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Player's Option: Spells and Magic (Advanced Dungeons & Dragons Rulebook)

Player's Option: Spells and Magic (Advanced Dungeons & Dragons Rulebook)

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Product Info Reviews

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Rating: 5 stars
Summary: Reward's for being creative.
Review: I was searching for a way to create magical items with a mage and picked up this book and found it defines this and more. I was able to hunt for magical components and this book helped with the research factor.

I wanted to find a few off-the-wall components and this book helped to define a good way to do that. It was helpful in answer magic related questions about Mages and what an Enchanter is good for or an Invoker. This book is a must if you plan of playing or running Mages, it is very helpful.

Rating: 3 stars
Summary: DM's Notes
Review: If you are a serious AD&D player, and you play a magic user, you'll need this book- it will make your mage or priest or druid for that matter, a better character. Clears up information about magical item creation. I would also suggest "The Book of Artifacts" it also helps understand magic.

Rating: 5 stars
Summary: A must for one looking to make a tailor made mage..
Review: If you're looking to make that wizard or priest that is unique to your tastes than this is it. Endow your priests with spell-like abilities from your gods that can be used 1/day, 2/day or even make the ability a continuous power. Also rules for Optional methods of spell casting, critical hit charts for spells, new wizard and priest proficiencies and spells, more reference on magical item creation and even pricing and building a library for your mages. It's a must have for any priest or mage. And if you like this book, check out the Players Options: Skills and powers. I didn't see it in any Amazon listing but it goes great with the Spells and Magic book.

Rating: 5 stars
Summary: Reward's for being creative.
Review: Spells & Magic is a good, well-written, fairly well organized book packed with spells for both wizards and preists, along with numerous NWPs.

Rating: 5 stars
Summary: A necessary book to spells casters
Review: The new spells and the new rules of this book made the mechanics of the game more realist and more "playable". An important acquisition for every spellcaster and most adventurers.

Rating: 5 stars
Summary: A must for any wizard or priest
Review: This book gives wizard and priest characters many new options in creating their characters. It lists all the wizard specialists from Tome of Magic and other places into one source. The familiar schools of magic such as the Conjurer and Necromancers are here along with new ones such as the Elementalist, Artificer and Shadow mage. Also listed are all the standard priest classes, Cleric, Crusader, Druid, Monk and Shaman with complete rules and descriptions for each. This book also expands on the preist and wizard design rules in Players Option:Skills And Powers. Ever wanted a priest who could use a sword? Ever wanted a wizard who could wear armor. All these options and many more are now available. The new spell points system is a dream come true, no longer are you restricted to four 1st level, three 2nd level..etc, if you want four 4th level spells and you have enough points you can do it, but you are still limited by your wizard or priests max spell casting level. Also several new magic systems are introduced, from channellers who don't forget their spells when cast, to warlocks and alienists who make pacts with dark powers for their magic. In short if you ever play a wizard or a priest character this book is a must.

Rating: 5 stars
Summary: Very good book for all types of Spellcasters
Review: This book is a great source of information for any type AD&D game, this book includes detailed info about all types of Spellcasters and includes too the system of Character Point's already seen in the Player Option's:Skills&Powers but expanded and woth more option's this time for all Spellcaster. There is a system that you can create your own spellcaster type and almost create a new class, by choosing it advantages, disadvantages special powers and special traits. The books also include a system and a table of critical hit caused by magic. The book is very interisting and very good it worth the price you pay. Get it if you can.

Rating: 4 stars
Summary: A great book. A good accessory to any AD&D campaign.
Review: This books is good accessory to any AD&D campaign. This books clearly defines outlines magic and it's role in a campaign, including scarity, mystery, cost, and world view. Also included is many new schools of magic, new classes (monk, crusader, and shaman), and redefines bardic magic. In addition there are new non-weapon profiencies for wizard and priests and heaps of information regarding spell research and magic item creation. A complete list of spell components are included as well, as long with cost and rarity. Lastly, the book have information on alternate rules such as spell point, critical strikes, and custom character creation. The only reason I didn't rate this book higher is that some of this information is tedious and isn't all that useful in my campaign. It still is great accessory to any AD&D campaign. The new rules and spells should be enough for most players!

Rating: 5 stars
Summary: Unique in the good way
Review: Unlike "Skills and Powers" and "Combat and Tactics", "Spells and Magic" does not introduce a wholly new set of rules that the other two books in the series are infamous for. "Spells and Magic" so rarely deviates from the original rules and presents so much expanded materials ( rather than totally new), you will soon be immersed into the originality of the effort. While this is basically a second take on The Complete Wizard's Handbook, it accomplished its goals so much better and quicker that it has plenty of leftover space to introduce several new subdivisions of the magic-user class and many other useful innovations. My advise as for Spells and Magic? Opt for this rules expansion - steer clear of its comrades.


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