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Player's Option: Spells and Magic

Started by danbuter, May 29, 2012, 08:41:58 PM

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danbuter

Another old review (and the only Player's Option book I think was worth owning).

This is the last of the Player's Option series. It is now available in softcover, though it was originally in hardcover. The price remained the same, which is a bit annoying. The cover art is very good, depicting a wizard blasting apart a castle.

Next is the Forward by the author, which is pretty standard. Then there is a detailed Table of Contents. The Introduction deals with the role of magic in the campaign, and introduces some neat world views that different lands may have. It is well thought out, and gives some good viewpoints.

Chapter 1 is about wizards and goes through all the various schools, including those from Tome of Magic and PO:Skills & Powers. It also provides some new choices for Player's Option wizards. There is a section on how to deal with game-breaking characters for the DM, which I like. This chapter puts many of the new schools (such as the artificer, geometer, and shadow mage) all in one group, which is very convenient for those interested in making a new type of mage.

Chapter 2 deals with Priests. Again, all the spheres are covered, including newer ones such as War and Travelers. It again goes into all the priestly classes, including crusaders, monks, and shamans. I really like how this book updates all of this information and puts it in one place! Again, more detailed options for Player's Option priests are introduced.

Chapter 3 is about other spellcasters. More options for bards, paladins and rangers are given, as well as a section on multi-classed spellcasters. There is also a 3 page section on monster spellcasters. This is good, but I think it should have been greatly expanded and given it's own chapter.

Chapter 4 provides new proficiencies for spellcasters, including some from other hard-to-get sources (like Anatomy from the Necromancer's Handbook). Mage Non-Weapon Proficiencies such as book-binding and glass-blowing are presented, as well as things like omen reading and dowsing. Sage knowledge is also examined, and details many different fields for those interested. Very good stuff!

Next is a short section on Signature Spells, which basically allows a wizard to specialize in a spell and get bonuses when he is using it. This is pretty cool, but I can see a LOT of mages with Signature Fireballs resulting from this. Priest NWP's are also given, with interesting things like Bureaucracy and Oratory (which no priest should be without).

Chapter 5 deals with Equipment. Wizard lab and library construction is well covered, something which should be in the DMG! Altar use and consecration is also detailed. Then the all-important Spell Components are covered. Details on how to acquire them, as well as price and availability lists (3 pages!) finish off the chapter. This is one of my favorite chapters, and makes the buying the book worthwhile on it's own.

Chapter 6 is on Magic and introduces a Spell Point system. The system for wizards provides more freedom in spell selection, at the cost of less spells per day. Overall, it's a good system.

Next follow different types of casters. Channelers are wizards who use the spell point system. Warlocks and witches make deals with demons or devils in order to gain their power, which eventually transforms them into monsters. Defilers and preservers from Athas are presented. Then come the Alienists, who make deals with supernatural entities (a la Cthulhu) to gain power, which slowly drives them insane. Lots of insanities are detailed after this, which is quite useful.

Next is a spell points system for priests, which is similar to that used for mages. Different ways of gaining priestly power are explained, from channelers who use the spell point system, to ritual prayer, and conditional magic (where the situation has to meet certain conditions before spells will be granted). These last two are really cool, but could greatly decrease a PC priest's power. Druids are given the option of being a Preserver. Quick rundowns on spell points for paladins, rangers, and bards follow.

Chapter 7 focuses on spell research and magic item creation. Both are well described, giving a good guide on their specifics. It also has a small section on items characters should not be allowed to create in the average campaign. Overall, a very good chapter with much needed information.

Chapter 8 deals with spell combat. Spell characteristics are introduced, which allow a caster to put his own unique twist on the spells he uses. I like it. The next part deals with touch spells that ignore armor. It allows for more realistic effects, and gives the mage a better chance of hitting with these spells. Then there is a section on knockdown, which lays out exactly which spells could knock a character down when they are used. This allows for more realism, and is fairly useful. Then there are a bunch of pages on critical strikes from spells. They expand on the abilities of mages, and make combat more realistic. Unfortunately, I think many spells are more than powerful enough, and allowing them to do criticals just goes a little overboard. Some people will love this, though.

Appendix 1 and 2 are the 'mandatory' new spells. Some are interesting, such as the 7th level mage spell "Descent into Madness" and the Orisons for priests, but overall they are average. I really think there are more than enough spells in AD&D, so they could save the paper and cut down on the price of the book.

Appendix 3 and 4 make up for this, as they update all the spells from the PHB, ToM, and PO:S&M, and put them in the schools. New schools are created, most notably replacing Minor Divination with the Universal school. There are fewer divination spells in the Universal school, but now every mage has access to "Enchant Item" and "Permanency" (one of the biggest weaknesses in the PHB). Priest spheres are also updated, and new spheres such as War and Travelers are detailed.

The production of this book is top-notch. I didn't notice any spelling or grammatical errors (though if they aren't very obvious, I tend to overlook them). The artwork is superb, and lends a very savage feel to magic, which is an improvement over the stodgy librarian, at least to me. This book collects a lot of information, as well as presenting quite a bit of new stuff, and should be owned by all DM's and players with mages or clerics. Much of the information presented here really should have been in the original DMG, but at least now it's available. Definitely worth every penny.
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Sacrosanct

I don't know if I would give it a 10, but I largely agree with most everything you said.  2.5 gets a lot of grief (mostly for C&T), but this book was very good.  At the very least, it gave a lot of flavor for the spellcasters to use in the gameworld.
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danbuter

At the time, I really thought this book fixed a LOT of issues in the PHB (many pointed out in the review). I think anyone who played a mage should have used this book.
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Marleycat

Quote from: danbuter;543863At the time, I really thought this book fixed a LOT of issues in the PHB (many pointed out in the review). I think anyone who played a mage should have used this book.

I sure did.:)

I'm a huge fan of alt rule systems like Unearthed Arcana and the like. And actively try and find ways to use other subsystems to replace Vancian casting in my games.
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Silverlion

Quote from: Marleycat;544191I sure did.:)

I'm a huge fan of alt rule systems like Unearthed Arcana and the like. And actively try and find ways to use other subsystems to replace Vancian casting in my games.

My favorite was I think the form of channeling that lets you "gather" magic over time--you get spell points for each round you spend casting the spell. The end result was longer cast times, but almost always having magic on hand.
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