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Player’s Option: Spells & Magic

  • 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
  • Appendix 2: New Priest Spells
  • Appendix 3: Wizard Spells by School
  • Appendix 4: Priest Spells by Sphere

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