this book it was possible to create a magic user who did not have access to the basic utility spells required to read scroll, research, and so on simply because those spells were locked away in an opposition school. This book rectifies that oversite in a paragraph. On the surface it doesn't look like much, however it is one of the signs that the author really looked at the AD&D magic system long and hard, then sought to plug whatever which were found. More on universal magic and how it influenced future editions in a bit.
The universal School of magic |
At the end of the school explanation there is a paragraph concerning "Creating a New School of Philosophy" The gist here being that if a GM wants to find a custom group of spells that share an approach or methodology that's fine. It is also stated the creating new schools of thaumaturgy would be easier to build. (While not stated, a thaumaturgy grouping would not mess with the newly reorganized schools of opposition.)
Schools of effect (Page 14)
The book goes on to define other ways to organize spells. First being schools of effect or spells that "share one common result or ingredient." The examples shown in the text are spells involving the elements (Earth, Wind, Fire, Watter.) The text continues to describe dimensional magic (A grouping I used in my own campaign for an NPC) Force, and shadow.
Next, we go to Schools of Thaumaturgy:
These are spell lists arranged by the manner in which the spells are physically cast. The examples given are the Defiler of the Dark-Sun setting, and the Sha'ir of the AL-Qadim setting.
the section goes on to define suggested schools:
- A school of Alchemy or spells cast by using combinations of unusual materials.
- A school of Artifice (New in this book) Where in the wizard uses Devices and magical items to focus their energies.
- A school of geometry or casting through glyphs, symbols, and patterns.
- A school of song or casting based on somatic components.
- And the school of Wild Magic. which originally popped up in Tome of Magic. the author says that the reader might as well ignore Wild magic if they don't own that book.
Lastly, it might be more of a stretch to say it however, I can see the roots of Universal magic in the Utility spells magic users get to pick from in D&D 4th edition.
An elementalist also gets bonuses at 11th and 14th level concerning summoned elementals, which are easy to gloss over but super cool when given more thought. Not having to concentrate to control an elemental and having no chance to have that elemental turn on the caster has huge ramifications in and out of combat.
The Dimensionalist wizard is described.
I have used this class in a sort of cobbled together way for years as one of my long standing and powerful NPC's without having this information. Reading this section really piqued my interest. Having a fully formed spell list for the dimensionalist would have been helpful to me years ago. The bonus ability to enter a tiny, pocked dimension starting at 8th level is pretty cool. I am not sure I would want to play a dimensionalist honestly. Thier specialist list consists of 22 spells all together, and those spells are pretty specific in their uses. That said, as an NPC wizard or a main big bad, the dimensionalist is very cool.
The next two schools described are the force mange and the mentalists, neither of these grabs me like the dimensionalist does. The mentalist would make an excellent master manipulator NPC, pulling strings behind the scenes. Though a Game master could make that NPC without using this optional material, and it would take a very specific kind of player to get excited about these specialists.
"Shadow Magic:The shadow magic spell enables the wizard to tap energy from the Demiplane of Shadow to cast a quasi-real wizard evocation spell of 3rd level or less. For example, this spell can be magic missile, fireball, lightning bolt, or so on, and has normal effects upon creatures in the area of effect if they fail their saving throws vs. spell. Thus, a creature failing to save against a shadow magic fireball must roll another saving throw. If the latter roll is successful, the creature suffers half the normal fireball damage; if the roll is not successful, the creature suffers full normal fireball damage. If the first saving throw was successful, the shadow magic nature is detected and only 20% of the rolled damage is received (rounding down below fractions below .4 and rounding up fractions of .4 and above)."
This is cool. Just like the Alchemist, the wizard's lab, the research, and the materials all drain the party coffers. (Make no mistake I think that's a good thing.)
Another interesting point is that an artificer is the only one who can use their temporary magic items and stored spells. Meaning the artificer is much more about their own power, and much less of a support character compared to the Alchemist.
