Wizard Books


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Wizard Books sorted by Average customer review: high to low .

Wizard
DragonSpell
Published in Paperback by WaterBrook Press (2004-06)
Author: Donita K. Paul
List price: $13.99
New price: $3.75
Used price: $3.68

Average review score:

Insipid Trash
Helpful Votes: 0 out of 3 total.
Review Date: 2008-07-19
I like books about dragons and I like books for young people. This book, however, is insipid trash. Poorly developed characters, weak storyline, and a poor command of language are just a few of the problems. The Christian aspects are pitiful. I would not recommend this book whatsoever.

Literary ability far below J.K. Rowling
Helpful Votes: 1 out of 5 total.
Review Date: 2008-06-18
Disappointing replacement for J.K. Rowling's Harry Potter books.

Rowling's literary style immerses the reader not only in the characters, but also the ambient world. Rowling uses descriptive language that telegraphs what the magical world feels like, and how the characters differently perceive it.

In contrast, DragonSpell is an overly simplistic adventure story with very little color. It feels the characters are racing through the plot without the reader adequately experiencing their world.

The replacement of Christian theology with fictional characters "Wulder" and "Palidan" seems out of place, maybe a little cumbersome.

In summary, if Christian parents are purchasing these books to replace Harry Potter for their children, the sentiment is misplaced:

- Both are fantasy novels, indulgent in fantasy themes such as ogres, dragons, and wizards/witches.
- Both have "good" and "bad" wizards/witches.
- Both use variations of good and bad magic and enchantments.
- No explanation is given in either series of where the magic originates from.
- The main characters from each book practice magic, although much of Kale's magic (DragonSpell) is attributed to God.

In defense, DragonSpell tries to attribute some good magic (i.e. magical healing) to Wulder/God, but makes no attempt to attribute other types of magic (enchantments).

Particularly teenages interested in magic/dragons will be equally intrigued with magic after reading DragonSpell or Harry Potter.

Absolutely Fabulous!!!!!!!!!!!!!!!!!!!!!!!!
Helpful Votes: 1 out of 1 total.
Review Date: 2008-06-17
My daughter just loved the first book so she came back to the BX and got DragonQuest, DragonKnight, and DragonFire. She couldn't wait for DragonLight to come out.

Adventure with giggles for all ages
Helpful Votes: 1 out of 1 total.
Review Date: 2008-04-04
Coming soon is a blog tour for Donita K. Paul's DragonLight, the fifth of the DragonKeeper Chornicles (DragonSpell, DragonQuest, DragonKnight, DragonFire and coming in 74 days to bookshelves DragonLight). In preparation, I'm making sure that I have read the four prequels first! (I'll then let you know if it does stand alone, or rely better with the others read too...) So, today I have finished reading DragonSpell. I started this and read it during my move, so I did not get to read it all through as fast as I would like, but each time I went back to it, it pulled me right back into the adventure.

This book kept me giggling and curious for more. With a full combination of Dumbledore and Gandolf, with Jesus and God the Father, as well as the Fellowship of the Ring, and flashes of the Shadow of Evil plot in mind... this book is a wonderful original that is reminiscent of many wonderful things that takes you to no place like you have ever been.

Kale is a simple o'rant girl who does not think too highly of herself. This is a story where Paladin comes to her in ways unimagined and shows he...more This book kept me giggling and curious for more. With a full combination of Dumbledore and Gandolf, with Jesus and God the Father, as well as the Fellowship of the Ring, and flashes of the Shadow of Evil plot in mind... this book is a wonderful original that is reminiscent of many wonderful things that takes you to no place like you have ever been.

Kale is a simple o'rant girl who does not think too highly of herself. This is a story where Paladin comes to her in ways unimagined and shows her what she is made of, whether it is more or less than what she thought you'll have to read it and see. This book is a great adventure, literally for all ages!

Exhilarating! -Even for the well read adult.
Helpful Votes: 1 out of 1 total.
Review Date: 2008-03-12
Kale, a fourteen year old o'rant girl starts a journey that quickly and unexpectedly turns into quite an adventure. Along the way she meets new friends (who are very well characterized) and discovers more about the greater plan behind her journey/quest.

There are those who may claim that the allegory regarding the characters Wulder (God the Father) and Paladin (Christ) are too preachy, but I'm not afraid to state the obvious: those reviewers are probably offended by the message of the Gospel, and not by Donita Paul's intriguing allegory. Not only does she portray them well, I can't think of a way she could have portrayed them better. At times I found myself welling up as Paul develops Truths in this fantasy book that I didn't realize until I had entered my adult life, yet easy enough for a child to grasp.

Dragonspell is not only beautiful and amazing Christian allegory, it is simply a great read, and an exciting adventure story. I was so drawn into the experiences of Kale that time flew as I read through each chapter.

A very rich and rewarding read, this book inspired me to attempt sketching and painting some of the mental images it conjured. Truly epic in potential (moving on into the rest of the series), this book and it's successors are certainly bound to be classics.

Wizard
Exile: Part 2 (Forgotten Realms: The Legend of Drizzt, Book II)
Published in Mass Market Paperback by Wizards of the Coast (2006-03-07)
Author: R.A. Salvatore
List price: $7.99
New price: $3.95
Used price: $4.70

Average review score:

Loved the trilogy
Helpful Votes: 0 out of 0 total.
Review Date: 2008-06-26
The first book was the best with all the intrigue and dirty dealings in the dark elf city and I quickly went through books 2 and 3. Great series.

