Rating: [ 5 / 10.00 ]

Game Info

Title  Spells & Magic
Authors  Joe Crow, Lee Hammock, Sam Witt
Book Type  Other Rules
Rank: [ 1038 / 2673 ]
Genre  Generic
Setting  Generic
Awards  ENnie (Nominee for Best Interior Art, 2002)
Edition Info  Bastion Press (2002)
Stock: 1004
ISBN: 0-9714392-5-7
System  d20 3
Parent: [ Dungeons & Dragons ]

Game Summary

Spells & Magic is a rules supplement detailing 9 variant magic systems for the d20 system in varying depth, though each has at least a prestige associated with it. The magical systems include blood magic (burn hit points for spells), dragon magic (draw power from a trove of treasure), faery magic (fey tricks), mirror magic (place spells into mirrors), the path of jewels (place spells into jewels), rune magic (channel spells through runes), the path of shades (draw power from death), spellsinging (cast spells disguised as songs), and totem magic (change into a totem and cast related spells). The first chapter has new feats, and the last two chapters have new spells and magical items.

From the back cover:

New Forms of Magic

Magic exists in a variety of guises. From the fearsome power of dragons to the subtleties of mirror magic, Spells & Magic offers players and GMs a variety of options to bring into their game. Each type of magic is written world-neutral, allowing easy placement into any campaign setting.

New Spells & Equipment

No class is forgotten within these pages! A hoard of options exists [sic] for bards, clerics, druids, paladins, and rangers as they seek their own magical fortunes.

Spells & Magic requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by Wizards of the Coast.

Game Editions

Notes on This Edition
8-1/2" by 11" perfect bound softcover, full color cover, 96 black & white pages, MSRP USD$24.95.

Game Editions

Edit Edition ]
# Title System Publisher Released Stock Status
1 Spells & Magicd20 3Bastion Press 2002 1004 ---

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5 / 10SleeperNothing terribly inspiring, but nothing terribly bad.

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