Tome of Magic That for the Players
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Official Game Accessory Sample file New spells and magical items for priest and wizard classesl TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva Cambridge CB1 3LB Wl 53147 U.S.A. United Kingdom ADVANCED DUNGEONS & DRAGONS, AD&D, and FORGOTTEN REALMS are registered trademarks owned by TSR, inc. PRODUCTS OF YOUR IMAGINATION, BATTLESYSTEM, and the TSR logo are trademarks owned by TSR, Inc. e1991 TSR, Inc. All rights reserved. Printed in the U.S.A. Distributed to the book trade by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional d istributors. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. 1-56076-107-5 This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written consent of TSR, Inc. Forward Whew, another big project behind me! Never did I ends didn't sound exciting for either a game designer or realize when I started work on the Tome of Magic that for the players. The Tome of Magic needed it would become such an undertaking. After all, it something—a hook—to make it interesting. seemed so simple. At that point, I should have known As a result, the Tome of Magic is much more than better. just a collection of spells. There are many new ideas It all started with a seemingly innocent comment, about the types and uses of magic in these pages—wild something like, "There are a lot of gaps in the spell lists magic, cooperative magic, focuses, elementalists, and for wizards and priests. Maybe we should do some- more. In the end, the Tome of Magic offers more than thing about it." I don't know if I said that, or if it was just spells—it gives breadth and range to wizards and someone else's idea, but whoever said it was right. I priests. In many ways, it is a peek inside the Pandora's knew they were right because I could see them clearly box of magic. by the time the AD&D® 2nd Edition Player's Hand- On top of these concerns was a problem of mental book was finished. health. If I alone had to fill all these pages with spells These gaps were not yawning chasms in the game and magical items, I'd be writing from the nut-house system. They were little things, like, "Gee, it would be by now. There was no way I could create all these new nice to have a spell that did X—or Y, or Z, or what- spells are remain sane. That's why there is a host of ever." Sometimes they were things to help explain the designers listed in the credits. Taking often the barest weirdness people were always putting in adventures or of my ideas and suggestions, these creative conspira- little touches that would smooth things out for players tors produced a wide variety of spells and items. After and DMs alike. The Tome of Magic could be just the weeding out spells too similar in form and function, I place to get some of these ideas into the AD&D® game can offer you the cleverness and diversity of six differ- system. Months later (because months always pass be- ent designers, not just one! tween the idea and actually doing the work), it was For myself and the other designers, we hope you find time to make all this real. the Tome of Magic both entertaining and useful. Let it That's when I discovered the warts on the great be your guide to just how much further wizards and idea—two in particular. First, filling a book with a mis- priests can go in the AD&D game. matched collection of spells was not enough. How many variations on fireball, lightning bolt, and confu- David Cook sion did you really need? Second, a book of odds and February, 1991 Sample file Table of Contents Credits Chapter 1: How to Use Tome of Magic 3 Design: David Cook (Wild Magic, Faith Magic) Chapter 2: Wizard Spells 16 Nigel Findley (Numbers, Thought, War) First-Level Spells 17 Anthony Herring (Elementalists, additional Second-Level Spells 21 spells) Third-Level Spells 24 Christopher Kubasik (Chaos, Law) Fourth-Level Spells 28 Carl Sargent (Quest Spells, Metamagic) Fifth-Level Spells 34 Rick Swan (Time, Travel, Wards) Sixth-Level Spells 37 Supervision and Development: David Cook Seventh-Level Spells 40 Eighth-Level Spells 43 Editing and Additional Development: Anne Brown Ninth-Level Spells 45 Proofreading: Anne Brown, Rob King, Dori Watry Chapter 3: Priest Spells 49 Cover Art: Jeff Easley First-Level Spells 51 Black and White Art: Stephen Fabian Second-Level Spells 56 Color Art: Brom, Clyde Caldwell, Carol Heyer, John Third-Level Spells 63 Fourth-Level Spells 74 & Laura Lakey, Roger Loveless Fifth-Level Spells 87 Icons: Stephen Sullivan Sixth-Level Spells 98 Graphic Design: Stephanie Tabat Seventh-Level Spells 105 Typesetting: Gaye O'Keefe, Angelika Lokotz Quest Spells 112 Production: Sarah Feggestad Chapter 4: Magical Items 123 Appendix 1: Wizard Spells by School 149 Appendix 2: Priest Spells by Sphere 152 Appendix 3: Alphabetical Index of Spells 155 Chapter i: How to Use Tome of Magic An apprentice stands in the laboratory of his spheres, and new variations on priest magic. ancient wizard master. The youth's eyes stray These rules have the potential to impact a cam- across tables cluttered with alembics, retorts, paign in a way greater than a first glance might beakers, bat wings, and phials, and beyond to suggest. To benefit the most from these expan- shelves of scrolls and books. A musty old vol- sions, the DM should carefully consider how to ume, bound in cracked green leather with glitter- introduce and use the new rules. ing silver hinges, catches his attention. His master is elsewhere, so the curious student pulls the heavy volume from the shelf and, with a puff Who Is It For? of breath, blows away a thick layer of dust. The Tome of Magic is written with both the "Tome of Magic" it reads, spelled out in silver leaf DM and .player in mind. Dungeon Masters who on the brittle cover. keep this book out the hands of their players are The apprentice can't believe his discovery. He's doing their game a disservice. Likewise, players never seen this book before. What secrets has his who want this book only to learn about the new master been keeping from him ? What secrets will magical items are missing the point. Both player he discover inside? With trembling fingers, the and DM can use this book to improve and ex- apprentice opens the creaking cover. pand the game. "Ahem, O callow youth! Perhaps you are dis- satisfied with my training and would like to seek another master!'" booms the master's voice from Wizards behind the apprentice. The youth startles and In the game world of wizards, there are two guiltily slams the cover shut. Turning, he smiles significant additions—wild magic and elementa- sheepishly at his master. lists. Wild magic is a strange, new type of magical The old wizard, bald and portly, takes the power, just being explored and discovered for the book from his apprentice's hands. "Before you first time. Wild mages are rare and exotic. Long can learn secrets like these, you must first master before encountering such a wizard, characters the basics, which I sometimes doubt you ever may hear tell of a new type of magic in reports will. Now tell me, what are the three Greater from travelers to distant lands. Of course, every Gesticulations used-in casting a light spell?" The adventurer knows that these reports tend to be wizard deftly slides the tome back into place on exaggerated—more fiction than fact. the shelf as he speaks. SampleThe filefirst appearance of a wild mage is best pre- Flustered, the apprentice stammers out what sented by the DM as a mysterious NPC. The wild feels like an elementary reply. But in his heart, he mage may join the party briefly or may be the knows that someday he will read the secrets of springboard for an adventure. He should not be a that tome. henchman or hireling, but someone who is the characters' equal or superior. This gives players Someday is now! the opportunity to experience the wonders (and terrors) of wild magic before immersing them- selves in this new art. After the characters have How to Use This Book learned something of this strange magic, wild With over two hundred new spells for wizards mage player characters may be introduced, per- and priests and a host of new magical items, the haps as apprentices of the same NPC. Gradually, question of how to use this book may seem fairly these new mages will become accepted members obvious to most players. It appears to be a simple of the campaign world. matter of opening the pages, selecting spells and Elementalists can be introduced in a similar magical items, and tossing these into a campaign. fashion, although their arrival is likely to be less Of course, it can be done that way, but players mysterious. The first appearance of the speciali- and DMs who take this route will miss many of zation could be a small school or guild in a near- the new possibilities and expansions the Tome of by town, established by an elementalist from Magic has to offer.