Now on the spider queen and the first book is as good as the first book in the dark elf trilory. (Maybe even better).

The trials of Drizzt Do'Urden continue
Helpful Votes: 0 out of 0 total.
Review Date: 2008-05-13
The book picks up where Homeland finished. Drizzt Do'Urden has fled his birth city of Menzoberranzan, home to many drow elves in the Underdark, hoping to escape the clutches of his wrathful mother, Matron Malice.

For ten years, Drizzt survives the dangerous wilds of the Underdark, with only Guenhwyvar (a magical black panther) as his companion. However, as he is constantly on edge, and has no social interaction, his sense of self, of identity, slowly regresses into "the hunter" - a primitive being who, while deadly, reacts out of survival instincts only. Recognizing the dangers to his sanity, Drizzt seeks out some svirneblin (deep gnomes) and throws himself at their mercy, in the hopes of finding sanctuary within their city. It is here that his attempts at releasing a deep gnome from a drow patrol many years ago will hopefully pay dividends.

In the meantime, his mother Malice, ruling matron of his house/family, seeks the dark Spider Queen Lloth's aid in granting a powerful spell, called zincarla. The spell animates a corpse, and is wholly controlled by the priestess who casts it. For this, Matron Malice animates the corpse of Zaknafein, Drizzt's father, and former Weapon Master of House Do'Urden, probably the only one with the skill to defeat Drizzt.

So begins the game of cat and mouse, as Drizzt sets out from the svirneblin city of Blingdenstone with Belwar, a deep gnome, in an effort to draw away the attention of the dark elves from the svirneblin city.

Their journey brings them to encounters with a range of Underdark creatures, from hook horrors, to flying birdmen, to the powerful illithids, as the undead Zaknafein is urged closer by magical tracking spells.

I admire the job Salvatore has done in bringing many Underdark denizens to life, helping us to understand better the environment and the trials Drizzt faces. The only frustrating part is that the book does almost a complete circle, ending almost where it began. However, the book is less about the physical journey, and more about the spiritual/emotional journey that Drizzt takes. This is NOT a boring book dealing with long-winded questions of existentialism - quite the opposite, in fact. There is much action to keep the reader hooked throughout. Yet nevertheless, we find ourselves pulled irresistably along with Drizzt, and come to question the substance of a creature's spirit/soul.

Of importance is the development of Jarlaxle, the leader of a renegade drow mercenary band. He is one of my favourite characters, and will feature in quite a few books to come!

I highly recommend this book.

The Legend of Drizzt Exile
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-26
This is part of a great series written by RA Salvatore. Drizzt a drow elf, exiles himself from his people because he doesnt agree with their evil ways. He must survive in the underdark, and fight enemies at every corner and fight the hunter in himself. The hunter would have consumed his life bent on survival if not for a couple of friends and their journey.

Classic Salvatore
Helpful Votes: 0 out of 0 total.
Review Date: 2007-09-16
What more to say than, GET THIS BOOK, IT'S ONE OF THE BEST SALVATORE BOOKS OUT THERE!! LOVE IT, LOVE IT, AND LOVE IT!!

The Underdark awaits!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-08-31
Exile is book 2 in The Dark Elf Trilogy.

Exile tells the story of Drizzt outside of the Drow Cities in the open wilderness of the Underdark. For the ten years following his abandoning his house, he is left with no one but his faithful Guenhwyvar, a magical Panther he had acquired in Homeland. He is also met with great dangers that he meets with the business ends of his scimitars. Struggling with conflicting emotions, which involve his failure in Menzoberranzan and a deep grief for his father and friend Zaknafein, he makes his way to the surface to face newer dangers.

As always, Salvatore writes an amazing adventure.

Wizard
Forgotten Realms Campaign Setting (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Forgotten Realms Setting)
Published in Hardcover by Wizards of the Coast (2001-05-29)
Authors: Ed Greenwood, Skip Williams, Sean K Reynolds, and Rob Heinsoo
List price: $39.95
New price: $7.90
Used price: $7.88
Collectible price: $39.95

Average review score:

Giving you more ideas of inspiration
Helpful Votes: 0 out of 0 total.
Review Date: 2008-01-06
I must admit, I've only recently began getting back into D&D. I've always enjoyed playing it, but never really played (let alone ran) Forgotten Realms. Most people would tell me it's crap, or it's too much work to do. Needless to say, I'm finding it quite useful. The modifications for the general races are one twist to making new characters for players. New magics and specializations for classes give characters a little bit more of a reason to try new things. Plus, any free maps are very cool.

My only dislike (although quite necessary to game in Faerun) is the background on the world (literally takes up 2/3 of the book).