"The androsphinx has another special weapon as well -- his bellowing roar. It can roar three times per day, but must be very angry to do so. The first time an angry androsphinx roars, all creatures within 360 yards must roll successful saving throws vs. wands or flee in panic for three turns. When an already angry androsphinx is continually molested, even after bellowing once, it can roar even louder, causing all creatures within 200 yards to roll successful saving throws vs. petrification or be paralyzed with fright for 1d4 rounds. In addition, any creatures within 30 yards of this second roar are automatically deafened for 2d6 rounds (unless they are deaf already or have protected hearing organs). Any creature foolish enough to anger an androsphinx further will unleash his third and final roar with devastating effects. All creatures within 240 yards must successfully roll saving throws vs. spell or lose 2d4 points of Strength for 2d4 rounds (use -1 point equals -10% for characters with exceptional Strength). In addition to the weakness effects, any creature within 30 yards of the androsphinx is knocked over unless it is 8 feet tall or larger. Creatures knocked over suffer 2d8 points of damage and must roll a successful saving throw vs. breath weapon to avoid being stunned for 2d6 rounds. The force of this third roar is so powerful that stone within 30 yards cracks under the strain, unless it successfully saves vs. crushing blow."
"Wild magic is a new theory of magicthat emphasizes study of the forces of randomness; a wildmage never knows exactly what's going to happen when hecasts a spell."
"If you want to use the material here in conjunction withSkills & Powers, this section takes the place of the characterclass design rules. In addition to the initial allotment of 40character points assigned to a character in this chapter, aplayer may also choose to spend points left over from therace design chapter and save points in this step for profi-ciency selections. Note that there is no restriction on how acharacter spends his points in this system."
wear better armor get up to a priest's hit dice and even attract followers (At only 10 points, If playing in the original AD&D 2nd ed ecosystem, followers is another sneaky good option)
Weapons restriction (3/5): As a 3-point restriction, the wiz-ard may never have proficiency in any weapon. As a 5-point restriction, the wizard is not allowed to attempt towield a weapon at all and may never try to injure anothercreature with a weapon. Doing so renders all spell useimpossible for the character for at least one full month.
"In this chapter, we'll examine the basic cleric and druid classes in greatdetail, concentrating on their magical abilities. A number of spells are reorga-nized into different spheres in order to provide the specialty priests with basicabilities that should be common to all priest characters, while maintainingunique spells that can only be cast by certain specialists. We'll also introducethree new types or subclasses of specialty priest: the crusader, the shaman, andthe monk"
- Cleric: the traditional AD&D cleric.
- Crusaders: A battlefield cleric.
- Druids: the priests of nature.
- Monks: Unarmed combat priests, adepts representing prophecy, peace, time, and wisdom... but also punches.
- Shamans: Representing "Priests of barbaric or savage cultures"(more on this in a bit.)
"In addition, a monk begins playwith a free weapon proficiency which may be used to special-ize in unarmed combat. Martial arts and other forms ofunarmed combat are described in detail in PLAYER'S OPTION:Combat & Tactics; if you don't have access to this book, anothersystem appears in The Complete Fighter's Hand book."
Chapter 3: Other spell casters.
Starting on (Pg. 43) we are presented with the Players option building block of the bards. It's not as long a list as the wizards or priests, but it is offset by bards having some built-in class abilities.
Similarly, on (Pg. 45) Paladins and Rangers each get a column of text. After the treatment of wizards and priests I have to admit these sections feel like an after thought. I also realize if the author dove into Bards, Rangers, and Paladins the way he din Wizards and Priests this book would be 30 pages longer.
It's not all dire either. If a player plays a paladin and want to customize them to be a paladin of a certain faith these rules will move the player in the right direction.
Next is a section on multi-class Wizards / Priests. To tell the truth reading skills and powers and now Spells and magic, the idea of using this system and multiclassing at the same time makes my head hurt. There are clarifications here which help.
Pages: (47, 48, 49) Lays the groundwork for running Monterious spell casters in a chapter that should have been called "how I grew up and learned to love a Pit fiend" Everything in this section is useful to Game Masters, and I feel speaks to the authors desire to make this book a one stop shop for running magic in AD&D second edition. A theme I will return to many times as we move forward.
The next chapter has to do with proficiencies. It starts out with a preamble pointing out the difference between using Skills and Powers proficiencies. The example below is from the description of Skills and Powers Proficiency use.
Under the PLAYER'S OPTION: Skills & Powers system, spell-craft costs 3 CPs, and has an initial rating of 7. This is modified by +2 for a wizard with an Intelligence of 15, for a total rating chance of 9.
Note that the Skills & Powers proficiency rules tend to compress character's success chances in the 8 to 12 range, but success at completely routine tasks is considered auto-matic—proficiency checks are only made for difficult tasks or adverse conditions.
This rather steep cost nets the caster: The ability to memorize that spell for free each day. The Ability to cast that spell at +2 levels in power.
If because of the spell that +2 in level doesn't mean anything the caster may choose between inflicting a -2 save penalty on their targets, OR if that's still not good cast it 3 steps faster.
