Dungeons & Dragons Magic Item Compendium
By: Tim JansonReview Date: Saturday, July 07, 2007
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…





















The myopic? First and especially second edition AD&D had a cornucopia of books available. Just to rattle off a few (sticking with just 2nd Ed for the moment) - the Guides (Fighter, Mage, Scholar, Ninja, etc.), the Monster Manuals (several of those, Fiend Folio, etc) the worlds (all the Forgotten Realms, Dragonlance, Spelljammer, Ravenloft, Darksun stuff) and the campaign aids (Creative Campaigning, Campagin Sourcebook, etc.)
The second is the bias. Andy may well be right that WotC is releasing FAR MORE books than TSR did in a similar period of time, but is this really a good thing? These books aren't cheap for one - average teen D&D player probably doesn't want to shell out for more than a half dozen books (and THAT is several hundred dollars already.) Also the poor DM better have access to a great library, file-shared some PDFs, or be working a 50k or more a year job (and if he is, he probably AIN'T role-playing in his spare time - just saying) to afford all the books he'll need.
3rd editions sheer glut of races, classes, prestige classes - who can keep up with all of it? Plus the whole system is based on miniature combat - personally have nothing against miniatures, but its just more you have to buy. Other than sometimes using models to represent general combat positions in confusing battles I've rarely seen miniatures used in D&D games (and I've played in several different groups, including at GenCon.)
All that aside -
3rd Edition does keep the game alive, it is thriving actually, and players are very enamored with it on a whole. So WotC is doing something right. :)
And despite my criticism of Andy's initial statement, this is a great review of what is indeed a pretty good book.