If you want to game in this world, this is the book you'll definitely want. But it can be useful for running different campaigns as well.

my review
Helpful Votes: 0 out of 0 total.
Review Date: 2007-10-08
I think this book is helpful and adds many new features into the game of Dungeons and Dragons. It adds in Gem specifics and Dracoliches and more

Great value for the price
Helpful Votes: 0 out of 0 total.
Review Date: 2006-10-20
First, it is a beautiful book. The art and overall presentation is superb. The level of detail that some reviewers find lacking is not necessary for a book that is supposed to be a platform to work from. The only annoying thing, as with everything else in D&D, is that if you are a purist, there is always something else you "should" have, like the Monsters Compendium, besides all the rules books, etc; in other words, a huge wallet. But But the book is more than absolutely usable, with plenty of material to play a lifetime, good maps and sideline pointers and helpful tables. Very satisfied....

love forgotten realms
Helpful Votes: 2 out of 4 total.
Review Date: 2006-03-09
just recently had a chance to use the forgotten realms campaign setting, i love this book it was so helpful with forgotten realms lore, and not to mention npcs to use thanks amazon for carrying so many fine products like this,

Return to the best setting ever!
Helpful Votes: 5 out of 7 total.
Review Date: 2006-06-21
I was very unsettled when the old parent company TSR went under in 1997. I loved the lavish boxed set filled with maps and cards. The novels was what it was about for myself. I loved the Dragonlance Chronicles in the mid 1980s. Then I happened upon the old gray box called the Forgotten Realms. I thought it revolutionary as an open-ended adventure setting. I didnt have many friends interested in playing the game at the time, so I began reading and collecting the novels.

The stories are not classical liturature, however, they are a lot of fun! I collected all that was published until 1997. It seemed all was lost for old TSR. I decided to stop reading these stories as well. I honestly liked the Birthright setting more, but its lifespan was short indeed, a year or so. It only spawned a few novels.

In the short time of TSR's hiatus, the Forgotten Realms was uncovering its hidden past-Netheril, Cormanthyr, and others that seemed very enticing to me. I began playing the game itself upon my PC. Baldurs Gate, Icewind Dale were very familiar to me. The action became real for once.

The books gathered dust as did the endless supplements besieging my bookshelf. Yet, for sentimental reasons, I could not part with them. Lord of the Rings became a major revival for the genre. It is widely accepted that D&D is a tribute to Middle Earth. I feel it goes much deeper than this, as the architypes can be found all over popular culture. Harry Potter to Star Wars is a little of the magic of old TSR.

That brings us to the present and my rediscovery of the fabulous Forgotten Realms. I approached it with much caution. What had they done to my baby? Absolutely the greatest honor. The entire world is here, with all the vivid details I remembered. It was a little expensive and short on maps but worth it! I have every map 10 time over on my fantasy shelf. Now, I would like to see Kara-Tur, Maztica and Zhakara updated in this format. It is very tidy and easier to carry around in a single book. Now back to the novels, there are about 20 I have to catch up on. Its that old cliche-so many books, so little time.

Thank you, to all that have kept the dream alive! For it is fully developed and ready for the next generation of dreamers! Elminster, if you read this, thank you for your magical input.

Wizard
Dungeon Master's Guide: Core Rulebook II (Dungeons & Dragons d20 3.0 Fantasy Roleplaying)
Published in Hardcover by Wizards of the Coast (2000-09-30)
Author: Monte Cook
List price: $29.95
New price: $6.99
Used price: $1.36
Collectible price: $20.60

Average review score:

Dungeon Master's Guide
Helpful Votes: 0 out of 0 total.
Review Date: 2007-05-09
You sit down at the table, and the players are amicably chatting about Everquest or the upcoming D&D movie. You listen to the conversation as you begin to organize your notes. As the conversation draws on, you know that it's time to reel it in and begin, but somehow, you can't seem to work up the courage.

What do you do if a character falls into a water trap? What are the chances of having an encounter? Did you put enough combat into the adventure? Too much? Will it be a challenge?

This is your first time at the head of the table. You've been talking up a good storm, but now it's time to put you money where your mouth is.

Are you prepared?

There are two things that are important in a gamemaster's book. The first are all the rules necessary to run a game, those that players don't need to know. The second are all the little bits of advice necessary to make a person into a fine gamemaster.

Let's tackle those subjects one at a time.

First of all there are all the DM only rules. This is an area the all versions of the DM's Guide have been strong in. In fact, certain additions (2nd, for instance) seemed to concentrate solely on these issues.

There is a wealth of information in this book. They handle many of the old standby's. There are sections on NPC's and encounters. There are rules for assigning experience and treasure. There are methods of generating magic items. None of this is, in and of itself, a surprise.

We have some new additions. There is a system for generating towns. This allows you to calculate the highest level person of any given class in a town. It also tells how rich the town is, showing the most expensive object than can be purchased and total funds that can be taken out of a town (for the purposes of selling items). This was a welcome addition.

Another new feature are Prestige classes. These are classes that allow a character to explore career opportunities not usually available to a starting character. The arcane archer is a fascinating example of a prestige class, perfect for the elf who wishes to combine magic and archery.

Also, we have the new concept of NPC classes. In truth, NPC classes have been around for a long time, but they were never official and almost always set apart by how powerful they were. The NPC classes in the new addition deal with all the things PC's usually find too dull to explore. Why doesn't a commoner raise levels? Now they do, within the commoner class. Are all those town guards fighters? No, they are probably the less powerful warrior. NPC classes add a fine new element to the game.

Ever since Tomb of Horrors debuted at Origins, traps have been an important part of the D&D game. The new DM's Guide actually acknowledges this fact, listing several typical traps, along with all their stats. This allows a DM to easily extrapolate on traps of his own. Also, traps have challenge ratings now, which means they are worth experience.

