Malcon’s Tome of Infinite Spells by Joseph Mohr is a role playing game supplement published by Old School Role Playing for use with OSRIC. As such, it is covered by the Open Game License and some parts are considered to be Open Game Content as a result.
The supplement is available as a 118 page Pay What You Want PDF from DriveThruRPG. Two pages are the front and rear covers, three the front matter and three the Open Game License.
The opening paragraphs are some in-character fluff, and all the rest of the non-spell writing is in-character, from the lich Malcon the Firebringer regarding spells.
Using this Tome has suggestions for dropping the spells into a campaign, with the recommended method being a spell or two at a time in found scrolls or spellbooks, or from praying for clerics or an ancient song book for bards.
Name Duplication/Redundancy explains that there may be spells with similar names or spells; given this is still in-character, Malcon states his are naturally superior.
Too Much Power explains some spells may be too powerful and any the GM decides are such they shouldn’t use.
Material Spell Components explains that these are important but so often ignored, which removes limitations on spell use, and for powerful spells needing expensive components, some other limiting factor should be introduced. Basically, spell components exist for a reason.
Adjustments explains that spells can be changed by a GM if wished.
The spells take up the rest of the supplement. They are divided into Magic User, Illusionist, Clerical, Druid, Bard, Ranger, Paladin, Shaman (for NPCs) and Witch Doctor (again for NPCs).
A Final Word on My Spell Collection finishes things off and explains some require interpretation by the GM
Malcon’s Tome of Infinite Spells in Review
The PDF lacks bookmarks, and given the length and different sections, really needed them. Navigation is poor. The text maintains a single column format and some minor errors were noticed. There are a number of full-page colour illustrations. Presentation is okay.
There are a lot of new spells in the supplement, ranging from 1st to 7th or 9th level depending. Magic users have the most new spells, with clerics, druids and illusionists getting similar amounts. Bards, rangers, paladins, shamans and witch doctors don’t get that many; however, given the classes, it would be possible to adapt some of the other spells to them. Some of the spells will definitely overlap with existing ones from other creators and systems, but there are a lot of new spells here to choose from, making this a useful resource for any GM wanting to increase the spells available in their campaign. Malcon’s Tome of Infinite Spells can be found by clicking here.
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