

He adds that the rules 'are compatible with the first Player's Option book, and include a range of new tables and spells that allow for arms to be disintegrated, rib cages to be crushed and a range of other gruesome effects'. He felt that the chapter on alternate magic systems 'contains the most ambitious and far-reaching options in the book'. (June 2011) Reception Andy Butcher reviewed Player's Option: Spells & Magic for Arcane magazine, rating it a 7 out of 10 overall. The first two appendices consist of new spells, and the last two appendices offer revised lists of wizard spells by school and priest spells by sphere. The sixth chapter offers alternate magic systems, the seventh chapter offers expanded and revised rules for researching new spells and creating new magic items, and the last chapter offers new rules for spellcasting in combat.

The fifth chapter examines equipment for spellcasters, offering rules for wizards' laboratories and priests' altars, discusses the advantages and disadvantages of using spell components in the game and presents rules for gathering and buying them, and closes with an examination of magic shops including arcanists and apothecaries. The fourth chapter covers proficiencies, comparing the standard 'slot' system to the character point rules introduced by Skills & Powers, lists a range of new proficiencies for wizards and priests, and introduces 'signature spells' which allow wizard characters to gain bonuses when casting a particular spell. The third chapter looks at other spellcasting classes, including, and, including optional abilities and limitations the chapter also discusses multi-classed characters and magic-using monsters. The first two chapters discuss and, respectively, beginning with the various wizard schools and priest spheres of access and some minor changes to the spell lists, then specialist classes (including some new classes), and closing with an expanded version of the customized character class rules from. The introduction offers advice on integrating the material into an existing campaign, and discussed such factors as the power, scarcity, and use in storytelling of magic in AD&D. Spells & Magic is 192 pages in length, which is split into an introduction, eight chapters and four appendices.

