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