Wizard Books
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Insipid TrashReview Date: 2008-07-19
Literary ability far below J.K. RowlingReview Date: 2008-06-18
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!!!!!!!!!!!!!!!!!!!!!!!!Review Date: 2008-06-17
Adventure with giggles for all agesReview Date: 2008-04-04
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.Review Date: 2008-03-12
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.

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Loved the trilogyReview Date: 2008-06-26
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 continueReview Date: 2008-05-13
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 ExileReview Date: 2008-03-26
Classic SalvatoreReview Date: 2007-09-16
The Underdark awaits!Review Date: 2007-08-31
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.

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Giving you more ideas of inspirationReview Date: 2008-01-06
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 reviewReview Date: 2007-10-08
Great value for the priceReview Date: 2006-10-20
love forgotten realmsReview Date: 2006-03-09
Return to the best setting ever!Review Date: 2006-06-21
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.

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Dungeon Master's GuideReview Date: 2007-05-09
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 SimpleReview Date: 2003-06-09
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...Review Date: 2002-11-27
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 GreatReview Date: 2002-09-25
The How and Why of D&D3eReview Date: 2003-01-08
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!

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New tricks for the old mageReview Date: 2008-03-25
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 priceReview Date: 2008-03-04
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 CompilationReview Date: 2008-02-11
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 compilationReview Date: 2008-02-08
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!Review Date: 2008-01-12

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The Birth of OzReview Date: 2008-03-25
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 homeReview Date: 2007-04-12
Read it by yourself or with your child, you will be surprised how different it is from the movie we all know.
The Great AdventureReview Date: 2007-02-20
the fairy tale of the wizard of ozReview Date: 2007-02-07
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 OzReview Date: 2007-01-08
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.

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Well...Review Date: 2008-05-09
An EXCELLENT CompendiumReview Date: 2008-05-09
An absolute must, for the new Wizard or Witch.Review Date: 2008-04-24
A must for anyone interested in Wizardy.Review Date: 2008-03-31
A MUST BUY!Review Date: 2008-01-22

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This is a good book!Review Date: 2007-11-22
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!Review Date: 2007-03-26
I can't stress enough how fun it was to read this book. Great read!
Salvatore Does It Again!Review Date: 2007-01-01
Nice Bridge to an Above average TrilogyReview Date: 2005-12-10
Tolkien would have wanted fantasy to evolve like this, i just know it! Read it, but read the crystal shard first.
Worth your timeReview Date: 2007-04-09
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Childhood favoriteReview Date: 2008-06-08
goodReview Date: 2007-12-30
244 pages of bitchinessReview Date: 2007-02-08
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 seriesReview Date: 2006-09-25
Love the characters!Review Date: 2006-09-18

A great read!Review Date: 2008-04-15
Awwww, good times... mostlyReview Date: 2008-04-02
Kids love it!Review Date: 2008-04-01
Great Salvatore/Drizzt book series...Review Date: 2007-10-30
wonderful story Review Date: 2007-10-01
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