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With a box
2015-05-08, 03:07 AM
Spellbooks

A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
So, you get a spellbook containing all 0-level wizard spells in first level of wizard. and 3+int mod 1st spells.
there is 37 cantrips (http://dndtools.pw/spells/?name=&range=&spell_resistance=&area=&duration=&saving_throw=&casting_time=&school__slug=&sub_school__slug=&descriptors__slug=&verbal_component=1&somatic_component=1&material_component=1&arcane_focus_component=1&divine_focus_component=1&xp_component=1&rulebook__slug=&description=&class_levels__slug=wizard&spellclasslevel__level=1&domain_levels__slug=&_filter=Filter) in 3.5 (not include copys)
and now you sell the spellbooks with 40page at 2000gp.



Selling a Spellbook

Captured spellbooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the spells within (that is, one-half of 100 gp per page of spells). A spellbook entirely filled with spells (that is, with one hundred pages of spells inscribed in it) is worth 5,000 gp.
and if you want, you can tear 1st spells for yourself and get 1850gp.

eggynack
2015-05-08, 03:18 AM
Indeed, selling your spellbook and purchasing a pile of riding dogs is a fairly common suggested plan when someone wants to assert ultimate wizard supremacy at low levels. I'm not sure what the exact size of the gold stack is, but your claim sounds about right.

Hrugner
2015-05-08, 03:18 AM
This makes me want to start a wizard correspondence school, then go track down the students and steal their books when they've finished their homework.

SinsI
2015-05-08, 03:32 AM
You are making the classical mistake - sure, you can buy a spellbook for 2,000 gp.
But you can't sell it for that much.

icefractal
2015-05-08, 03:36 AM
You are making the classical mistake - sure, you can buy a spellbook for 2,000 gp.
But you can't sell it for that much.That is the price for selling it - see the quote in the OP. Buying it would be twice that much.

Now yes, it could certainly be argued - if all Wizards start with a full set of cantrips in their book, who's going to buy duplicates? Maybe a Wizard who's teaching some new apprentices? Unless scribing the cantrips yourself is part of the learning process anyway. But just by the rules - yep, easy 2K.

Incidentally, this is even more ridiculous in Pathfinder, since you can take an extremely expensive weapon as a bonded item (masterwork shotgun, perhaps) and sell that too. And then buy a huge swarm of trained Stirges with the money, if you want the DM to throw the book at you.

Feint's End
2015-05-08, 03:43 AM
That is the price for selling it - see the quote in the OP. Buying it would be twice that much.

Now this makes no sense unless the selling rules are specifically for PC characters. The same wizard rules apply for NPC wizards. I'm not even sure what RAW says on this. Probably nothing / only contradicting itself. My suggestion: Forget the 50% rule.

Extra Anchovies
2015-05-08, 03:45 AM
Incidentally, this is even more ridiculous in Pathfinder, since you can take an extremely expensive weapon as a bonded item (masterwork shotgun, perhaps) and sell that too. And then buy a huge swarm of trained Stirges with the money, if you want the DM to throw the book at you.

I dunno, I think the imagery of a wizard with a shotgun is too cool to pass up for a couple thousand gp. Also reminds me of these two things:
http://gunshowcomic.com/comics/20081015.gif
http://global3.memecdn.com/Gandalf-used-AK-47-Its-Super-Effective_o_51342.jpg

goto124
2015-05-08, 03:54 AM
After hearing all the talk about OP Wizards, it's strange to see this :smalltongue:

Extra Anchovies
2015-05-08, 04:01 AM
After hearing all the talk about OP Wizards, it's strange to see this :smalltongue:

Well, yeah. That entire discussion is intentionally ignoring the fact that the main use of Wizard is having enough money for those warbeast battletitans at level 1.

ShurikVch
2015-05-08, 04:03 AM
there is 37 cantrips in 3.5 (not include copys)
and now you sell the spellbooks with 40page at 2000gp.
:smallamused: Actually, it's a bit more than 37:
(I used rather old list, so sorry for anything incorrect)

