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2 of 2 people found the following review helpful
4.0 out of 5 stars Not really needed
If you are really into wizards, you can get this and it will be an enjoyable evening or two of reading. But its not really needed. Want to make your wizard into an arcane enthusiast? Want to skew his spell selection towards illusionist spells? You can already do that based on what you have in the Player's Handbook (2nd Ed). It contains some good ideas for development and...
Published on June 30, 2008 by Dmitri M. A. Hubbard

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9 of 10 people found the following review helpful
3.0 out of 5 stars Good on schools of magic; weak on kits and spells
I've gotta say that the descriptions of the different schools of magic and their practitioners was pretty cool. Good information on how they act in a party, what their strengths and weaknesses are, and what their personalities might be like. Useful for actually role-playing a wizard, rather than just playing them. There were a few other good things as well...
Published on February 25, 2000


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9 of 10 people found the following review helpful
3.0 out of 5 stars Good on schools of magic; weak on kits and spells, February 25, 2000
By A Customer
This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
I've gotta say that the descriptions of the different schools of magic and their practitioners was pretty cool. Good information on how they act in a party, what their strengths and weaknesses are, and what their personalities might be like. Useful for actually role-playing a wizard, rather than just playing them. There were a few other good things as well. Unfortunately, these are mostly wiped out by the weaknesses of the book. One of the other reviews said that this book was a bin for collecting unused AD&D arcana, and I'd say that's pretty accurate. A few semi-useful magic items, a few (mostly low-level) spells of questionable usefulness compared to existing spells, a small sampling of chem lab equipment. The real weaknesses show, however, when they try to round out the book. The kits are pretty pathetic. What's worse are the personality types, overblown and incredibly unrealistic. The suggestions for a magical college were kind of interesting, but they should have taken out some of the other junk and put in, say, a sample school. Or put in a larger selection of spells. There are many better supplements on magic out there.
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7 of 8 people found the following review helpful
3.0 out of 5 stars A good read, but not particularly game-enhancing, August 9, 2000
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This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
This book contains a large amount of enjoyable information on the various schools of magic and provides a host of kits, but if you have a clear idea of what your character is like, none of it is really going to enhance your enjoyment of the game. The methods for researching new spells given are pointless, you could have invented much better rules yourself. There are also far too few new items (in fact, there are basically NO new items).
Having said that, the new spells are worthwhile, and the afflictions are pretty cool. If you are an avid wizard fan, a good and recommended purchase, but it does not really provide as much "meat" as it should do.
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4 of 4 people found the following review helpful
3.0 out of 5 stars Not one of the better handbooks, July 7, 2000
By A Customer
This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
This book is definitely not essential. The new spells are nice and would be the only reason to need this book. The kits are not very interesting and don't even compare to the ones in the fighter's, thieves', and bard's handbooks.
However, if you love magic users then you will enjoy the handbook. There is a good chapter on roleplaying mages and on spell research as well as spellcasting under adverse conditions. This book is good for customizing a campaign or making new spells, items, or schools as well. But, for those of us that don't feel the need to go so indepth into to the world of spellcraft, this book won't be missed.
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2 of 2 people found the following review helpful
4.0 out of 5 stars Not really needed, June 30, 2008
This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
If you are really into wizards, you can get this and it will be an enjoyable evening or two of reading. But its not really needed. Want to make your wizard into an arcane enthusiast? Want to skew his spell selection towards illusionist spells? You can already do that based on what you have in the Player's Handbook (2nd Ed). It contains some good ideas for development and fleshing out of your character but the kits themselves are not that useful. Some new spells are interesting.

Think of this book as a starting point for your own research into historical wizard archetypes. There are thousands of books out there that you can go to to find more detail on how to play a tribal witchdoctor or a pagan warlock.

Please note this book is not really useful if you Play 3rd or 4th Edition of the game (other than for background into playing a wizard generally).
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4 of 5 people found the following review helpful
2.0 out of 5 stars The spells are good, January 10, 2001
This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
This ain't the best of the complete class books. I found most of the kits not very useful, and the description of the specialists was nothing more but repeating the Player's handbook - let's not mention the "special abilities" for specialist mages (I'm talking about a +1 save vs alteration magic at level 17 here!). If you want some more spells, especially some necormancy, then get this book, it has some really cool spells in it. But that's about all.
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3 of 4 people found the following review helpful
3.0 out of 5 stars Mage background for D&D, October 16, 2001
This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
The book is not their best handbook. It would be about 5th. And really does not have any good kits like the thiefs or Bards etc. The main thing to note is that D&D is now on its 3rd edition; and this book is for the 2nd. So really not practical. But can only be used for background.

This handbook has a good chapter on roleplaying mages and on spell research as well as spellcasting under adverse conditions. This book is good for customizing a campaign or making new spells, items, or schools as well. There are also a couple of new spells.
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9 of 13 people found the following review helpful
5.0 out of 5 stars Adds new dimensions to one of the most popular classes, May 1, 2000
This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
This wonderful book will make your wizardly characters come alive - here you'll find endless details on the schools of magic, specialists, spellcasting, wizard kits (subclasses), roleplaying personae, spells in combat, spells above 9th level (!), exhaustive rules on illusions (at last!), spell research, familiars, chaos magic, wizards' towers, and more; this tome is full of amazing ideas that will improve your campaign immensely! One of the best books in the PHBR series.
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5.0 out of 5 stars An excellent resource for AD&D (2nd Edition), August 7, 2014
This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
This wonderful book is a rules supplement for AD&D (2nd Edition). Seeking to expand the available information on the Wizard character class, this book contains information on schools of magic and specialization, wizard kits, combat and the wizard (really spell usage), and casting spell under unusual conditions. It also has lists of new spells (some not earlier brought over from 1st Edition), familiars, magical disease, and so forth.

Overall, I found this to be an excellent resource for AD&D. The kits are very interesting, and open up all sorts of new vistas for making magic interesting and unique in your campaign. But, the most helpful part to me was the chapter on combat and the wizard – instead of just searching the list and cherry-picking spells, it taught me how to select a well-balanced and useful list of spells. And, of course, I always like seeing new spells.

So, let me just sum up by saying that this is a great resource for anyone playing a wizard in AD&D, one that you should definitely acquire.
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5.0 out of 5 stars Satisfied!, July 10, 2014
This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
It's good to have a book for wizards! I still believe it after receiving this book!
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5.0 out of 5 stars AD&D Wizard books, February 26, 2014
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This review is from: The Complete Wizard's Handbook, Second Edition (Advanced Dungeons & Dragons: Player's Handbook Rules Supplement #2115 (Paperback)
This is a must for any AD&D player who likes wizards and arcane spells or just general info on wizards and the likes. Great for any DMs as well with info on wizards classes and spells. If you collect AD&D books, D&D books or any table top gaming system, this book is a good selection for your collection.
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