This fantastic tome took spellcasting to a whole new level, with some great art. Did you use it at your table?
Tome of Magic
Take your spellcasters to limits they have never reached before! With over two hundred new spells and magical items!
Characters will experience the thrill of discovering new magical items such as the claw of magic stealing, dimensional mine, glass parrot, and more.
@deidungeon I forgot (or never realized) that these quest spells didn’t have levels. I can definitely use that later!
@deidungeon It's been a long while. I couldn't tell you which spells from it I used, but I'm pretty sure I used some. I remember elemental mages being popular in general, and wild mages being popular with fans of silliness. (The latter never quite reached the same heights of popularity in later editions...)
Many of the sphere ideas were neat. I definitely like the *idea* of quest spells, but I think I'd implement the concept differently.
@pteryx We liked the elemental mages as well. Some of us found wild mages interesting, but none of us ever got up the nerve to play one
What would you do differently for the quest spells?
@deidungeon My basic thought is that instead of having specific "quest" spells set aside and only being granted to high-level clerics accordingly, instead the "quest spell" would be a weekly singular spell slot one level higher than the cleric can normally cast, which the cleric's god (which is to say, the DM) gets to fill — or not — at their own discretion. Sometimes these would be accompanied by commands, other times they'd simply serve as cryptic divine hints of what's to come...
@pteryx I like the idea, especially the part about DM's discretion.