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)

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.

## 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[edit]

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]

## 3rd Edition[edit]

Tome of Magic

Authors| Matthew Sernett, Ari Marmell, David Noonan, and Robert J. Schwalb
Genre| Role-playing game
Publisher| Wizards of the Coast

Publication date

| March 2006
Media type| Print (Hardback)
Pages| 288
ISBN| 978-0-7869-3909-1

The title was reused for a 3.5 (Revised) Edition supplement published in March 2006. This book was designed by Matthew Sernett, Ari Marmell, David Noonan, and Robert J. Schwalb. Cover art is by Todd Lockwood, and interior art is by Ed Cox, Carl Critchlow, Daarken, Wayne England, Carl Frank, Brian Hagan, Michael Komarck, Howard Lyon, Chris Malidore, Raven Mimura, Lucio Parrillo, Michael Phillippi, Eric Polak, Steve Prescott, Scott Roller, Joel Thomas, Francis Tsai, Franz Vohwinkel, and James Zhang.

The third edition Tome of Magic is devoted to new forms and styles of magic as a path to power. These new paths are embodied in three new alternate base classes.

The book is arranged into three sections, one for each of the new character classes and their unique take on magic.

* Binder \- Allows the souls of vestiges, beings so strange or powerful that they have been exiled from existence as it is normally understood, to share his body and thus gains power. This class can serve radically different roles from day to day, some of whose strongest suits include close-ranged damage, healing outside of battle, and personal protection and survival. The spirits may impose for a price for their power: significant and often very strange temporary changes to the character's appearance and behavior (though not so much that the character is in danger of alignment shift).
* Shadowcaster \- Manipulates shadow plane energy to create a variety of effects. Some of Shadow Magic stronger suits include single-target damage (and to a lesser extent, area damage), espionage and divination, and reacting to or influencing the magic of others.
* Truenamer \- Caster that utilizes the power of truenames to create a variety of effects. Mechanically, Trunamers are very much a "support"-oriented class whose strong suits include healing and protection, weapon and armor augmentation, and battlefield harassment.

Each chapter includes several feats, prestige classes, magic items and monsters associated with that style of magic.

Matthew Sernett explained the inspiration for the creation of the book: "The concept for the book started with the idea of doing something about "advanced magic." We wanted to show people something new, and take magic to a different place for the game. We struck upon the individual themes for the three types of magic (pact magic, shadow magic, and truename magic) as the most interesting among several areas of magic that D&D hasn't explored very well up to this point."[6]

## References[edit]

1. ^ "Dungeons & Dragons FAQ". Wizards of the Coast. Archived from the original on May 14, 2010. Retrieved October 3, 2008.
2. ^ Varney, Allen (December 1998). "ProFiles: Jeff Easley". Dragon. Renton, Washington: Wizards of the Coast (#254): 120.
3. ^ a b c d e Varney, Allen (August 1991). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#172): 30.
4. ^ a b Eisenbeis, Keith H. (February 1992). "Capsule Reviews: Tome of Magic". White Wolf. No. 30\. pp. 54, 56.
5. ^ Lucard, Alex (May 27, 2013). "The Top Ten Advanced Dungeons & Dragons Second Edition Releases I'd Like To See on DNDClassics.com". Diehard GameFAN. Retrieved 2020-12-29.
6. ^ Carroll, Bart (March 6, 2006). "Product Spotlight: Tome of Magic". Wizards of the Coast. Archived from the original on March 14, 2006. Retrieved August 16, 2013.

## Reviews[edit]

* Casus Belli #65[1]

## Further reading[edit]

* "The Ties that Bind", Dragon #341

* v
* t
* e

Dungeons & Dragons rulebooks and accessories

Original Dungeons & Dragons

| Core|

* Dungeons & Dragons
* Chainmail

|

Supplements|

* Supplement I: Greyhawk
* Supplement II: Blackmoor
* Supplement III: Eldritch Wizardry
* Supplement IV: Gods, Demi-Gods, and Heroes
* Swords & Spells

Basic Dungeons & Dragons

| Core|

* Basic Set
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* Companion Set
* Master Rules
* Immortals Rules
* Rules Cyclopedia

|

Supplements|

* Creature Catalogue
* The Shady Dragon Inn
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Modules|

* Adventures in Blackmoor
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Advanced Dungeons & Dragons

| Core|

* Players Handbook
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* Monster Manual

|

Supplements|

* Deities & Demigods
* Dragonlance Adventures
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* Fiend Folio
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Modules|