Abjuration
1. Resistance(PH p245) – Subject gains +1 resistance bonus on all saving throws.
Conjuration
2. Acid Splash(MoF p76) – Missile deals 1d3 acid damage.
3. Zap Trap(DR302 p49) – Creates a single-use rune that does 1 hp of electrical damage.
Divination
4. Deftness(DR302 p49) – Target gains a +2 Insight bonus on his/her next skill check.
5. Detect Crossroads(MoF p88) – Detect fey crossroads within 60’.
6. Detect Ghost (Ghostwalk, page 51)
7. Detect Magic(PH p193) – Detects spells and magic items within 60’.
8. Detect Poison(PH p193) – Detects poison in one creature or small object.
9. Foraging Charm(DR302 p49) – As long as he/she concentrates, the Caster knows the location of the nearest edible plant within 25’.
10. Ghostharp(MoF p97) – Object records, plays a song at your command.
11. Guidance(PH p211) – +1 competence bonus on one roll, save, or check.
12. Know Direction(PH p246) – You discern north.
13. Perfect Pitch(DR302 p49) – Caster gains perfect pitch, which allows identification of notes & a +2 Insight bonus on the next musical Perform check.
14. Locate Touchstone (Planar Handbook, page 100)
15. Read Magic(PH p243) – Reads scrolls and spellbooks.
16. Seeker’s Chant(DR326 p74) – Gives you a +1 bonus on Search checks, but a –2 penalty on Move Silently checks.
Enchantment
17. Attract Eyes(DR304 p32) – Target is forced to look at the caster. Popular with Medusa.
18. Daze(PH p191) – Creature loses next action.
19. Gasp(DR304 p32) – Target is forced to inhale. Often used underwater.
20. Lullaby(PH p249) – Makes subject drowsy; –5 on Spot & Listen checks, –2 Will saves against Sleep.
21. Vengeful Mount(DR326 p74) – Makes an animal more difficult to ride or handle.
Evocation
22. Candlelight (Ghostwalk web enhancement, page 5)
23. Dancing Lights(PH p190)(DR277 p119)+ – Lights that resemble torches.
24. Electric Jolt(MoF p91) – Ranged touch attack deals 1d3 electrical damage.
25. Flare(PH p206) – Dazzles one creature (-1 attack).
26. Horizikaul’s Cough(MoF p101) – Target takes 1 point of sonic damage and are deafened for 1 round.
27. Light(PH p222) – Object shines like a torch.
28. Ray of Frost(PH p243) – Ray deals 1d3 cold damage.
29. Thunderhead(DR302 p49) – Creates a tiny thundercloud over the target’s head, causing 1hp of lightning damage for 3 rounds.
Illusion
30. Chalkboard (Dragon Magazine 324, page 70)
31. Coin of the Realm(DR302 p49) – Places an illusion on a single pebble to make it look like a gold coin.
32. Flag(DR302 p50) – Creates an illusionary 2’ by 3’ flag between 1’ – 20’ over the target.
33. Fleeting Flame(DR326 p73) – Gives you a +2 bonus on one Bluff, Diplomacy, or Intimidate check.
34. Ghost Sound(PH p209) – Figment sounds.
35. Mirror(DR302 p50) – Creates a floating, single-sided 1’ by 1’ mirror.
36. Percussion(S&S p94) – Creates illusory drum accompaniment.
37. Phantasmal Whisperer(DR291 p44) – Send an undetectable verbal message of any length to an ally within Close-range.
38. Shadowplay (Dragon Magazine 326, page 74)
39. Silent Portal(MoF p117) – Negates sound from door or window.
40. Stench(DR302 p50) – A 10’ radius area if filled with a strong smell that can suppress the scent ability.
41. Unnerving Gaze(BoVD p108) – Subject takes –1 penalty on attacks for 1d3 rounds.
Necromancy
42. Disrupt Ectoplasm (Ghostwalk, page 52)
43. Disrupt Undead(PH p197) – Deals 1d6 damage to one undead.
44. Naturewatch(MoF p110) – As Deathwatch, but only for animals and plants.
45. Necrosurgery(DR326 p73) – Grants a +2 bonus to resisting a disease.
46. Preserve Organ(BoVD p101) – Protects one detached organ from decay for 24 hours.
47. Touch of Fatigue(PH p294) – Touch attack fatigues target.
Transmutation
48. Easy Math(S&S p90) – Acts like counting coins in a stack or estimating distances can be done for 1 round within 10% on a Perform check vs. DC 15
49. Fine-Tuning(S&S p90) – A normal instrument it treated as a masterwork one for 1 minute per level.
50. Footpad’s Grace(DR302 p50) – Caster gains a +3 bonus on Move Silently checks.
51. Glittering Razors(DR302 p50) – Metal becomes brightly polished, and bladed metal weapons do +1 damage on their single next hit.
52. Ground Smoke(DR326 p73) – Prevents smoke from rising from a small fire.
53. Heat Water(DR302 p50) – Boils 2 pints of liquid.
54. Launch Bolt(MoF p105) – Launches a crossbow bolt as if from a light crossbow up to 100’ + 10’ per level.
55. Mage Hand(PH p223) – 5 pound telekinesis.
56. Mending(PH p227) – Makes minor repairs on an object.
57. Message(PH p253) – Whispered conversation at distance.
58. Minor Disguise(MoF p108) – Makes slight changes to your appearance.
59. No Light(BoVD p100) – Prevents normal light from illuminating.
60. Nosy Neighbor(DR326 p74) – Provides you with a +1 bonus on Listen checks.
61. Open/Close(PH p233) – Opens or closes small or light things.
62. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water.
63. Repair Minor Damage(T&B p96) – “Cures” 1 damage to a construct.
64. Resize(DR302 p51) – Permanently alters a nonmagical suit of clothes or armor by shrinking or enlarging it by one size category.
65. Slash Tongue(BoVD p103) – Subject takes –1 penalty on attacks, saves, & checks for 1 round.
66. Songbird(MoF p120) – Perform and gain +1 Competence bonus on your next Charisma check.
67. Stick(Und p61) – Glues an object weighting 5 pounds or less to a larger object.
68. Virtue(PH p289) – Subject gains 1 temporary hp.
69. Yell(DR302 p51) – Amplifies one message of up to ten words so that everyone in the area gains a +10 bonus on Listen checks to hear it.
Universal
70. Arcane Mark(PH p176) – Inscribes a personal rune (visible or invisible).
71. Prestidigitation(PH p238) – Performs minor tricks.


