![]() Let me get my one major gripe out of the way (there will be other, smaller gripes later): while there are a lot of pretty cool and interesting magic items in Magic Item Compendium, I have to confess I got pretty tired of the "charged" items, of which there are a butt-ton in this book. Best of all, there's a sort of "behind the scenes" sidebar (I love those, incidentally) on page 193 explaining the logic behind magic item sets, and suggestions on how to go about creating your own sets, with definite boundaries on what sorts of synergy bonuses you'll want to stick to, and specific pricing guidelines. This is a pretty logical way of going about it, and while you don't really gain a whole lot of new utility in the first four categories, the fifth is definitely a new deal I can't recall "synergy bonuses" in regards to magic items before, and it's a pretty cool concept. Magic Item Sets: A side category where groups of related magic items (each of which can be from any of the other four categories) work together to provide synergy bonuses the more of them in the "set" you have.Tools: Includes those items that generally must be carried to be of use, including bags, chimes, dusts, lanterns, mirrors, musical instruments, orbs, potions/oils/elixirs/draughts, rods, ropes, scrolls, staffs/runestaffs, talismans, tomes, and wands. ![]() Clothing: Includes amulets, belts, boots, bracelets, bracers, brooches, capes, circlets, cloaks, gauntlets, gloves, goggles, hats, headbands, helms, masks, medallions, rings, robes, sandals, scarabs, shirts, shoes, tabards, torcs, vests, and vestments - in short, anything you actually wear on your body.Weapons: Includes weapons and weapon augment crystals (again, I'll discuss these latter items later), plus weapon qualities.Armor: Includes armor, shields, and armor/shield augment crystals (more on these later), plus armor and shield qualities.Magic Item Compendium streamlines it into the following categories: The DMG, if you'll recall, divides magic items into the following categories: armor/shields, weapons, potions/oils, rings, rods, scrolls, staffs, wands, and wondrous items. The major reorganization in Magic Item Compendium deals with how magic items are divided up and categorized. (Of course, there are only a handful of magic items in this book that come from the Dungeon Master's Guide, so you'll likely need that book as well for your "one-stop shopping" as far as magic items go.) As far as I can tell, the only "repeats" from the DMG are those that needed a rules overhaul in some fashion, although I did recognize a few from other sources (the beholder crown and troll gut rope originally appeared in Magic of Faerûn, for instance). What the Spell Compendium (which I do not have, and have not read) does for spells, Magic Item Compendium does for magic items: reorganizes them, takes a fresh look at them ,and then plunks a whole lot of them all in one place so you can (hopefully) just lug around the one book for your magic item needs. Wizards of the Coast product number 107627200 ![]() By Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. ![]()
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