Player's Option: Spells & Magic
spells for tabletop role-playing game D&D

Player's Option: Spells & Magic is an accessory for the 2nd edition of the Advanced Dungeons & Dragons fantasy role-playing game, published in 1996.
Contents
Player's Option: Spells & Magic is a supplement which focuses in detail on magic. 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.
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. 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. 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. 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. 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. 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.
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