Advanced Dungeons & Dragons®
Player’s Option™:
Spells & Magic
by Richard Baker
Table of Contents
Foreword
Credits
Introduction
What You Need to Use This Book
Integrating Spells & Magic Into Your Campaign
Making the Switch
The Role of Magic in the Campaign
Scarcity
Mystery
Power
The Cost of Magic
Creating a World-View of Magic
Magic and Storytelling
Chapter : 1 Wizards
Spells from Other Sources
Schools of Magic
Schools of Philosophy
Schools of Effect
Schools of Thaumaturgy
The School of Universal Magic
Wizard Characters
The Wizard’s Spell Book
Mage
Specialist Wizard
Specialists in Schools of Philosophy
Specialists in Schools of Effect
Specialists in Schools of Thaumaturgy
Customized Wizard Characters
Using the Wizard Character Design Rules
Optional Abilities
Optional Limitations
Dealing with Game-Breaking Characters
Chapter 2: Priests
Spheres of Access
Player’s Option™ and Spheres of Access
Priest Characters
Cleric
Crusader
Druid
Monk
Shaman
Customized Priest Characters
Optional Abilities
Optional Limitations
Dealing with Game-Breaking Characters
Chapter 3: Other Spellcasters
Bards and Custom-Designed Characters
Bards in Player’s Option™: Spells & Magic
Optional Abilities for Bards
Optional Limitations for Bards
Paladins, Rangers, and Minor Spellcasters
Paladins
Rangers
Multi-Classed Spellcasters
Multi-Classed Wizards
Multi-Classed Priests
Monsters
Monstrous Spellcasters
Monsters with Spell-like Abilities
Chapter 4: Proficiencies
Proficiencies and Character Points
Proficiency Slots and Check Modifiers
Character Points and Ability Modifiers
Wizard Proficiencies
Signature Spells
Priest Proficiencies
Chapter 5: Equipment
Laboratories
The Location
Physical Requirements
Equipment
The Library
Supplies and Reagents
Relocating Laboratories
Priests’ Altars
The Location
Physical Requirements
Materials and Decoration
Consecrating the Altar
Material Spell Components
Spell Components: Yes or No?
Acquiring Spell Components
Storage of Spell Components
The Spell Component List
Arcanists and Apothecaries
Alchemists
Apothecaries and Herbalists
Wise Women and Hedge Wizards
Arcanist
Buying, Selling, and Trading Magical Items
Chapter 6: Magic
The Spell Point System
Selecting Spells
Cantrips
Exceeding the Spell Level Limit
Casting Spells for Greater Effect
Reducing Spell Cost
Bonus Spell Points for High Intelligence
Recovering Spell Points
Systems of Magic
Channellers
Warlocks and Witches
Defilers and Preservers
Alienists or Summoners
Priests and Spell Points
Minor Spheres of Access
Orisons
Recovering Spell Points
Priests and Systems of Magic
Channelling
Ritual Prayer
Conditional Magic
Druidical Magic
Other Spellcasters
Paladins
Rangers
Bards
Chapter 7: Spell Research and Magical Item Creation
Spell Research
Proposing a Spell
Describing a Spell
Approval and Modification
Conducting Research
New Spells in the Campaign
Magical Item Creation
Special Ingredients
Potions
Scrolls
Other Items
Qualities
Items That No Player Character Should Create
Recharging Magical Items
Chapter 8: Spells in Combat
Spell Characteristics
Casting Subtlety
Sensory Signature
Strength of Sensory Signature
Sensory Signatures by School
Spells with Attack Rolls
Knockdowns
Spells and Knockdown Dice
Collateral Spell Effects
Fire
Cold
Electricity and Lightning
Acid
Wind
Other Collateral Effects
Critical Strikes
When Do Critical Strikes Occur?
