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AD&D Tome of MagicNewest Review: ... spell power, as well as the risk of a Surge which will create something spectacular (enormous Fireball centred on the enemy), ... more |
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Read Reviews for AD&D Tome of Magic
by - written on 13/03/09 (Very useful, 166 readings)
Rating:
'So - these creatures are immune to Sleep, the roof of the cavern is too low to Levitate in, and I don't want to Fireball my party's Thief hiding at the other side of the outpost... hmm...I could, no...erm...argh - I need some new spells!' Spells. No matter how many are created, you always feel there could be more to help you out of that tricky situation when your usual array of spells just aren't the precise thing you need. Obviously, any decent gamer will relish the thought of several hundred new spells to get their teeth into, and the DM will equally enjoy letting his put upon bad guys use the same spells to great effect. So it's all fair you'd ... Read the complete review
by - written on 29/06/00 (Very useful, 471 readings)
Rating:
The AD&D Tome of Magic is packaged as if it was a part of the core system. This is a little misleading. While it is usefull, you can live without it. The bulk of the book is over one hundred pages of spells, for both wizards and priests. These fit into several catagories. Some are part of additions to the wizard and priest classes, while others fill out already existing spell groups. For wizards there are two main additions - the Wild Mage, originally from the Forgotten Realms, whose every spell has a random result - fun but eventually too timeconsuming. Second are Elementalists, who specialise in one of the four elements. These wizards ignore the ... Read the complete review


