The Net Wizard's Handbook
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From the introduction: Magic in your world does not need to be the same as in the Forgotten Realms, Greyhawk, or Kara-Tur. More AD&D supplements are recognizing that there is fun to be had in worlds with tremendously different magical laws. This ranges from the complete absence of magic in A Mighty Fortress to the presence of a nation of wizards in the D&D Known World. Moreover, our own cultural heritage shows that for the bulk of history, magic was seen in a very different light than in most fantasy role playing games. At some times, magic was seen as a sort of quasi-science; while at others, the darkest blasphemy. User summary: The document does include a few spells but the predominant focus is on the presentation of seven developed "alternative" magic systems for the game.