So, it looks more like 3550 gp (unless you are specialized in some school)

With a box
2015-05-08, 04:15 AM
:smallamused: Actually, it's a bit more than 37:
(I used rather old list, so sorry for anything incorrect)

Abjuration
1. Resistance(PH p245) – Subject gains +1 resistance bonus on all saving throws.
Conjuration
2. Acid Splash(MoF p76) – Missile deals 1d3 acid damage.
3. Zap Trap(DR302 p49) – Creates a single-use rune that does 1 hp of electrical damage.
Divination
4. Deftness(DR302 p49) – Target gains a +2 Insight bonus on his/her next skill check.
5. Detect Crossroads(MoF p88) – Detect fey crossroads within 60’.
6. Detect Ghost (Ghostwalk, page 51)
7. Detect Magic(PH p193) – Detects spells and magic items within 60’.
8. Detect Poison(PH p193) – Detects poison in one creature or small object.
9. Foraging Charm(DR302 p49) – As long as he/she concentrates, the Caster knows the location of the nearest edible plant within 25’.
10. Ghostharp(MoF p97) – Object records, plays a song at your command.
11. Guidance(PH p211) – +1 competence bonus on one roll, save, or check.
12. Know Direction(PH p246) – You discern north.
13. Perfect Pitch(DR302 p49) – Caster gains perfect pitch, which allows identification of notes & a +2 Insight bonus on the next musical Perform check.
14. Locate Touchstone (Planar Handbook, page 100)
15. Read Magic(PH p243) – Reads scrolls and spellbooks.
16. Seeker’s Chant(DR326 p74) – Gives you a +1 bonus on Search checks, but a –2 penalty on Move Silently checks.
Enchantment
17. Attract Eyes(DR304 p32) – Target is forced to look at the caster. Popular with Medusa.
18. Daze(PH p191) – Creature loses next action.
19. Gasp(DR304 p32) – Target is forced to inhale. Often used underwater.
20. Lullaby(PH p249) – Makes subject drowsy; –5 on Spot & Listen checks, –2 Will saves against Sleep.
21. Vengeful Mount(DR326 p74) – Makes an animal more difficult to ride or handle.
Evocation
22. Candlelight (Ghostwalk web enhancement, page 5)
23. Dancing Lights(PH p190)(DR277 p119)+ – Lights that resemble torches.
24. Electric Jolt(MoF p91) – Ranged touch attack deals 1d3 electrical damage.
25. Flare(PH p206) – Dazzles one creature (-1 attack).
26. Horizikaul’s Cough(MoF p101) – Target takes 1 point of sonic damage and are deafened for 1 round.
27. Light(PH p222) – Object shines like a torch.
28. Ray of Frost(PH p243) – Ray deals 1d3 cold damage.
29. Thunderhead(DR302 p49) – Creates a tiny thundercloud over the target’s head, causing 1hp of lightning damage for 3 rounds.
Illusion
30. Chalkboard (Dragon Magazine 324, page 70)
31. Coin of the Realm(DR302 p49) – Places an illusion on a single pebble to make it look like a gold coin.
32. Flag(DR302 p50) – Creates an illusionary 2’ by 3’ flag between 1’ – 20’ over the target.
33. Fleeting Flame(DR326 p73) – Gives you a +2 bonus on one Bluff, Diplomacy, or Intimidate check.
34. Ghost Sound(PH p209) – Figment sounds.
35. Mirror(DR302 p50) – Creates a floating, single-sided 1’ by 1’ mirror.
36. Percussion(S&S p94) – Creates illusory drum accompaniment.
37. Phantasmal Whisperer(DR291 p44) – Send an undetectable verbal message of any length to an ally within Close-range.
38. Shadowplay (Dragon Magazine 326, page 74)
39. Silent Portal(MoF p117) – Negates sound from door or window.
40. Stench(DR302 p50) – A 10’ radius area if filled with a strong smell that can suppress the scent ability.
41. Unnerving Gaze(BoVD p108) – Subject takes –1 penalty on attacks for 1d3 rounds.
Necromancy
42. Disrupt Ectoplasm (Ghostwalk, page 52)
43. Disrupt Undead(PH p197) – Deals 1d6 damage to one undead.
44. Naturewatch(MoF p110) – As Deathwatch, but only for animals and plants.
45. Necrosurgery(DR326 p73) – Grants a +2 bonus to resisting a disease.
46. Preserve Organ(BoVD p101) – Protects one detached organ from decay for 24 hours.
47. Touch of Fatigue(PH p294) – Touch attack fatigues target.
Transmutation
48. Easy Math(S&S p90) – Acts like counting coins in a stack or estimating distances can be done for 1 round within 10% on a Perform check vs. DC 15
49. Fine-Tuning(S&S p90) – A normal instrument it treated as a masterwork one for 1 minute per level.
50. Footpad’s Grace(DR302 p50) – Caster gains a +3 bonus on Move Silently checks.
51. Glittering Razors(DR302 p50) – Metal becomes brightly polished, and bladed metal weapons do +1 damage on their single next hit.
52. Ground Smoke(DR326 p73) – Prevents smoke from rising from a small fire.
53. Heat Water(DR302 p50) – Boils 2 pints of liquid.
54. Launch Bolt(MoF p105) – Launches a crossbow bolt as if from a light crossbow up to 100’ + 10’ per level.
55. Mage Hand(PH p223) – 5 pound telekinesis.
56. Mending(PH p227) – Makes minor repairs on an object.
57. Message(PH p253) – Whispered conversation at distance.
58. Minor Disguise(MoF p108) – Makes slight changes to your appearance.
59. No Light(BoVD p100) – Prevents normal light from illuminating.
60. Nosy Neighbor(DR326 p74) – Provides you with a +1 bonus on Listen checks.
61. Open/Close(PH p233) – Opens or closes small or light things.
62. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water.
63. Repair Minor Damage(T&B p96) – “Cures” 1 damage to a construct.
64. Resize(DR302 p51) – Permanently alters a nonmagical suit of clothes or armor by shrinking or enlarging it by one size category.
65. Slash Tongue(BoVD p103) – Subject takes –1 penalty on attacks, saves, & checks for 1 round.
66. Songbird(MoF p120) – Perform and gain +1 Competence bonus on your next Charisma check.
67. Stick(Und p61) – Glues an object weighting 5 pounds or less to a larger object.
68. Virtue(PH p289) – Subject gains 1 temporary hp.
69. Yell(DR302 p51) – Amplifies one message of up to ten words so that everyone in the area gains a +10 bonus on Listen checks to hear it.
Universal
70. Arcane Mark(PH p176) – Inscribes a personal rune (visible or invisible).
71. Prestidigitation(PH p238) – Performs minor tricks.


