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Saturday, October 13, 2007

13 Oct, 2007 from Feedster on: love spells

[1]Magic Item Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

[2][3]Magic Item Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Author: Andy Collins, Mike Mearls, Stephen Schubert, Eytan Bernstein, Frank Brunner, John Snead, Owen K. C. Stephens
Publisher: Wizards of the Coast (March 13, 2007)
Average Customer Review: [4]( 34 customer reviews )
* List Price: $34.95
* Price: $23.07 Your Save: $11.88 (34%)
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* Tag: [5]Book

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Product Detail


* Hardcover: 224 pages
* Publisher: Wizards of the Coast
* Publication Date: March 13, 2007
* ISBN: 0786943459
* ASIN: 0786943459
* Product Dimensions: 11.3 x 8.5 x 0.8 inches; 2.05 pounds

Customer Reviews


* [11]A good book for any class., July 7, 2007
* By Thomas R. Scroggs
* If it where just a collection of magic items, then this book would still probably be worth it, but it also introduces several new concepts in magic items that can allow DMs and players new avenues to explore.

The first is a new concept of charges-per-day. Magic items with charges, like wands, and use-per-day items, like virtually everything else, have existed since the beginning of DnD. Charges-per-day is an item that gets a specific number of charges per day for use with a special power. What makes it different is that spending more charges simultaneously increases the effect. This is great for little effects you wanted more than once a day, but sometimes wish where a little bit stronger.

Next up is the runestaff. The runestaff is a new must-have for any spell caster with a static spell list, such as sorcerers, warmages and divine souls. They allow these magic users to sacrifice their own spell slots to cast the spells imbedded in the staff, essentially expanding their spell list, almost exactly like a cleric spontaneously casting cure spells. Each spell can only be cast this way a limited number of times per day, but it allows a magic user to increase their flexibility in varying situations.

Augment crystals are next. The easiest way to think of augment crystals are like slotable equipment in video games like Diablo. These relatively cheap crystals give minor bonuses to your weapon or armor and are swappable, allowing you to change them when the situation does. Unfortunately, the requirements for the highest-level crystal are a little over the top, making them for more expensive than their little price tag indicates.

Finally introduced are item sets. If you have ever played World of Warcraft or Diablo, you know what an items set is. Each component of an item set is its own magic item, but if you own more than one piece of the system, you start acquiring extra bonuses as the items resonate with each other. Some of these bonuses are very powerful and useful, some not so much, but it is a nice option for DMs who give their player planned out loot.

Being a compendium, several items in it came form other sources, such as Eberron or Faruen. Many of these items where changed in the transition. Some of the items become more powerful, others cheaper. This makes some items that where nice concepts, but priced out of the range of players that could use them, possible. Monks and spell casters should check out the re-priced DR shirts!

Also included in the book are new options for stat booster placement, item synergies, good art, and a wonderful chart for all magic items from the compendium, and the DMG!
* [12]ONE OF THE BEST WIZARDS SUPPLEMENTS IN A LONG TIME!, July 6, 2007
* By Tim Janson, (Michigan)
* Dunegons & Dragons players today just don't know how good they have it. Back in the ancient days of the late 70's and early 80's, we AD&D players had the DM's guide and that was about it. Sure, the Dragon Magazine always had new magic items or you could create your own but those were not "official". Today, however, Wizards of the Coast is putting out a veritable dragon's horde of new supplements regularly and among the best of the recent releases is The Magic Item Compendium. Over 100, magic items are packed into this gorgeous 286 page, hardcover tome. Everything from minor magical trinkets to artifacts and relics are included in a well organized, and wonderfully written book that is a must have for players and DM's alike.

The book is organized into six chapters on Armor, weapons, clothing, tools, magic item sets, and using magic items and is bolstered by two comprehensive appendices listing magic items by price and random treasure. One of the things that I really like about the new magic item system is the infusing of normal armor, shields, swords, with magical properties that don't necessarily make them unique, one-of-a-kind items.

For example, in the Armor/shield category, there are over sixty different magical properties that can be added to the item (as long as it is already at least a +1 item or better) to enhance its qualities. One such property is Healing. This property will heal 2d8+5 points of damage automatically when the wearer is brought down to -1 to -9 hit points...i.e., rescue from death! The Speed property allows the user to produce the effects of a haste spell 3 times per day. All of these properties can be added to armor or shields. Next, there are over 25 unique armors and shields.

The Weapons chapter is similar to armor in that it first lists all of the different properties that can be added to a +1 or better weapon, as well as the price, caster level, aura, and activation required. Again, there are dozens of different properties listed with their full effects leaving it to the DM to decide what they want to create. There are some great unique items in weapons as well. These all include full descriptions of the appearance and powers, and most of them have a drawing that accompanies the weapon as well.

The items in clothing are all unique items and run the gamut of everything from amulets and boots to gloves and rings and everything in between. Chapter four is really a hodgepodge of everything else not included in the first three chapters. Here you'll find items such as bags, orbs, musical instruments, rods, runestaffs, tomes, and more.

Chapter five's subject is magical item sets. These are groups of three to six unique magic items that provide extra bonuses and abilities when worn together. What I love about these is that they will make great items to set about on separate quests to find and locate. And it had better be pretty hard to do so because they will make for some pretty powerful characters should all the items be found.

Finally, chapter six covers the usage of magic items...where to buy them, how to craft them, where to place them in a dungeon, etc...

It felt like the good, old days again just browsing through page after page of this treasure trove. The art is fantastic as usual. One of the best Supplements to come out in a long time.

Reviewed by Tim Janson

* [13]A DM's Crowd-Pleaser., July 6, 2007
* By James A. Destephano, (Erie, Pa USA)
* I've been a DM in one capacity or another for 27 years. This product got me excited again to run a game. The pictures are outstanding and plentiful. The people at Wizards of the Coast should be proud of this one. It is obvious from page one that a true gamer oversaw ever aspect of the product. This book, along with the Spell Compendium are like a one-two punch for the same, boring, treasure trove. A few new spells on scrolls, a new item here and there with never before seen effects and the players catch the excitement as well. The only issue I had against was that the beautiful drawing of the item in question was rarely on the same page as the description, but in a way, it added to the experience of flipping through the book to get ideas. Highly recommended!
* [14]Great Book, June 30, 2007
* By Larry B. Killian, (Fort Campbell, Ky USA)
* As a long time DM I find the quick and dirty method of item levels to be a very nice tool. Plus the full reference to all the items towards the rear of the book is great for quick look ups. All and all a great book for a DM and a pretty decent book for players. The new skills that you can apply to weapons was a nice addition.
* [15]I'm a sucker for options..., June 28, 2007
* By Lazenca, (Pittsburgh, PA)
* This book has more weapon and armor enchantments than you'll ever use! On top of that, they added relics, artifacts and armor sets. All of which are very useful. They have things for all levels of all power levels.

This is a very useful book, because it adds to every aspect of the magical or legendary equipment. If you game has a lot of magic items or even just one or two items, this book will help you expand that.

The only downside is that your next game will have way to many magic items!rence to all the items towards the rear of the book is great for quick look ups. All and all a great book for a DM and a pretty decent book for players. The new skills that you can apply to weapons was a nice addition.
* [16]I'm a sucker for options..., June 28, 2007
* By Lazenca, (Pittsburgh, PA)
* This book has more weapon and armor enchantments than you'll ever use! On top of that, they added relics, artifacts and armor sets. All of which are very useful. They have things for all levels of all power levels.

This is a very useful book, because it adds to every aspect of the magical or legendary equipment. If you game has

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