* Against the Cult of the Reptile God
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* Oasis of the White Palm
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* Queen of the Demonweb Pits
* Queen of the Spiders
* Ravager of Time
* Ravenloft
* Ravenloft II: The House on Gryphon Hill
* Red Sonja Unconquered
* Ruins of Adventure
* Scourge of the Slave Lords
* The Secret of Bone Hill
* The Sentinel
* Shrine of the Kuo-Toa
* Sinister Secret of Saltmarsh
* Swords of Deceit
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* The Throne of Bloodstone
* To Find a King
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* Tomb of the Lizard King
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* Under Illefarn
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* The Village of Hommlet
* White Plume Mountain

Advanced Dungeons & Dragons 2nd edition

| Core|

* Player's Handbook
* Dungeon Master's Guide
* Monstrous Compendium/Monstrous Manual

|

Supplements|

* Anauroch
* Arms and Equipment Guide
* Book of Artifacts
* The Code of the Harpers
* The Complete Book of Dwarves
* The Complete Book of Humanoids
* The Complete Fighter's Handbook
* The Complete Psionics Handbook
* The Dalelands
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* Draconomicon
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* Faiths & Avatars
* Forgotten Realms Adventures
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* Forgotten Realms Campaign Setting
* From the Ashes
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* A Guide to the Astral Plane
* Hall of Heroes
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* Legends & Lore
* The Marklands
* Monster Mythology
* Old Empires
* The Ruins of Undermountain
* The Shining South
* Tome of Magic
* Villains' Lorebook

Adventures|

* Against the Giants: The Liberation of Geoff
* The Bloodstone Lands
* Border Watch
* The City of Skulls
* Crypt of Lyzandred the Mad
* Die Vecna Die!
* The Doomgrinder
* Doom of Daggerdale
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* Five Shall Be One
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* Night Below
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* Rary the Traitor
* Return of the Eight
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* Return to the Tomb of Horrors
* Return to White Plume Mountain
* Slavers
* The Star Cairns
* Treasures of Greyhawk
* Vecna Lives!

Dungeons & Dragons 3rd edition

| Core|

* Player's Handbook
* Dungeon Master's Guide
* Monster Manual

|

Supplements|

* Arms and Equipment Guide
* Book of Challenges
* Book of Vile Darkness
* Defenders of the Faith
* Deities and Demigods
* Enemies and Allies
* Epic Level Handbook
* Faiths and Pantheons
* Fiend Folio
* Forgotten Realms Campaign Setting
* Ghostwalk
* Hero Builder's Guidebook
* Living Greyhawk Gazetteer
* Lords of Darkness
* Magic of Faerûn
* Monsters of Faerûn
* Manual of the Planes
* Masters of the Wild
* Monster Manual II
* Oriental Adventures
* Psionics Handbook
* Races of Faerûn
* Savage Species
* Song and Silence
* Stronghold Builder's Guidebook
* Sword and Fist
* Tome and Blood

Adventures|

* Bastion of Broken Souls
* City of the Spider Queen
* Deep Horizon
* The Forge of Fury
* The Fright at Tristor
* Heart of Nightfang Spire
* Lord of the Iron Fortress
* Return to the Temple of Elemental Evil
* The Speaker in Dreams
* The Standing Stone
* The Sunless Citadel

Dungeons & Dragons v3.5

| Core|

* Player's Handbook
* Dungeon Master's Guide
* Monster Manual
* Dungeons & Dragons Basic Game

|

Supplements|

| Eberron|

* An Adventurer's Guide to Eberron
* City of Stormreach
* Dragonmarked
* Dragons of Eberron
* Eberron Campaign Setting
* Faiths of Eberron
* Five Nations
* The Forge of War
* Sharn: City of Towers

|

Forgotten Realms|

* City of Splendors: Waterdeep
* Dragons of Faerûn
* Drow of the Underdark
* The Grand History of the Realms
* Lost Empires of Faerûn

Other|

* Book of Exalted Deeds
* Cityscape
* Complete Adventurer
* Complete Arcane
* Complete Champion
* Complete Divine
* Complete Mage
* Complete Psionic
* Complete Scoundrel
* Complete Warrior
* Draconomicon
* Dragon Magic
* Dungeon Master's Guide II
* Dungeonscape
* Elder Evils
* Exemplars of Evil
* Expanded Psionics Handbook
* Fiendish Codex I: Hordes of the Abyss
* Fiendish Codex II: Tyrants of the Nine Hells
* Frostburn
* Heroes of Battle
* Heroes of Horror
* Libris Mortis
* Lords of Madness
* Magic Item Compendium
* Magic of Incarnum
* Miniatures Handbook
* Monster Manual III
* Monster Manual IV
* Monster Manual V
* Planar Handbook
* Player's Handbook II
* Races of Destiny
* Races of the Dragon
* Races of Stone
* Races of the Wild
* Rules Compendium
* Sandstorm
* Spell Compendium
* Stormwrack
* Tome of Battle: The Book of Nine Swords
* Tome of Magic
* Underdark
* Unearthed Arcana
* Weapons of Legacy

