Troll Lord Games (TLG) has in recent months come out with new printings of their Castles Keepers Guide, Players Handbook and as part of that Kickstarter created a Players Archive which brings together most C&C character class options from previous products and the Adventurers Spellbook (AS) which brings together most of the spells from their previous products. This review will focus on the AS and TLG’s first release of spell card decks.
Castles and Crusades (C&C) has been around for nearly 20 years and in that time a lot of spells have appeared in their publications. According to the title page of the AS, the AS brings together spells from “The Players Handbook, Adventurers Backpack, Players Guide to Aihrde, Elemental Spell Book, Rune Lore, Amazing Adventures Companion, Hallowed Oracle Players Guide and Other Sources.” Spells that seem to be missing from this book include spells from the Haunted Highlands campaign setting, the Mythos series of Codexes and Of Gods & Monsters.

As for what is in the book and what it looks like, well, you get nearly 260 pages of spells! These spells work in C&C and can be used in any D&D or OSR game with minimal-to-no changes necessary. So if you are looking for an array of new spells, this is a great resource to expand your spell options!
There is nothing flashy or over-the-top with this book. The format of the book is clean and easily readable white pages, with only a few pieces of black and white art inside (I like this, I wish more books stuck with a clean, easy-to-read product).
The first 27 pages are just chart breakdowns of cleric, druid, wizard, and illusionist spells by spell level – great for a quick reference. Pages 27-188 provide spell descriptions in alphabetical order (see the picture below for an example). Pages 189-245 details Runic Magic tied to the Rune Mark class presented in the Adventurers Backpack. Although that optional class has been around for years, it has never had a full set of runes. This book rectifies that with 56 pages worth of rune magic! So if you want an alternative type of magic in your fantasy RPG, you might want to take a look at what is offered here. Pages 246-250 cover the unique take on magic in the Hallowed Oracle campaign setting (another option for those seeking alternative spell systems). Finally, pages 251-255 present some sample spellbooks.

The Kickstarter that funded the 8th printing of the C&C Players Handbook also resulted in two decks of spell cards. One deck covers Wizard spells from 0-2nd level, and the other includes cleric spells from 0-4th level. I think it is a bit odd that you would make decks of cards for only low-level wizards (1st-3rd level) and for low-to-medium level clerics (1st-7th), but perhaps they had more decks planned as stretch goals that weren’t reached in the Kickstarter, or they just wanted to test the market first. At any rate, if you want spells for those two classes for beginning adventurers, these spell cards might work for you.
But how do they look and how functional are they?
I decided to compare what TLG has done with the spell cards that Frog God Games (FGG) have for their OD&D retroclone Swords & Wizardry (S&W), and the D&D 5E spell cards put out by Wizards of the Coast (WotC).

You can see with the example of the invisibility spell that the S&W version has no bells and whistles, just a simple and to-the-point explanation of the spell. I think that works well for S&W. TLG has, I believe, gone with a similar font and background used in their 8th printing of the Players Handbook. That may work for an A4 book, but it doesn’t translate well to card deck size. The background dilutes the font and the font is not the best choice for a card even if the background wasn’t there. If you then look at the D&D 5E card you get a glimpse at the best layout of the three. I am not the biggest fan of the D&D 5E aesthetic, but there is no doubt that when it comes to seeking out information on a spell card and being able to read it, WotC wins. With concise use of words and well-thought-out organization you always know where to look and can read the information easily on a D&D 5E spell card.
TLG has also apparently tried to place all the spell information from the relevant rule book onto the card, which in some instances shrinks the already small font to the point of unreadability (the wall of text for invisibility shown above is an example). When the situation of a complicated spell has arisen with some 5E spells WotC simply provides a few sentence description and then directs the reader to consult the appropriate book for more information. TLG should’ve done that as well. I kind of wish TLG had either gone with a more simple approach like FGG’s S&W spell deck or with a clean and precise layout like WotC.
Several of my players supported the Kickstarter that produced the AS and these spell decks. They like the AS, but when I asked if they’d use the spell cards, they said “no” due to the formatting (Keep in mind that the majority of my players are in their teens to early 20s and came to C&C from D&D 5E where they had WotC character folders that held spell cards so they could track their character’s spells. The TLG spell cards are something they would have used if they had been better laid out for that purpose).

What is Missing from the AS?
Spells from the Haunted Highlands campaign setting, the Mythos series of Codexes and Of Gods & Monsters seem to be missing from the book. My C&C games revolve around highly detailed pantheons – which uses the now out-of-print Of Gods & Monsters – and the Codex books, so having those spells would’ve been nice (although admittedly not many spells have appeared in the Codexes).
Some Errors in Spell Descriptions Coming from Different PHB Printings.
The new 8th printing of the Players Handbook has perhaps seen the greatest changes to the book and its content since C&C was first published in 2004. Material from the Castle Keepers Guide for high-level play was added to the PHB and errata from previous printings were meant to be corrected and some spells were altered. It appears that the Adventurers Spellbook is a victim of material copied and pasted from the new 8th printing as it was being updated as well as from the 7th printing. This is going to cause confusion at the table for long-term dedicated C&C players.
Here is an example of the spell First Aid (8th PHB printing on the left, 7th printing in the middle, and AS on the right:

For the spell First Aid, the 8th printing changes what the spell does, but the AS description still comes from the 7th printing of the PHB (which includes the error that the recipient of the illusionist attempting to heal has to make the save and not the illusionist as well as not including the game stat changes made for the 8th printing.
Secondly, the cure spells (e.g. cure light wounds, cure serious sounds, cure critical wounds) in the AS all retain the erroneous information from the PHB 7th printing regarding the illusionist having to make the intelligence saving throw to heal (by the way, if you want to understand the C&C illusionist and healing, you can read this post).
There might be more errors in the AS when it comes to retaining 7th PHB spell descriptions versus changes made for the 8th printing, but I’ve only just scratched the surface with this book since I received it a few days ago.
Final Thoughts and Summary
If you want a book of D&D compatible spells, this is a GREAT book! There are 260 pages worth of spells here to expand your game in marvelous ways. Sometimes you’ll find anywhere between 6-8 spells per page, giving you probably over 1,250 spells. There is a LOT of fun content to spur the imagination of your players!
The spell cards can be useful if you want some low-level wizard and cleric spells. My players may have chosen not to use them, but when their characters come across a dead adventurer in a dungeon or in a forest, I might randomly pull a card from these decks to represent a spell scroll they find on the body or a spellbook in the dead adventurer’s backpack and read the name out to them and they can look it up in their books.
If you are a dedicated and long-term C&C player/GM then you will encounter a few conflicting spell descriptions from the last two PHB printings in the Adventurers Spellbook, so be on the lookout for that.
Overall, this is a great buy for those seeking new spells and new takes on old ones!






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