Another big surprise comes in magic items. They are now organized (at least on the charts) by power level. This makes it very rare to roll a Staff of Power for the treasure a kobold is carrying. It also allows a GM to track more accurately the amount of treasure that his party is receiving.

All in all, a very strong showing.

But what about the second part? Does this book teach you to be a better DM?

Yes. Whereas 2nd addition had little dedicated to making a person a better gamemaster, the new edition seems to treat the subject very seriously.

There is an entire chapter dedicated to world building. Through it, a DM can gain advice on designing his own world. Various forms of governments are discussed, and the chapter is at times thought provoking. Not all that it should be, however. I wanted more on subjects like communication and healing, which can radically effect a game where magic is the norm.

The chapter on designing good adventures fares much better. Perhaps it should have been called, "Adventures for Dummies." This section discusses how to craft an adventure to suit the tastes of your group. It even goes so far as to give a statistical breakdown for the encounter levels of every fight.

Ever since I read Rolemaster's Gamemaster's Law, books have been fighting an uphill battle when it comes to teaching a person to be a good GM. This book falls far short of that mark. Still, it is a good beginner's guide to running a game.

Where did this book fall short? Well the art, right off. The art is not nearly up to the quality of Player's Handbook or Monster Manual. It is obvious they saved their best artists for those.

They also failed to complete some very good thoughts. For instance, they have sample character stats for all the PC classes, but not for the NPC classes. They could have done more with traps, I think. I'd also have liked to see more on environment (cold, heat, drowning etc.).

Still, a thumbs up. This is a strong addition to the D&D line.

DM'ing Made Simple
Helpful Votes: 1 out of 3 total.
Review Date: 2003-06-09
Let's face it. All my fellow DM's know Dungeon Mastering is hard. You need to be in tune with the entire game enviornment, and every NPC and every monster and...I could go on, but I'm not going to bore you. Anyway, I think 3rd Edition rules are pretty darn good, but this Dungeon Masters Guide is useless for experienced DM's.

There are many useful tables throughout the book based on almost everything imaginable. They are quite useful for in-game reference. The classes included are quite interesting. My personal favorite is the "Paladin Gone Bad." It's real name is the Fallen Blackguard, and he is very bad-arse. They have other interesting ones, like the Arcane Archer, and Loremaster. There are tips in the first chapter of the book for beginners, that could come in handy.

The problem is this book is geared for neophyte DMs. Experienced ones can rip out Chapters 1,4, and 5, because they just give you pointers on what adventures and campaigns are and how to control them. Trust me, If you've DMed for a fair amount of time, don't even bother buying this, and stick with your 2E Dungeon Master's Guide for reference. iF you are new to DMing, this is the perfect review for you.

So much less than it seems...
Helpful Votes: 10 out of 17 total.
Review Date: 2002-11-27
The Third Edition DMG is not the book it should have been. It is a disjointed collection of rules that really don't fit together very well.

The most important flaw is the experience and rewards systems. It's designed to rocket the characters to 20th level without ever placing them in any real danger. Please, since when is one lone 4th level NPC a challenge for four 4th level characters? Any why are 1st and 3rd level characters treated the same on the experience chart? A 3rd level party is going to have more than triple the resources that a 1st level party has available. Combined with a reward chart that puts a truckloads of magical items into the characters hands, this book puts Third Edition D&D solidly into the munchkin world (For the RPG terminology impaired, that's like a Monty Haul campaign but without any danger of loosing).

Other irregularities include the fact that there are rules on drowning and being crushed to death by water pressure (deep under the sea), but no rules for actually moving in water or fighting under water.

There are rules for generating towns and cities. Those rules do not function in a reasonable manner, unless the DM manually saturates the cities with specifically placed characters. Even something as simple as using the tables to determine what the levels of the high priests of the religions present in a city breaks down unless there are less than four seperate religions present in the city.

The section on magic items is poorly laid our and difficult to use for anything other than random magic item rolls. Some of the magic items are undervalued, overly powerful, or both.

A lot of space is devoted to incomplete tutorials on how to be a game master. Ironically, that's not matieral that should actually be in the Dungeon Master's Guide. This is supposed to be a reference book for running a campaign, not "The Dummies Guide to Dungeon Masterery".

The rules for gunpowder weapons and lasers are useless filler that takes up space that could have been devoted to environments that average game master would actually like to see his characters in, like say astral combat rules and underwater combat rules. Who cares how much damage a laser might do if it were in the hands of a barbarian. Anyone who actually wants to use laser weapons is just going to use a d20 modern or futuristic sourcebook anyways.

The D&D economy is so disfunctional that no wizard or sorceror who can create any magic items (including scrolls) should ever be allowed to die. It's always worth a cleric's while to bring the chump back from the dead and make him work off the investment. Also it becomes blatantly clear that NPCs are supposed to give special respect to the PCs simply because they are PCs, otherwise how can you explain the fact that a character can earn a wage of 15 gps a week as a stablehand but only needs to pay his stablehands 1 gp per week.

The section on special abilities is redundant because most of it is repeated in the Monster Manual and the encounter tables are useless without the Monster Manual. Since they were also rendered useless by the first expansion printed for the Monster Manual, it is very obvious that they should have been printed in the Monster Manual itself.

