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20 of 21 people found the following review helpful:
5.0 out of 5 stars
Bringing back that old and forgotten charm of magic, August 19, 2004
This review is from: The Complete Book of Eldritch Might (d20 3.5 Fantasy Roleplaying) (Hardcover)
Although it pains me to say it, D&D v3.5 did it's best to take away all the mystery and charm that used to surround magic in D&D. Perhaps it is on the more "technical" aproach magic uses now, I know not. What I do know is that The Complete Book of Eldritch Might is a more than welcomed pack of some of the best additions created for magic in D&D in the last years.
Although someone who already owns the lesser forms (Book of Eldritch Might I, II and III) will find only few new things, asides from a complete update, this book is a must-have for everyone else, even if you play/DM a low-magic campaign. In my personal case, I only had the first Book of Eldritch Might, so this full version is worth it's weight in gold pieces for me.
Some details that make me score this book with 5 star (not all, just some):
-Bard Overhaul: The Bard at last becomes a class worthy of playing. The new magic system, based on Spellnotes, Spelltones, and Spellmelodies, certainly brings in a whole new spectrum of possibilities, asides from having a great deal of flavor by itself.
-Feat: Masterfully done feats are found in this book. From spellsong-based feats for Bards, to the well-done Lace eldritch feats, every single one here is worth the time reading.
-Magic Items: Large amounts of new special qualities for items are found here, some of them quite original and interestiing to use. The magic items (such as a half-rod, half-spellbook one) are very well done and tempting to be used.
-Magic Locales: A very good part of the book is dedicated to Magic Locales, specific places designed to fit in nearly any game, without having to depend on a larger setting. In my case, I do not use them directly, but have syphoned out a good number of ideas from them.
There are many more things inside this book to be discovered by the reader, and DMs will feel an urge to use as much of this material as possible. Be warned, however, since some of the things here shown are quite powerful, and may unbalance a game if used unproperly.
One of the best books published for v3.5. Buy it, certainly do.
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7 of 7 people found the following review helpful:
4.0 out of 5 stars
Great compilation of Malhavoc press's eldritch might, October 29, 2005
This review is from: The Complete Book of Eldritch Might (d20 3.5 Fantasy Roleplaying) (Hardcover)
This is a great resource for the eldritch might in 3.5 ruling. Monte Cook brings some very good alternatives for bards here that make the bard a very useful class, and rather powerful. Also, the addition of spells for both divine and arcane are extremely powerful, sometimes too powerful and unbalanced. I gave it 4 stars just becuase of this. So many times did I have to modify a spell or "nerf" it so that it was balanced with the rest of 3.5's spells. Elritch might is a great resource to include, but be careful how you include it. Certain spells, like Chains of Antimagic, create a one-hit-kill with a Ref Save that render's the target helpless AND in anti-magic. Other spells like Window to Elsewhere can sometimes replace teleportation circles. There's a lot in here that is nice for powerful campaigns that need an extra kick of strength, but in the same way, this book can break down a campaign that is on the lighter side without so much magic and power.
The variant to bard is just great. Instead of getting spells and such, the bard get's a special set of spells call Spellmelodies, Spellsongs and Spellchords. The bard can use metamagic type abilites to empower, extend and otherwise enhance these special type spells almost like a psion.
The variant to sorcerer is not so extreme. The sorc gets generally 1 more known spell per level (2 per new spell level instead of 1) but by level 20 still has the same known spells as the PHB version. The biggest changes come in a variant spell list and the fact taht the sorc needs NO material components. But wait, they have to pay for it in XP. 1/25th the GP value of the component is spent in XP. Stoneskin costs 10xp, Magic Missile costs 1. Focuses are still needed. I like this variant rule as an OPTION for the sorc, not a necessity. If she has the batpoop and sulfur, go for the fireball. If she has nothing, she can drop 1xp into casting it. Makes the Sorc virtually a naked magic machine. If captured, stripped of all pocessions, a wizard is generally useless unless they have eschew materials and have a few spells mastered. If the variant sorc is in the same position, they have their entire spells known to do with what they need, provided they have enough XP. You can't delevel over it, though the book didn't specify. I've assumed it's like crafting, similar XP costs are involved.
The feats are alright, the Lace is a pretty powerful set of feats. The magic items are also very useful. There's more talk on Intelligent Items as well, featuring a level progression for Intelligent Items and feats and abilities specific to intelligent items. (Though, I usually don't have a problem coming up with things to give intelligent items, ask anyone that's been in my Good/Evil campaign setting.)
Overall, this is a very useful book with some very interesting and powerful magic in it. Be warned before you let the wizard in your campaign use it without being checked, it can break the campaign. It'd be like giving just one of your players Psionics and no one else. I use it on a "per request" basis, where the players request if they can have access to such spells or feats. The prestige classes are interesting, but often too specialized to be useful in my campaigns.
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1 of 1 people found the following review helpful:
4.0 out of 5 stars
Mixed but overall good., November 16, 2010
This review is from: The Complete Book of Eldritch Might (d20 3.5 Fantasy Roleplaying) (Hardcover)
There is a lot of good stuff in this about magic, new schools of magic, and interesting prestige classes and ideas for mystical locations, fascinating npcs, and feats etc. Would these unbalance a game? Not if both sides can use this information freely. I would make pcs hunt this stuff down. I would get this book at a bargain rate. This, imo, levels the playing field between fighter types and arcane characters. They are some nasty options here that make mages quiet dangerous to be toyed with and a valuable addition to a party that much more so. There is some interesting background on ideas that is pretty fascinating reading. Good options in this book.
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