The DM may allow the PC to attempt a proficiency checkwhen the player is missing an obvious line of inquiry or stepof deductive reasoning, although this should be a rare use ofthis ability. An investigation proficiency check can also beused to discover clues at the scene of a crime or to extractinformation from a witness or suspect.
However, the materials in alab's initial collection only allow the character to researchthe formula for one potion or scroll, one magical item, andone 1st-level spell. In effect, the library that the wizardacquires to outfit his laboratory is only sufficient for the firsttwo or three research efforts he undertakes. After these ini-tial studies, the wizard must expand his library in order toundertake new research efforts.
Argyth, a 6th-level mage, has a total of 55 spell points withwhich to purchase his spell selection. He expects heavy combatagainst tough opponents in the coming adventure. For 10points apiece, he chooses three fixed 3rd-level spells—fireball,lightning bolt, and haste. Since he doesn't know which of his2nd-level spells may be most useful, he spends 12 more pointsto acquire a single free 2nd-level magick, which can be used tocast any of his 2nd-level spells. He has 13 points left over anddecides to memorize two magic missiles, one protection fromevil, and one free magick cantrip. Argyth has spent his 55points. He has one less lst-level and 2nd-level spell than hewould using Table 21 from the PHB, but he has an extra 3rd-level spell and the ability to call upon any 2nd-level spell andcantrip he knows once each.
Rarik decides that he'd like a fireballwith some extra punch. He's a 5th-level mage now, and the spellcosts him 10 spell points. Rarik spends two 50% increments (agrand total of 20 spell points) to cast this fireball as if he were a7th-level caster. The range increases from 60 to 80 yards, and thedamage is 7d6 instead of5d6.
"DMs, take note: The cumulative effects of specialist wiz-ard bonuses, signature spells, and this optional rule couldallow a lst-level wizard to begin play with as many as fourlst-level spells memorized at once! Obviously, this is a verysignificant boost in power for a low-level character. Allow-ing a character to gain bonus spell points for his Intelligencescore is a reasonable optional rule, but it also inflates thegame by drastically increasing the power of 1st- to 3rd-levelwizards. It's a good idea to strictly enforce the limits on themaximum number of spells of each level (see Table 17) per-mitted to a wizard character."
"The character may cast any spell that he has available through either a fixed or free magick, exceptthat the magick does not vanish from his memory once he's cast the spell. Instead, the character deducts the number of spell points required to energize the spell from his spell point total. For example, if a mage with 40 spell points has a magic missile memorized, he can cast that magic missile four times if he wants to!"
Continued on page 82 a channeler will regain spell points at a rate based on how much exertion they are putting out. For example resting gets more spell points back than walking.
So cast.... rest ...cast some more. Right?
Not so fast.
Lastly, casting spells causes the channeler to fatigue. On (Pg.82) there is a casting fatigue chart. and every time a spell is cast not only does the caster receive the listed fatigue, but it is cumulative, is effected by how many hit points the character has lost, and how many spell points the character has already spent. Fatigue is at quick glance a bit hard to track round to round with this method. It's also very punishing. The addition of fatigue more than balances out the channeler. It takes the class from something I would like to play to a class I would think twice about.
Warlocks and Witches are next on (Pg.82)
This quote is from Player's option Spells and Magic:
"Wizards who rely on these patrons for magical power are known as warlocks or witches. Imps and familiars teach them their first spells as novices, and as they grow in power they seek more and more powerful tutors. Magic comes easily to these characters, a supernatural boon that allows them access to all the normal spell powers of a standard wizard. There is a grave risk involved with contacting these extraplanar powers: the risk of losing one's spirit to the powers that grant the wizard his spells. Magic itself is seen to be wrong for mankind, an abomination of nature, and people believe that wizards who dabble in such things will eventually be consumed by the hungry powers they bargain with for power."
While this quote is from the Dungeons and dragons 5th editions SRD on D&D Beyond.
"A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf."
To my eye there is more than a passing similarity to these concepts.
The warlock given powers by another being also existed in D&D 3rd edition having been introduced in the Complete Arcane (WotC 2004, 17925) Which was (Here comes the twist!) also written by Richard Baker!
In Dungeons & Dragons 4th Edition, Warlock is introduced as one of the original classes from the Player's Handbook.
Why does this excite me? This is one of the few direct links I have put my finger on of "Player's Option" influence migrating to the most current (as of this writing) D&D edition.
About the Warlock.