Half of an entire chapter is dedicated to charts of stats for average characters of each of the classes at each level. This space is completely wasted.

Overall, the DMG is first book produced for Third Edition that was simply bad. No attempt was made to turn a collection of notes and rules into a good refence book for Third Edition D&D. Instead it seems to have been thrown together with a nice binding and cover and some artwork and rushed out the door. Not all of the material is bad, but all you have to do is try to use the book to realize how useless it really is.

I would only recommend this book to someone who is being forced to run Third Edition D&D.

Simply Great
Helpful Votes: 3 out of 3 total.
Review Date: 2002-09-25
The PHB was awesome, and the DMG is doulbly so. Prestige classes are a great tool. What's more are the very useful NPC classes. Finally there are rules for making magic items. I don't know why 2nd edition rules assumed that only NPCs can make these things. Now I have something for my players to strive for!

The How and Why of D&D3e
Helpful Votes: 5 out of 7 total.
Review Date: 2003-01-08
The 3rd Edition Dungeon Master's Guide is exactly what it should be - a description of the how and why of 3rd Edition rules.

It is so much more than a collection of tables and charts. Sure, those are there as a short cut, an easy reference. What the book really brings to the table, though, is a system for knowing how to modify the system and add things to the game without throwing the power balance all out of whack. An example of the is the "Most important thing for a DM to know:" a quick and easy rule for modifying a situation. If it's easy, give a +2 bonus. Difficult? -2. REALLY difficult? -4. After the session is over, look up the actual 'rule' on the situation, and most times you'll find that you were right.

Most importantly, though, is that the book does this without cramming a default campaign setting down your throat. Many DMs out there, myself included, want to play in our own worlds that we've created, and the DMG lets you do exactly that.

This book is better laid-out than the Player's Handbook, which is why I gave it 5 stars. If half stars were available, I would have given it 4.5, since the book isn't perfect. Sure, there are some problems, but they're so much more minor than 2ed, with so many more possibilities for expanding the system that they're easily overlooked.

3rd Edition is what brougth my circle of gamers back to the table. It's so much easier to play that I can't imagine how we ever dealt with other systems. Much more time to roleplay, and less time taken looking up rules!

Wizard
Spell Compendium (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)
Published in Hardcover by Wizards of the Coast (2005-12-15)
Authors: Matthew Sernett, Jeff Grubb, and Mike McArtor
List price: $39.95
New price: $19.94
Used price: $19.97

Average review score:

New tricks for the old mage
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-25
The Spell Compendium contains a wealth of new spells and spell ideas for any of your spellcasting characters. Some of these do edge towards the overpowered, while some go the opposite way, but regardless, they offer some special variety and uniqueness for your spellcaster to take advantage of. Many of them have appeared in one form or another in numerous modules or other sources. Now they are collected for easy reference. Some are certainly great utility spells that have been missing since 2nd edition. I even found one that was very similar to a spell I once created from scratch for a campaign I was in that I felt my character needed as part of a divinatory/investigative tool (Object Read).

Also, the collected listing of Domains, their powers and spells is a welcome addition. So if you are looking for some potentially signature spell or style that will set your spellcaster apart from the usual, or want to throw something totally unexpected at your party of adventurers, this book may have it.

Decent, worth it if not at cover price
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-04
Few of Wizards of the Coast (WotC)'s books are worth the cover price (over-inflated due to glossy full-color pages - even on almost entirely B&W books (such as this one)) and this is no exception. However, what this book has going for it is a ton of new magic spells.

There are all sorts of spells for the D&D game in this book and most work flawlessly into almost any and every style of play without any concern or specific review by the GM at all. There's little to cause a game to become unbalanced in this book (a nice change from some of the books WotC was putting out at the time this came out).

The only significant drawback to this book is that it lacks the spells of the Player's Handbook and Campaign Setting rulebooks. It would have been nice if the book included all the spells from such books (at least the "SRD" (System Reference Document) spell materials) so that the "compendium" book would have been more complete and allowed for new ideas and avenues of magical ability into any D&D game a little more easily. The lack of some of these means this is another book you'll want to carry around (instead of replacing one, two, or more books you will have to carry around) with you.

A Decent Compilation
Helpful Votes: 0 out of 0 total.
Review Date: 2008-02-11
This book was the 6th D&D book I purchased for our group. As I did not have access to the vast majority of various other books, from which these spells are taken, the book was a 'bargain' for me. It is also a shrewd purchase for gamers who are less interested in the flavor of some Wizards books and just want the game info. There is no page index for the book but the back of the book lists the new spells by class & level. Virtually the entirety of the book is the spells listed in detail alphabetically so the lack of pin-point page citation is not a big deal.

The only complaint I have with the product is minor. They renamed some spells (primarily took out the 'Bigby', 'Mordenkein' etc). As an original matter having simpler spell names is probably a good idea, but to change them in a spell supplement is just a hassle for those gamers who want to go to a specific location for a spell. This change is only asking for compatibility trouble and confusion. The spell name changes are listed in the book.

Finally a D&D 3.5 Spell compilation
Helpful Votes: 0 out of 0 total.
Review Date: 2008-02-08
The best 3.5-D&D spells from WotC (the official publisher) collected in a single book with the quality they usually bring to us.

