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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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The Book of Eldritch Might
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<blockquote data-quote="Psion" data-source="post: 2008220" data-attributes="member: 172"><p>The Book of Eldritch Might (the title page says the Book of Eldritch Magic, but Monte's Errata tells us it it is "Might". Talk about a strange bit of errata...) is a D20 electronic book from Malhavoc Press, the independant D20 vendor owned by DMG author Monte Cook.</p><p></p><p>As the name implies, the book is primarily focussed on arcane magic. The book is divided into sections detailing feats, prestige classes, spells, magic items, and a new monster template.</p><p></p><p>The feats are interesting, many of them a new type called Eldritch feats. To make a long story short, eldritch feats can enhance your magic (much like spell focus can) or give you special abilities, but they may be selected with wizard bonus feats. They do not require additional spell level slots like metamagic spells do. This will make them very attractive for arcane spellcasters and especially wizards. They are simple but imaginiative. The are a variety of lace spell feats that add special properties to your spells, such as adding elemental energy to single target spells, making them more effective against certain target types, and so on.</p><p></p><p>One of the more imaginative ones that I likes was Item Image, which allows the character to make a tattoo that can store a specific magic item and boost the recipient's ability with the item.</p><p></p><p>There are also item creation feats that let you make magical poisons (described later in the book) and etch runes on items that can be used like scrolls.</p><p></p><p>There are three prestige classes in the book, all thematic arcane spellcasters: the embermage (a fire themed spellcaster), the graven one (wears magical tattoos) and the mirror master (a mirror themed mage). All take the same basic approach -- they have some significant class abilities and advance in their old spellcasting capabilities every odd level, which is a fair compromise between the likes of the loremaster (which some claim are overpowering) and classes without spellcasting advancement (which seriously hinder any arcane spellcaster). </p><p></p><p>These prestige classes are the best I've seen Monte turn out. Considering that the ones he has made to date are pretty good to begin with, that is no mean assessment.</p><p></p><p>The spells consume the bulk of the book. Many are outgrowths or extensions of existing spells, like greater sleep. However, there are other totally fresh spells. Many are part of a theme or collection. The Mark spells, for example, grant abilities related to a given element or energy type. There is also a fair selection of mixed element attack spells like Flaming Corrosion (inflict fire and acid damage) and icebolt (acid and impact). Many stand alone and most of are interesting and functional.</p><p></p><p>The magic items fall into the traditional categories for the most part. Monte introduces magical poisons, which can be (or in some cases, must be) added to mundane poisons and inflict hideous or useful effects on the target, ranging from preventing raising the victim, removing memories, inflicting additional damage, and more.</p><p></p><p>If you liked magical machines like the Apparatus of Kwalish, the book features a selection of new magical vehicles among the magic items.</p><p></p><p>The remainder fall along traditional lines, but like the spells are interesting and useful. For example, there is a whole category of rods called Rods of Branding, which can bestow a magical mark with detrimental effects on a helpless target. </p><p></p><p>The last section of the book contains a new template: magical construct. This template gives DMs a technique for making constructs that resemble existing creatures, along with two sample constructs. They don't have DR or the immunities of golems that all constructs don't have. But they do have a considerable armor class and keep most of their abilities... so you can have fire breathing dragon constructs or beholder constructs with eye beams.</p><p></p><p>Drawbacks -- there are a few editorial mistakes, like 2e movement stats for some of the magical vehicles and some copy and paste errors in the magic items. As others have mentioned, the layout should be more printer friendly. As it is, the header design is going to be an ink hog for those wishing to print it out.</p><p></p><p>Further, I regretted that so little of this book was OGC. Only the template and stuff that is directly descended for SRD material (frex, greater sleep) are opened as OGC.</p><p></p><p>Does that knock it out of the running for a "5"? No. This is still a great bargain, with lots of imaginiative material with excellent rules execution, and you can put it on a disk or a laptop. For $5, I think this is a fantastic value.</p><p></p><p>News flash!</p><p></p><p>Monte has released an update program on his site. It requires that you have the original program, but fixes many of the problems such as the incorrect title page, flubs in spell and item descriptions. Free, clean errata! You've got to love that, and this only heightens my support for PDF medium stuff.</p></blockquote><p></p>