The author gives the warlock a long and complex treatment right up until (Pg. 85) Clearly it's an intriguing and evocative concept. The end point is that warlock can and will eventually be overcome by their patron. (I am wondering if Ron Edwards had read this material before writing Sorcerer? That is a Legit question.) This would make a very good evil NPC, and even the author admits in the text that playing a good warlock would be difficult.
Next up Defilers and preservers (Pg.85)
This is the magic usually acociated with the Dark Sun campaign setting. Here the Dark Sun material is modified and re-presented to use the spell point system. The basic jist is the caster can select their spells as per the usual methods, but can not cast until they take a moment to collect the magical emery from the world around them. Preservers do this gently but slowly. Defilers destroy plant life around them to harvest magic more quickly.
Defiling is an evil act and as such makes for good evil NPC's. Preservers however are suitable for PCs. I have to admit I find this kind of niche, though I like the concept enough that an evil Npc Defiler could pop up in my game.
Alienists or Summoners:
These mages deal with entities from a terrifying edge of space and time. Lovecraftian horrors abound!
This is essentially a Channeler who instead of risking fatigue to cast spells risks their sanity. What follows is several pages of insanity tables, and descriptions of how to play them out. I have to be honestly this class doesn't interest me simply because I don't use mythos style horrors all that often. I could however, see this fitting nicely into a ravenloft game.
(Pg 91) Spell points for priests.
I'm not trying to gloss over an content however the next section is very similar to the previous section only for ... priests.
Quick point: Having Minor access sphere spells cost more spell points to memories is an elegant and smart solution to handling Minor access spheres under this system.
Channeling remains very similar. (Pg. 93)
Warlocks become Ritual casting. (Pg. 94) Which I feel fits priests perfectly and should honestly be teh default Priest casting method. Spells for devotions seems to hit the nail on the head.
Conditional Magic is interesting (Pg. 96.) When casting spells may receive increased or decreased power based on preset conditions agreed upon with the DM.
Example form the text:
"Maglas, the priest of Tempus previously described, is locked in battle with an ogre during a thunderstorm. Deciding that things aren't going his way, he decides to cast an obscurement spell to cover his escape. Since he is in battle, and the weather is appropriate, he has two positive conditions. On the other hand, he's getting ready to flee, which is a negative condition. There is a net +1 positive condition, which means that Maglas can cast the spell normally."
This is interesting. While I don't claim to know the in's and out's of all the splat books over the years, I don't think it ever came back to D&D in any other form.
Skipping a bit. The book reviews using the spell point system for Druids, Bards, Rangers, and Paladins. Not much new in these sections. There is a blurb saying Preserver magic is a great system for Druids and I agree. I think it should be the default druid system.
Next section: (Pg.99 to 115)
Spell research and magical item creation.
This section cements this book as the one stop shop for the 2nd edition wizard. This is a long section, and what really happens here is the codifying and condensing of all the myriad spell / item, research / creation information that had been grafted into AD&D 2nd ed over the years. This cleans up what was to this point in the games history, a real mess.
The section reads as if the author did his research put his working boots on and just put a nail in the subject once and for all. It's also clear the author very much likes the dual ideas of separating PC's form their gold and players leaving personal marks on a campaign.
I am not going through this section page by page. As expected it is very well thought out and very complete.
Chapter 8 Spells in Combat:
This section brings two new spell attributes into play:
Casting Subtlety, How noticeable is the casting of the spell, giving each spell a Subtlety rating based on several factors which finally gives a mechanical weight to how difficult it is to know if someone is casting.
And Sensory signature, just how noticeable are the effects of a spell. Spell sensory signatures are broken into sight, sound, smell, and taste. The Text goes into describing each school of castings typical sensory signatures. Cool information for those running or playing Wizards.
This section also deals with lining this book up to the material in "PLAYER'S OPTION: Combat & Tactics."
(Pg. 120) begins with Spells with attack rolls.
This page holds the greatest gift of all. The relationship between touch spells and armor is explained. The attacking wizard ignores the portion of AC derived from Armor. There, it's official. Only dexterity and magical adjustments apply. I can put that to rest..
Then it says this:
"Which spells qualify as spells that bypass armor? Basically, this is a judgment call for the DM. In order to gain this advantage, the spell description should clearly imply that the spell would take effect even if it struck the victim on the breastplate instead of requiring the caster's hand to actually touch exposed skin. Another way of looking at it is this: Does the spell emulate the action of a normal weapon, such as a sword, arrow, or dagger? If it does, the spell definitely requires a normal attack roll on the part of the caster, but if the spell affects the victim's life force or achieves its effect from simple contact, the subject's armor is ignored."
