In the immortal words of many barbarian he-roes, “What sorcery is this?” The standard magicsystem in Warrior, Rogue & Mage is fun, quick,and simple to use but it’s also a very “bare bones”system that lacks many spells that are typicalof fantasy adventure and “sword and sorcery”fiction.Some of the basic spells can seem too weak or too strong for their Circle and some archetypalpowers of wizards in fiction are missing. Whilethe limited selection of spells in the core War-rior, Rogue & Mage rulebook serve as a goodbasis for adventure, some groups of players may want the versatility offered by a broader range of powers. Also, some groups may prefer to use a more “free form” magic system with nospell lists at all.With these issues in mind, this supplementaims to fill in some of the gaps in the basic spelllist and offer a more complete list of powers aswell as offer options for using magic in other ways (including a free form system). The spelllists in this book can replace the list in the corerulebook or be added on top of it. With thatsaid, enjoy unleashing the power offered byarcane knowledge against those barbarians atthe gates of your tower. “What sorcery is this!”indeed.“Chapter One: General Guidelines for Mag-ic” explains the benchmarks used for creat-ing the spells in this book and some advicefor how to use them to make new spells.“Chapter Two: Variant Magical Systems” of-fers some ideas for running campaignswith different levels of magic in the world.“Chapter Three: Spells” offers a large selectionof generic spells that can be quickly modifiedto make specific spells for your campaigns.“Chapter Four: Spellbooks” serves asan example of how the plain spellsin Chapter Three can be modified.“Chapter Five: Talents” offers new talents thataffect the way characters interact with magic.