With this book and the core Player's Handbook, you'll have all the official spells of the game, including from the "Complete..." handbook lin.

Really useful if you don't want thousands of reference books.

THE BEST MAGIC USER BOOK IN Print!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-01-12
I have been playing D&D for most of my life and i have never found a book that i like as much as this one. i carry it with me to every game. this book collects spells from almost every source possible (dragon magazine, the wizards of the coast website, and past books) and puts them all in one place without the bull. i don;t feel like wizards of the coast is trying to scam me for any money like i do when i purchase some of their other books, this is a serious tool to DMs, Wizards, Sorcerors, Rangers, Clerics, Paladins, Bards.... pretty much everyone except fighters and barabarians will find this book useful at one point or another.

Wizard
Wizard of Oz (Aladdin Classics)
Published in Paperback by Aladdin (1999-08-01)
Author: L. Frank Baum
List price: $4.99
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Collectible price: $10.00

Average review score:

The Birth of Oz
Helpful Votes: 0 out of 0 total.
Review Date: 2008-03-25
The Oz books were a huge part of my childhood. I never really got into other series that other kids my age liked: Hardy Boys, Box Car Children, Encyclopedia Brown. For some reason, I always preferred the more fantastic stories, which probably heavily influenced my later choices in fantasy and science fiction.

My wife never read the Oz books, and so I talked her into reading them with me. We have no children, but we both still enjoy children's books, and have a collection that we look forward to one day sharing with our children. "The Wizard of Oz" tops that list, for both of us now, with a few caveats.

It is obvious on reading the books that they are from a different world and a different time. I'm not talking about some fictional land somewhere over the rainbow; I'm talking about a time when children were not supposed to be protected from any nastiness or unpleasantness. Anyone who has read the original versions of Grimm's Fairy Tales knows what I'm talking about: beheadings, wars, violence, betrayal, abuse, etc. Some of these are found without apology in the land of Oz, which may shock people whose only other introduction to the world was through Judy Garland. The Tin Woodman is constantly chopping the head off of something, (to protect Dorothy, of course), not to mention the Scarecrow breaking the necks several dozen nefarious crows. Many other differences from the musical are discovered when reading the books: The Cowardly Lion isn't really cowardly, the Tin Woodman has always had a heart, and the Scarecrow is without a doubt the cleverest one in the bunch. I've never understood why the movie ignored these facts, or why the MGM's wizard didn't do as the great Oz in the books, and just give the Scarecrow, Tin Woodman, and Lion exactly what they asked for: brains, a heart, and courage. This is to say nothing of the annoying fact the "Good Witch" in the movie knew the whole entire time Dorothy could have gone home whenever she wanted.

People who feel children should be protected and shielded at all cost to the "uglier" side of make-believe would do well to stay away from Oz. But individuals who feel a little fantasy, a little humour, and a small pinch of moral make for a fun story enjoyable by kids of all ages should enjoy Oz.

There's no place like home
Helpful Votes: 0 out of 0 total.
Review Date: 2007-04-12
I read this book recently after reading Maguire's Wicked: The Life and Times of the Wicked Witch of the West. I was very familiar with the movie The Wizard of Oz (Two-Disc Special Edition) but had never got around to reading the book, and I have to say, I really enjoyed it.
Read it by yourself or with your child, you will be surprised how different it is from the movie we all know.

The Great Adventure
Helpful Votes: 1 out of 2 total.
Review Date: 2007-02-20
This book was a great adventure!! You meet a lot of imaginary creatures and go through the woods through a town made of china and its good for children or adults!!!!!! So if you want your child to read more often give him/her the wizard of oz it will be imposible for your child to stop reading it!!!!!!!!! So if you want to read read read than read the wizard of oz!!!!!!!!!!!ITS GREAT!!!!!!!!!!!!!!

the fairy tale of the wizard of oz
Helpful Votes: 1 out of 2 total.
Review Date: 2007-02-07
THE WIZARD OF OZ

The Wizard of Oz is about a girl, Dorothy, who's house was carried up in a cyclone with her and her dog Toto still in it. It turns out she landed in the Land of Oz. She meets some munchkins and a nice witch who tells her to go down the yellow brick road to meet the Great Oz who can get her back to Kansas where she lives. On her journey, she meets bad creatures, and friends who also need to get to Oz. They have some difficulties along the way. Will Dorothy ever get back to Kansas to meet her Aunt Em again?
This book has a clear message that you should keep trying, even if it's hard. Dorothy and her friends keep trying to get to Oz and anywhere else they need to be, even though the challenge is difficult.
This is a great fairy tale. I loved this book! So if you're looking for an exciting fairy tale, read The Wizard Of Oz!

A "not so" wonderful wizard of Oz
Helpful Votes: 1 out of 5 total.
Review Date: 2007-01-08
The reason I read this book was because of all the high praise I hear about it. Don't get me wrong the book was wonderfully written for a 5 year old. There were some parts I enjoyed but most parts left me bored and wondering when it will end.Most of you have seen the movie, some of you have seen it many many times. What i'm getting at here is that book was actully worse than the movie. The book has a bunch of different and wierd parts that the movie didn't have.After awhile dorothy get annoying when see keeps complaining that see wants to go home and she seems not to care about anyone exept for her dog toto.
To any child or,parent looking for a book for a child, this book is for you. But to the teenagers and adults that don't enjoy children's books, this book isn't for you. It may seem that i've been harsh on the book but there is some good parts too. Its also a classic so it wouldn't hurt to read this book.

