Title:

AD&D 2e: Tome of Magic

Genre:
Fantasy
Games
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Subgenre:
Accessory
Series:
AD&D 2e
Series Order:
2121
Binding:
Hardcover
Edition:
2nd
Type of Book:
Fiction
Number of Pages:
159
Number of Chapters:
7
Date Added:
2018-06-26 17:30:15
Synopsis:
Tome of Magic (abbreviated ToM[1]) is a handbook of rules and guidelines for the Dungeons & Dragons role-playing game. As its name implies, it is a supplement to be used to expand the magical options available in the game. It was first released for Advanced Dungeons & Dragons, 2nd Edition, and the name was reused for a book released for the 3rd Edition of D&D.
Tome of Magic

Authors
David Cook, Nigel Findley, Anthony Herring, Christopher Kubasik, Carl Sargent, and Rick Swan
Genre
Role-playing game
Publisher
TSR
Publication date
1991
Media type
Print (Hardback)
2nd Edition
edit
The 2nd Edition Tome of Magic, published in 1991, was a book focused upon expanded options for members of the mage and cleric classes and their subclasses. It also introduced the concept of metamagic effects to D&D. The book was arranged in several sections, designed by David Cook, Nigel Findley, Anthony Herring, Christopher Kubasik, Carl Sargent, and Rick Swan. Cover art is by Jeff Easley,[2] with interior illustrations by Stephen Fabian, Brom, Clyde Caldwell, Carol Heyer, John and Laura Lakey, and Roger Loveless.
This AD&D game hardcover includes 86 new wizard spells (plus rules for ”wild mages”), 170 priest spells (plus eight new spheres), and 92 new magical items, all meant to fill minor gaps in the extant spell lists.[3]
The first section presented new subclasses for the mage class, and new forms of spells and spellcasting for the cleric class, as well as several new spheres of divine magic. The mage subclasses were the wild mage and elementalist classes. The wild mage had the most in the way of new rules, including wild magic and wild surges, which result from his attempts to use magic in raw, barely controllable forms. Elementalists had to devote themselves to one of the four classical elements, barring them from using spells employing their oppositional element (fire vs. water, or air vs. earth, for example), but gaining increased power in exchange.
The cleric class gained access to quest spells, spells of such immense power that a cleric must be granted such a spell directly by his or her god. These spells require the cleric to go upon a quest to gain the right to cast it once, or petition their god to grant the spell to deal with an immediate crisis. Such spells might be used to end a famine or cure a plague, or to wound or slay large groups of enemies. Several of these spells became 9th-level spells in the 3rd Edition of the game. Clerics also gained the ability to draw upon power generated by the faith and devotion of many to produce permanent spell effects at holy sites, to cast spells cooperatively with other priests, and several new spheres of magic (similar to the ”schools” that wizards in D&D study).
The second section of the book presented many new spells for both clerics and wizards. Some of these spells were carried forward into 3rd Edition within the core rules, such as Abi-Dalzim’s horrid wilting (with name changed to simply horrid wilting) and wail of the banshee. This is also the section that introduced metamagic effects, as spells that enhanced and augmented any spells cast while they were still in effect. In 3rd Edition, metamagic returned in the core rules through feats that enhanced spells cast using the feats.
The third and final section of the book was devoted to various new magic items, including several items that carried curses. These new items included the standard array of potions, rings, wands, worn items, and magic tools, but also introduced ”aromatic oils,” magic potions applied like perfume to produce their effect.
Reception
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Allen Varney briefly reviewed the original Tome of Magic for Dragon magazine No. 172 (August 1991).[3] Varney surmised that spellcasters would focus on ”heavy artillery” spells, but cautioned that the wise DM ”should prefer the many spells that don’t cause damage but instead enable good stories” such as the many communication spells that allow characters to convey information more easily and those that provide story hooks.[3] He also mentioned a couple of instances of ”quantum physics applied to magic in spells”.[3] Varney concluded by saying: ”This product needs its hardcover package; you’ll use it a lot.”[3] Keith Eisenbeis reviewed the product in the February 1992 issue of White Wolf.[4] He rated it at 4 of 5 points, calling it ”a must for players of both 1st and 2nd editions”.[4]
In 2013, Alex Lucard, for Diehard GameFAN, wrote that ”for those who don’t want to be held down by the limited selection of magical offerings in the Player’s Handbook, here is all you need. [...] There’s something for every Second Edition Mage, Priest and Druid in this book! There are some truly fun magical items to be had in this book as well. Tenser’s Portmanteau of Frugality is hilariously weird. The portable canoe is amazingly useful. The Staff of the Elements is simply awesome. Quite simply, The Tome of Magic is one of those big books from Second Edition I’m shocked hasn’t appeared on DNDclassics.com due to how popular it was back in the day and how useful it is”.[5
Author:
Christopher Kubasik
Anthony Herring
Carl Sargent
Rick Swan
Nigel Findley
David Cook
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Publisher:
TSR, Inc.
Barcode:
9781560761075
Country:
United States
Place of Printing:
U.K
Publication Year:
1991
Copyright Year:
1991
Number of Copies:
1
Language:
English
Publisher Location:
Lake Geneva
Automatic Estimated Value:
~$2.99
Automatic Estimated Date:
2026-04-04
Date Added:
2018-06-26 17:30:15

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