Critical Strikes the Easy Way
Types of Critical Strikes
Strike Location
Severity
Specific Injuries and Effects
Bleeding
Combat Penalties
Armor, Shield, and Equipment Damage
Appendix 1: New Wizard Spells
First-Level Spells
Detect Phase
Detect Secret Passages and Portals
Dictation
Expeditious Retreat
Protection from Vermin
Ray of Fatigue
Second-Level Spells
Cat’s Grace
Displace Self
Moon Rune
Protection from Poison
Wall of Gloom
Third-Level Spells
Bands of Sirellyn
Lance of Disruption
Lesser Sign of Sealing
Protection from Amorphs
Solvent of Corrosion
Wall of Water
Fourth-Level Spells
Conjure Elemental-Kin
Improved Strength
Lesser Geas
Mordenkainen’s Force Missiles
Psychic Protection
Ultravision
Vitriolic Sphere
Fifth-Level Spells
Improved Blink
Leomund’s Hidden Lodge
Proofing versus Combustion
Prying Eyes
Rusting Grasp
Tenser’s Destructive Resonance
Vile Venom
Sixth-Level Spells
Arrow of Bone
Dimensional Blade
Etherealness
Greater Sign of Sealing
Superior Magnetism
Trollish Fortitude
Seventh-Level Spells
Descent into Madness
Neutralize Gas
Persistence
Seven-Eyes
Eighth-Level Spells
Analyze Dweomer
Heart of Stone
Iron Body
Ninth-Level Spells
Programmed Amnesia
Sphere of Ultimate Destruction
Appendix 2: New Priest Spells
First-Level Spells
Astral Celerity
Battlefate
Blessed Watchfulness
Calculate
Calm Animals
Dispel Fatigue
Firelight
Orison
Protection from Chaos
Strength of Stone
Sunscorch
Wind Column
Second-Level Spells
Astral Awareness
Chaos Ward
Cure Moderate Wounds
Ethereal Barrier
Iron Vigil
Resist Acid and Corrosion
Restore Strength
Soften Earth and Stone
Watery Fist
Third-Level Spells
Control Animal
Detect Spirits
Dictate
Etherealness
Fortify
Summon Animal Spirit
Hold Poison
Repair Injury
Unfailing Premonition
Weather Prediction
Wind Servant
Fourth-Levels Spells
Adamantite Mace
Dimensional Anchor
Entrench
Omniscient Eye
Recitation
Suspended Animation
Unfailing Endurance
Windborne
Fifth-Level Spells
Animate Flame
Dimensional Translocation
Impregnable Mind
Othertime
Produce Ice
Righteous Wrath of the Faithful
Sixth-Level Spells
Command Monster
Entropy Shield
Whirlwind
Seventh-Level Spells
Antimineral Shell
Conjure Air or Water Elemental
Impervious Sanctity of Mind
Tsunami
Appendix 3: Wizard Spells by School
Appendix 4: Priest Spells by Sphere
Index
Tables
Table 1: Philosophy Specialist Requirements
Table 2: Effect Specialist Requirements
Table 3: Shadow Mage Target Saving Throw Modifiers
Table 4: Thaumaturgical Specialist Requirements
Table 5: Shaman Spirits Per Level
Table 6: Access Costs
Table 7: Monster Casting Levels
Table 8: New Wizard Nonweapon Proficiencies
Table 9: Signature Spell Costs
Table 10: New Priest Nonweapon Proficiencies
Table 11: Building Construction Time and Cost
Table 12: Laboratory Cost and Size Requirements
Table 13: Libraries
Table 14: Field Searches
Table 15: Purchasing Components
Table 16: Spell Components
Table 17: Wizard Spell Point Progression
Table 18: Spell Cost by Level (Wizard)
Table 19: Bonus Spell Points for Intelligence
Table 20: Spell Point Recovery for Channellers
Table 21: Spell Fatigue
Table 22: Initiative Modifiers for Preservers and Defilers
Table 23: Risk of Insanity by Spell Level
Table 24: Random Insanity Chart
Table 25: Phobias
Table 26: Priest Spell Point Progression
Table 27: Bonus Spell Points for Priest Characters
Table 28: Spell Cost by Level (Priest)
Table 29: Spell Point Costs for Major and Minor Spheres
Table 30: Initiative Modifiers for Ritual Prayer
Table 31: Modifiers to Ritual Preparatory Times
Table 32: Effects of Conditions
Table 33: Paladin Spell Point Progression
Table 34: Spell Costs by Sphere (Paladin)
Table 35: Ranger Spell Point Progression
Table 36: Bard Spell Point Progression
Table 37: Spell Cost by Level (Bards)
Table 38: Magical Item Cost and Time Requirements
Table 39: Spell Subtlety Modifiers
Table 40: Sensory Signatures
Table 41: Armor-Breaching Spells
Table 42: Armor-Observing Spells
Table 43: Knockdown Numbers by Size
Table 44: Spells with Knockdown Effects
Table 45: Critical Strike Chance by Caster Level
Table 46: Critical Strike Location
Table 47: Whole-Body Injuries
Table 48: Critical Severity
Table of Contents