Friends, our time with Mayfair’s Role Aids line of D&D supplements is rapidly coming to an end. It’s been a wild ride! There is some terrible crap and some works of sheer genius (many of the latter are criminally overlooked), and honestly a surprising trend of beating TSR to the punch. It was a good line, all in all, and I will miss it.

This is Arch Magic (1993), one of the very last Role Aids box sets. It is an ambitious product. That’s fucking Dave McKean doing the cover art, a clear acknowledgment of how the ’90s had changed the aesthetics of RPGs. The interiors are all Roger Raup.
There are lots of things inside, which divide into two piles. The first is source material that seeks to push D&D magic far past the standard power levels into the astounding. This box wants ultra high level spells (reaching to 15th level) to inspire awe and I think it mostly works, at least on a conceptual level. The sample spells are suitably muscular. Enslave the Sky, for instance, gives the caster control of the weather, the ability to fly and active surveillance of any creature out under the open sky. There are new wizardly abodes, rules for grimoires and incredibly powerful new artifacts (like the Singularity Engine, which can make anything).
Then there is an adventure that takes players on a whirlwind tour of some of the wildest places I’ve seen laid out for a D&D game this side of Planescape. And on the other side, too. The Macrodome, the City of Bone and the Gibbering Cave maps are all instant favorite RPG maps. Holy crap this stuff is good — a suitably grand swan song.