Crap. Someone will still argue touch spell no matter how long I live.
(Pg. 123) features a chart with spells and their knock down dice in case the group is using those rules from PLAYER'S OPTION: Combat & Tactics. This is also interesting, as the knock down discussion is back on page 121.
(Pg.124) starts the section on Spell Critical effects:
This is revolutionary thinking for AD&D 2nd ed. I don't think Spell crits had ever been dealt with before this book.
From the text:
Easy enough. It does mean some powerful foes can't be criticaled by spells, if the monster can roll a 1 on a save and still not miss it by 5 or more. That's going to be pretty rare. There is also an alternative method suggested a few pages latter where in if a target fails their save the player tosses a D20 if the die result is an 18 or better (15% chance) the spell is a critical hit. A bit faster and a bit dirtier.
There's also a chart that makes it easier for a caster to score a crit as they get more powerful (Go up levels) A level 18 caster crits on a "Natural 5 or less, save missed by 3 or more." Which is a nice addition.
The rest of the critical strike section goes into size of injury, location , severity. It's very much in line with Combat and Tactics. Luckily Page 130 has a nice chart that sums up much of the critical hit information.
Critical hit Severity is based on the victims current hit points vs the max damage of the attack.
From the text: (Pg. 126) (Emphasis mine)
"Terthan, the warrior from the previous example, has a normal hit point maximum of 35 when unwounded. The lightning bolt was thrown by a 6th-level wizard with a potential of'6d6 points of damage (a maximum of 36 points). Since this is more than Terthan's hit points, without being twice Terthran's total, the severity roll will be 2d6.
Refer to the appropriate critical strike chart and roll the severity dice indicated for the hit location. The result is the specific injury or effect suffered by the victim for the critical strike. Unlike the critical hits of the PLAYER'S OPTION: Combat & Tactics book, critical strikes do not inflict doubled damage, and they do not allow the victim a special saving throw to avoid the specific effects. After all, the target already blew one saving throw, or he wouldn't be rolling on the critical strike table."
If this seems a bit much, it kind of is. It would be fun to try but I'm not sure I could do it ALL the time. The problem is, it adds several of rolls to combat. The saving grace is how often do enemies muff saving throws that badly?
I would love to ask the author if he was excited about adding this material or if it was written only to get this book to line up with Player's option: Combat and Tactics?
The critical Hit charts run ... from (page 130 to Page 139) and are actually seem quite clinical if you like me enjoyed reading the Critical hit charts in Space-Master.
APENDIX 1: New spells
Each new spell description includes the new stats put fourth in this book . (Critical strike type, Casting subtlety, knock down, and sensory signature.)
APENDIX 2: are new priest spells
In all the new spells section Wizard / Preist runs from page 140 to page 179.
I am not going to review the new spells. Though some like "Trollish Fortitude" did travel forward into latter editions.
I will say that the high level spells in this book are very powerful. "Programmed Amnesia" might be the most powerful enchantment spell I've ever read.
The third level "Lance of Disruption" with its 5D4 Pluss additional guaranteed damage of +2 points per caster level would easily replace lightning bolt in my evocation arsenal.
Appendix 3:
All fo the new spell lists including all the base spells, tome of magic, and complete wizards hand book spells all in one place. Each arranged by school, or caster type then arranged by level.
SO USEFULL!
Without this appendix the rest of the book would make much less sense. I can't understate how appreciated it is.
Appendix 4 does the same thing for Preist spells.
Finally we come to a very detailed Index as per the design directives of the day.
Whew: There you have it Players Option: Spells and Magic.
TLDR:
I believe that the Players Options books do not hold the position of esteem they deserve. as a set These books are clearly AD&D 2.5. However within them you can see a microcosm of the problems AD&D 2nd ed faced by 1996. There was just too much material, too many conflicts to solve. Even this book and Player's Option Skills and Powers don't 100% agree on spell schools and priest spheres.
Do I feel all of the material in this book lands? No. Some of it seems like it was only included in an attempt to encompass all that AD&D had become. Something I think was impossible. by 1996
Regardless these books were forward thinking. Laying the tracks that future additions of D&D would ride over. Introducing concepts that would eventually bring D&D out from under the shadow of it's 1970's roots. These were Brave books, foundationally changing a vaunted and popular property. I don't think they should be dismissed or forgotten.
Thank you for going on the journey
-Mark.
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