Magic Item Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
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Magic Item Compendium
The book put the magic items a gamemaster might want to uses as treasure for a adventure in one book, instead of having to look at several books to come up with a treasures. It is also useful for item creations for a wizard or priest that might want something different then what lists in the Dungeon Master Guide.
Very useful
It's a very handy book for 3.5 gamers. The seller was prompt and efficient with communications and shipping. The items listed inside are a lot of fun...
A Good Sourcebook
Simply stated, this is a good book.
To expand on this,the Magic Item Compendium is similar to the Spell Compendium in which it takes the magic item properties of many previously made source books(as early as Complete Adventurer to as late as Magic of Incarnum in the WOTC revised 3rd edition D&D series), as well as many prominent magic items. The book promises over 1,000, but if this is true I can't say. It does have many other properties right on, such as having lower cost items than featured in the main books. But what really caught this book for me is it's flexibility.
Sure, one could argue that having a book merely composed of magic items would be pretty much useless unless your campaign allowed for a lot of said magic items. But, these could be easily 'dispelled' by the books overall purpose: Taking all of the magic item properties of most of the source books previous to it's making and putting them in one handy tome. There are magic items (and their properties) from the Eberron setting, from the Draconomicon, from the Complete Adventurer book, all without having to buy the said source books! Even if one where to have said source books, the Magic Item Compendium focuses specifically on finding these properties and items within and presenting them in a well organized fashion for any DM looking to create new, more interesting items of choice.
Another handy feature of the Magic Item Compendium is giving items levels by price, and tables to show what priced magic item a player of x level would most likely have.
This book, like many wotc books, isn't without it's woes. It has about 7 pages worth of errata, or corrections, on the wotc site, meaning if you want the book to be free of error you'll have to retrieve the errata file.
Not to mention that while the magic items and are neatly organized and easy to read from, all of the meat and bones new rules (magic item levels, creating relics and item set bonuses, etc.) are all in the back of the book, after all of the actual items the rules refer to have been presented.
Other than a few minor complaints, the book is solid and a good addition to any campaign.
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