Wizard
Grimoire for the Apprentice Wizard
Published in Paperback by New Page Books (2004-02-12)
Author: Oberon Zell-Ravenheart
List price: $19.99
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Average review score:

Well...
Helpful Votes: 1 out of 3 total.
Review Date: 2008-05-09
I recently bought the Grimmoire along with the Companion of the apprentice wizard and i must say i was dissapointed,this reveiw is for both of them, its a very nicely written book with a lot of nice info but thats it. Most of the book covers subjects that are, in my opinion, irrelevant to the art of magick or are just cheap conjuring tricks for entertainment..couple of hours after I started reading them i thought i was reading a field guide book. Sure its very useful to know how to start a fire without a lighter, or to be able to find North East West and South just ny looking at the stars, but lets face it, i will never need it! It wont enhance my magickal abilities either so, it useless. After all if i did want to learn how to do a ll the above things i would buy the SAS field survival guide! Now dont get me wrong , I believe Oberon is a great wizard and a passionate for his trade man, but he could do better than this. These books are both for people who have never before encountered spells, rituals, and believe witchcraft is what Harry Potter films show.

An EXCELLENT Compendium
Helpful Votes: 1 out of 1 total.
Review Date: 2008-05-09
Stand-alone, this book is an exceelent reference, coupled with its companion, its exceeds my expectations, and when placed in a triumverant with its online school, The Grey School of Wizardry [...], then it rises to to the category of an epic piece of writing. Essential knowledge to have for both the experienced practioner and the newcomers is found at every turn of the page. Whether its an overview look at magical times and clanedars, a quick reference on languages, or a semi boy scout handbook on nature (and beyond!) its all here. I reccomned using this with the companion and the school for maximum effectiveness, but this alone will get many started in the right direction.

An absolute must, for the new Wizard or Witch.
Helpful Votes: 1 out of 1 total.
Review Date: 2008-04-24
This book is not only thorough it is well written. The references are extensive and well thoughtout and it would serve as an excellent introductory book for any young Witch or Wizard. The age range I would recommend would be between fourteen and up, although I am sure that some individauls that are younger would definately find it useful, it can be a little complex and insightful.

A must for anyone interested in Wizardy.
Helpful Votes: 1 out of 1 total.
Review Date: 2008-03-31
This book is filled with everything a beginner would want to know about Wizardry and becoming a Wizard. It really covers the A-Z. Anyone starting out in Magick should not be without this book.

A MUST BUY!
Helpful Votes: 1 out of 1 total.
Review Date: 2008-01-22
This book is 100% real! This IS for the Wizardry community! The author is a great person, and he is an acutal Wizard! He also runs a Wizardry school online! You should buy this book!

Wizard
Streams of Silver (Forgotten Realms: The Icewind Dale Trilogy, Book 2)
Published in Mass Market Paperback by Wizards of the Coast (1989-01)
Author: R. A. Salvatore
List price: $7.99
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Average review score:

This is a good book!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-11-22
I began reading the Drow series after reading all of Robert E Howards Conan series from the 20's and JRR Tolkiens LOTR and All the Original Dragonlance novels by Weis and Hickman.
I thought I would give RA Salvatore and hid Drow a try.
I fell in love with the stories right off the bat, starting with the Dark Elf Trilogy which is actually RAS 4-6 release , but the story goes that way first with book 4 being one in order.
The Ice wind Dale Trilogy is as good as the next Trilogy which I was hopping would be.
I did notice a lot of JRR Tolkien's The Two Towers in this book though
(which is hard to not do these days when writting fantasy)
with the dwarven mine and the dark other worldy creature that the dwarves unearthed in there digging... very Tolkien in many other ways also.. but I dont want to add spoilers..
This book has some real gut wrenchers and tear jerking moments as well that are perfect.
2 thumbs up here
PRO:
Good Plot
Lots of well written action scenes
magic and Evil and Good
Well fleshed out characters
Awesome landscapes
CONS:
a lot like JRR Tolkiens The Two Towers
Some typos ( not a major issue.. look at my writting +))

Over all.. 5 stars..; a great read

Excellent!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-03-26
As I have stated about all of the previous R.A. Salvatore novels that I have read and reviewed. This book was excellent! It was a very enjoyable and quick read for me. The action and adventure is second to none. The thing I enjoyed most was the continued character development of both protagonists and antagonists without any type of sensuousness or adult content being part of the story. As-far-as being a straight sword and sorcery, hack and slash type of adventure, this novel gets an A+.

I can't stress enough how fun it was to read this book. Great read!

Salvatore Does It Again!
Helpful Votes: 0 out of 0 total.
Review Date: 2007-01-01
After reading The Crystal Shard I couldn't wait to read the second book in the Icewind Dale Trilogy. And Salvatore does not disappoint. Another epic villian, a new adventure, and a little more insight into Bruenor's past. The book has all the fast-paced action and adventure we have come to expect from Drizzt and company is here. Another great book in a great series.