Adventures|

| Eberron|

* Eyes of the Lich Queen
* Grasp of the Emerald Claw
* Shadows of the Last War
* Voyage of the Golden Dragon
* Whispers of the Vampire's Blade

|

Expedition series|

* Expedition to Castle Ravenloft
* Expedition to the Demonweb Pits
* Expedition to the Ruins of Greyhawk
* Expedition to Undermountain

Fantastic Locations|

* City of Peril
* Dragondown Grotto
* Fane of the Drow
* Fields of Ruin
* The Frostfell Rift
* Hellspike Prison

Other adventures|

* Barrow of the Forgotten King
* Fortress of the Yuan-Ti
* Red Hand of Doom
* Scourge of the Howling Horde
* The Shattered Gates of Slaughtergarde
* The Sinister Spire

Dungeons & Dragons 4th edition

| Core|

* Player's Handbook
* Dungeon Master's Guide
* Monster Manual

|

Supplements|

* Arcane Power
* Divine Power
* Dark Sun Campaign Setting
* Dungeon Master's Guide 2
* Draconomicon: Chromatic Dragons
* Draconomicon: Metallic Dragons
* Eberron Campaign Guide
* Eberron Player's Guide
* Forgotten Realms Campaign Guide
* Forgotten Realms Player's Guide
* Manual of the Planes
* Martial Power
* Martial Power 2
* Monster Manual 2
* Monster Manual 3
* Player's Handbook 2
* Player's Handbook 3
* Primal Power
* Psionic Power

Adventures|

* Assault on Nightwyrm Fortress
* Demon Queen's Enclave
* Keep on the Shadowfell
* King of the Trollhaunt Warrens
* Madness at Gardmore Abbey
* Marauders of the Dune Sea
* Orcs of Stonefang Pass
* Prince of Undeath
* Pyramid of Shadows
* Thunderspire Labyrinth
* Tomb of Horrors

Dungeons & Dragons 5th edition

| Core|

* Player's Handbook
* Dungeon Master's Guide
* Monster Manual

|

Supplements|

* Elemental Evil Player's Companion
* Volo's Guide to Monsters
* Xanathar's Guide to Everything
* Acquisitions Incorporated
* Mordenkainen's Tome of Foes
* Tasha's Cauldron of Everything
* Fizban's Treasury of Dragons
* Mordenkainen Presents: Monsters of the Multiverse
* Boo’s Astral Menagerie

Campaign guides|

* Sword Coast Adventurer's Guide
* Guildmasters' Guide to Ravnica
* Eberron: Rising from the Last War
* Explorer's Guide to Wildemount
* Mythic Odysseys of Theros
* Van Richten's Guide to Ravenloft
* Strixhaven: A Curriculum of Chaos
* Astral Adventurer’s Guide
* Planescape: Adventures in the Multiverse

Adventures|

* Lost Mine of Phandelver
* Hoard of the Dragon Queen
* The Rise of Tiamat
* Princes of the Apocalypse
* Out of the Abyss
* Curse of Strahd
* Storm King's Thunder
* Tales from the Yawning Portal
* Tomb of Annihilation
* Waterdeep: Dragon Heist
* Waterdeep: Dungeon of the Mad Mage
* Hunt for the Thessalhydra
* Ghosts of Saltmarsh
* Dragon of Icespire Peak
* Baldur's Gate: Descent into Avernus
* The Lost Dungeon of Rickedness
* Icewind Dale: Rime of the Frostmaiden
* Candlekeep Mysteries
* The Wild Beyond the Witchlight
* Critical Role: Call of the Netherdeep
* Journeys through the Radiant Citadel
* Dragons of Stormwreck Isle
* Light of Xaryxis
* Dragonlance: Shadow of the Dragon Queen
* Tyranny of Dragons Rerelease
* Keys From the Golden Vault
* Phandelver and Below: The Shattered Obelisk
* Turn of Fortune's Wheel

Magazines

* Dragon
* Dungeon

* v
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Dungeons & Dragons

Basics

| General|

* Adventurers League
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* Editions
* Gen Con
* Popular culture
* Film series
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|

Gameplay|

* Adventures
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* Attribute
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* Game mechanics
* Magic
* Magic item
* Miniatures
* Psionics