[QUOTE="Psion, post: 2008220, member: 172"] The Book of Eldritch Might (the title page says the Book of Eldritch Magic, but Monte's Errata tells us it it is "Might". Talk about a strange bit of errata...) is a D20 electronic book from Malhavoc Press, the independant D20 vendor owned by DMG author Monte Cook. As the name implies, the book is primarily focussed on arcane magic. The book is divided into sections detailing feats, prestige classes, spells, magic items, and a new monster template. The feats are interesting, many of them a new type called Eldritch feats. To make a long story short, eldritch feats can enhance your magic (much like spell focus can) or give you special abilities, but they may be selected with wizard bonus feats. They do not require additional spell level slots like metamagic spells do. This will make them very attractive for arcane spellcasters and especially wizards. They are simple but imaginiative. The are a variety of lace spell feats that add special properties to your spells, such as adding elemental energy to single target spells, making them more effective against certain target types, and so on. One of the more imaginative ones that I likes was Item Image, which allows the character to make a tattoo that can store a specific magic item and boost the recipient's ability with the item. There are also item creation feats that let you make magical poisons (described later in the book) and etch runes on items that can be used like scrolls. There are three prestige classes in the book, all thematic arcane spellcasters: the embermage (a fire themed spellcaster), the graven one (wears magical tattoos) and the mirror master (a mirror themed mage). All take the same basic approach -- they have some significant class abilities and advance in their old spellcasting capabilities every odd level, which is a fair compromise between the likes of the loremaster (which some claim are overpowering) and classes without spellcasting advancement (which seriously hinder any arcane spellcaster). These prestige classes are the best I've seen Monte turn out. Considering that the ones he has made to date are pretty good to begin with, that is no mean assessment. The spells consume the bulk of the book. Many are outgrowths or extensions of existing spells, like greater sleep. However, there are other totally fresh spells. Many are part of a theme or collection. The Mark spells, for example, grant abilities related to a given element or energy type. There is also a fair selection of mixed element attack spells like Flaming Corrosion (inflict fire and acid damage) and icebolt (acid and impact). Many stand alone and most of are interesting and functional. The magic items fall into the traditional categories for the most part. Monte introduces magical poisons, which can be (or in some cases, must be) added to mundane poisons and inflict hideous or useful effects on the target, ranging from preventing raising the victim, removing memories, inflicting additional damage, and more. If you liked magical machines like the Apparatus of Kwalish, the book features a selection of new magical vehicles among the magic items. The remainder fall along traditional lines, but like the spells are interesting and useful. For example, there is a whole category of rods called Rods of Branding, which can bestow a magical mark with detrimental effects on a helpless target. The last section of the book contains a new template: magical construct. This template gives DMs a technique for making constructs that resemble existing creatures, along with two sample constructs. They don't have DR or the immunities of golems that all constructs don't have. But they do have a considerable armor class and keep most of their abilities... so you can have fire breathing dragon constructs or beholder constructs with eye beams. Drawbacks -- there are a few editorial mistakes, like 2e movement stats for some of the magical vehicles and some copy and paste errors in the magic items. As others have mentioned, the layout should be more printer friendly. As it is, the header design is going to be an ink hog for those wishing to print it out. Further, I regretted that so little of this book was OGC. Only the template and stuff that is directly descended for SRD material (frex, greater sleep) are opened as OGC. Does that knock it out of the running for a "5"? No. This is still a great bargain, with lots of imaginiative material with excellent rules execution, and you can put it on a disk or a laptop. For $5, I think this is a fantastic value. News flash! Monte has released an update program on his site. It requires that you have the original program, but fixes many of the problems such as the incorrect title page, flubs in spell and item descriptions. Free, clean errata! You've got to love that, and this only heightens my support for PDF medium stuff. [/QUOTE]
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