Nice Bridge to an Above average Trilogy
Helpful Votes: 0 out of 1 total.
Review Date: 2005-12-10
This one really surprised me. I'm usually not one for second books, but this was really better than the first to me. I guess because Salvatore had more room to build on charachter in this one, considering he got all the intros out of the way in the crystal shard. I LOVE Artemis Entreri! He is such a great character! He is like a negative Drizz't. I like it when authors or directors build on these forecoming showdowns, gets you excited about the future. Anywho, this is another Must-Read from Salvatore. I know i say that alot but the man is just good!
Tolkien would have wanted fantasy to evolve like this, i just know it! Read it, but read the crystal shard first.

Worth your time
Helpful Votes: 2 out of 2 total.
Review Date: 2007-04-09
I read this trilogy a while ago, and I re-read it once, and it was a pleasure. But as I've said in Book 1's review, it's not in my favorites and I do think it's a little dry and it has dull moments. All in all, a good book, with good characters and interesting themes. Enjoy it in winter with a blanket.

Wizard
Calling on Dragons
Published in School & Library Binding by Topeka Bindery (2003-07)
Author: Patricia C. Wrede
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Average review score:

Childhood favorite
Helpful Votes: 0 out of 0 total.
Review Date: 2008-06-08
I loved this series in middle school and would highly recommend it as a fun leisure read for children in that age bracket.

good
Helpful Votes: 0 out of 0 total.
Review Date: 2007-12-30
The third book in the Enchanted Forest Chronicles, this book is every bit as interesting and as funny as the first two. But this is not a stand alone book like the other two. Do not start reading it till you have got Talking to Dragons as well.

244 pages of bitchiness
Helpful Votes: 0 out of 0 total.
Review Date: 2007-02-08
I loved the first 2 books. And this one has some good stuff in it. But every single character is bitchy throughout the whole book!

It is funny to have, say, a bitchy cat, wizard, witch, magician, princess, rabbit, dragon or whatever. But they can't all be bitchy all the way through the book!

Amazing series
Helpful Votes: 0 out of 0 total.
Review Date: 2006-09-25
All the Enchanted Forest Chronicles are so much fun! Definitely at my top of Harry Potter fan recommendations. They're just such an amusing read; I even teach with them. Don't forget to read "The Frying Pan of Doom."

Love the characters!
Helpful Votes: 2 out of 2 total.
Review Date: 2006-09-18
Mendenbar and Cimorene, now married for just over a year, are celebrating the news of their first baby on the way when witch Morwen and sorcerer Telemain arrive on their moat-step with some disturbing news and a 6 foot blue rabbit/donkey named Killer. The wizards are, once again, up to no good. Upon investigating the source of Killer's unusual size, Morwen discovered more brown patches where the wizard staffs had leached magic out of the Enchanted Forest. Since Telemain and Mendenbar had repaired that particular problem, the issue was determined urgent. Once again a journey is required - this one is to retrieve the sword that is tied magically to the Enchanted Forest so that the wizards don't drain the forest of its magic - and its life. Morwen, Telemain, Cimorene, Kazul, Killer, and two of Morwen's cats embark down a dangerous road to save the lives of the inhabitants of the Enchanted Forest. Great sense of humor and dialog - although the timeline sometimes takes getting used to.

Wizard
Legacy of the Drow (Forgotten Realms)
Published in Hardcover by Wizards of the Coast (2003-01)
Author: R. A. Salvatore
List price:
Used price: $8.65

Average review score:

A great read!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-15
I really like RA Salvatore's books. Sometimes the fighting can become repetetive but thats just because it is hard to imagine Drizzt's erratic fighting style. Nonetheless, the characters are deeper than the mines of Mithral Hall, and the plot while sometimes predictable takes twists in directions you've never imagined. If you read the earlier books of this series you need to read these ones, and if you haven't you need to pick it up (just bear in mind that the second one isn't so good).

Awwww, good times... mostly
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-02
The legend continues, as does the legacy. The next books in the series live up to the expectations laid by the others as the series of Drizzt continues. The only reason I gave this book four stars was for the numerous grammatical errors. Misspellings and such. They drive me batty. Otherwise, it's wonderful.

Kids love it!
Helpful Votes: 0 out of 0 total.
Review Date: 2008-04-01
This wasn't even processed for the library shelves when it attracted my high school students' attention. It seems that everyone loves Drizzt! I would recommend it heartily based on my students' feedback.

Great Salvatore/Drizzt book series...
Helpful Votes: 0 out of 0 total.
Review Date: 2007-10-30
The Legacy of the Drow is a great series and fantastic addition to the Drizzt legend (may it never end!). You may consider this review sided - I have loved all of the Salvatore-Drizzt books leading up to this - but this series is one of the best. Great surprises, great new characters, introduction of old characters you thought you might never see again, and overall superb storytelling and character development. I recommend reading the books leading up to this series (Homeland, Exile, Sojourn, The Crystal Shard, Streams of Silver, and The Halfling's Gem) so you can understand what's going on with all the characters, story-arcs, etc., but Salvatore does a nice job of explaining reintroduced characters and concepts enough that new readers would understand what's going on.

wonderful story
Helpful Votes: 0 out of 0 total.
Review Date: 2007-10-01
this is a continuation of the icewind dale trilogy. it is an amazingly written story. salvatore makes you care for the characters and you want to know what happens next. great book


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