Creators|

* Gary Gygax
* Dave Arneson
* Keith Baker
* Richard Baker
* David Cook
* Monte Cook
* Ed Greenwood
* Jeff Grubb
* Rob Heinsoo
* Tracy Hickman
* Robert J. Kuntz
* Mike Mearls
* Frank Mentzer
* Tom Moldvay
* Chris Perkins
* Jon Pickens
* Jonathan Tweet
* Jim Ward
* Margaret Weis
* Skip Williams
* Steve Winter

Companies|

* TSR
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* Grenadier Models
* Judges Guild
* Paizo
* Ral Partha
* Strategic Simulations
* WizKids

Licenses|

* Open Game License
* Game System License
* System Reference Document

Geography and cosmology

| Campaign settings|

* Birthright
* Council of Wyrms
* Dark Sun
* Dragonlance
* Dragon Fist​
* Eberron
* Exandria
* Forgotten Realms
* Faerûn
* Al-Qadim
* Kara-Tur
* Ghostwalk
* Greyhawk
* Jakandor
* Kingdoms of Kalamar
* Magic: The Gathering planes
* Ravnica
* Strixhaven
* Theros
* Mahasarpa
* Mystara
* Blackmoor
* Savage Coast
* Hollow World
* Nentir Vale​
* Pelinore
* Planescape
* Ravenloft
* Masque of the Red Death
* Rokugan
* Spelljammer

|

Planes of existence|

* Material Plane
* Aebrynis
* Abeir-Toril
* Athas
* Krynn
* Eberron
* Mystara
* Oerth
* Underdark
* Inner Planes
* Outer Planes
* Sigil

Characters and beings

| Races|

* Dragonborn
* Dwarf
* Elf
* Drow
* Gnome
* Half-elf
* Half-orcs
* Halfling
* Human
* Kender
* Tiefling
* Triton
* Warforged

|

Classes|

* Artificer
* Barbarian
* Bard
* Cleric
* Druid
* Fighter
* Monk
* Paladin
* Ranger
* Rogue
* Sorcerer
* Warlock
* Wizard
* List of alternative classes

Character lists|

* Dragonlance
* Greyhawk
* Ravenloft

Notable characters|

* Alias
* Catti-brie
* Drizzt Do'Urden
* Elminster
* Volothamp Geddarm
* Gord the Rogue
* Iggwilv
* Lord Soth
* Raistlin Majere
* Minsc
* Mordenkainen
* Tenser
* Strahd von Zarovich
* Wulfgar

Creatures and monsters|

* Beholders
* Devils
* Dragons
* Gelatinous cube
* Giants
* Goblins
* Illithid (mind flayer)
* Lich
* Mimic
* Owlbear
* Orcs
* Reptilian humanoids
* Kobolds
* Slaadi
* Trolls
* Vampires
* List of 2nd edition monsters
* List of 3rd edition monsters

Deities and powers|

* Bahamut
* Corellon Larethian
* Eilistraee
* Greyhawk deities
* Tharizdun
* Vecna
* Moradin
* Mystra
* Tiamat

Publications

| Core rulebooks|

* Player's Handbook
* Dungeon Master's Guide
* Monster Manual

|

Classic boxed sets|

* Dungeons & Dragons (original)
* Basic
* Expert
* Companion
* Master
* Immortals
* Rules Cyclopedia

Supplements|

* Arms and Equipment Guide
* Battlesystem
* Book of Exalted Deeds
* Book of Vile Darkness
* Deities & Demigods
* Draconomicon
* Fiend Folio
* Forgotten Realms Campaign Setting
* Libris Mortis
* Manual of the Planes
* Player's Option: Combat & Tactics
* Player's Option: Skills & Powers
* Player's Option: Spells & Magic
* Unearthed Arcana

| High-level rules|

* Wrath of the Immortals
* Dungeon Master Option: High-Level Campaigns
* Epic Level Handbook

|

Psionics Handbook|

* AD&D 2nd edition
* D&D 3rd edition
* D&D v3.5 Expanded and Complete

|

Notable
modules|

* List of Eberron modules and sourcebooks
* Against the Giants
* Dead Gods
* Desert of Desolation
* Dragonlance
* Expedition to the Barrier Peaks
* Expedition to the Demonweb Pits
* The Gates of Firestorm Peak
* The Isle of Dread
* The Keep on the Borderlands
* The Lost Caverns of Tsojcanth
* Queen of the Spiders
* Ravenloft
* Red Hand of Doom
* The Ruins of Undermountain
* The Temple of Elemental Evil
* Tomb of Horrors
* White Plume Mountain

Online tools|

* D&D Insider
* D&D Beyond

1. ^ "Casus Belli #065". 1991.

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