So, it looks more like 3550 gp (unless you are specialized in some school)

from when Purify Food and Drink is wizard spell? srd says it's cleric/druid spell.:smallconfused:

ShurikVch
2015-05-08, 04:30 AM
from when Purify Food and Drink is wizard spell? srd says it's cleric/druid spell.:smallconfused:Anagakok Wizard Supplemental Spell List (Dr#344)

SinsI
2015-05-08, 04:45 AM
That is the price for selling it - see the quote in the OP. Buying it would be twice that much.



Selling a Spellbook

Captured spellbooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the spells within (that is, one-half of 100 gp per page of spells). A spellbook entirely filled with spells (that is, with one hundred pages of spells inscribed in it) is worth 5,000 gp.

Don't ignore the bolded part of the statement. Only captured spellbooks can be sold (because they contain non-trivial spells). Your starting wizard book is filled with cantrips that no one is going to be willing to buy.

Only the 1st level spells and above in your spellbook are of any interest to anyone(as wizards start with only 3+Int bonus of those), so you can sell them, if you wish.

Rubik
2015-05-08, 04:51 AM
Don't ignore the bolded part of the statement.Meh. One game of keep-away and you've fulfilled that obligation.

darksolitaire
2015-05-08, 04:59 AM
Don't ignore the bolded part of the statement. Only captured spellbooks can be sold (because they contain non-trivial spells). Your starting wizard book is filled with cantrips that no one is going to be willing to buy it.

Only the 1st level spells and above in your spellbook are of any interest to anyone(as wizards start with only 3+Int bonus of those), so you can sell them, if you wish.

False. Those spellbooks with cantrips sell like hotcakes to adventurers who picked up the magical training feat. :smallbiggrin:

JohnDaBarr
2015-05-08, 05:43 AM
:smallamused: Actually, it's a bit more than 37:
(I used rather old list, so sorry for anything incorrect)

Abjuration
1. Resistance(PH p245) – Subject gains +1 resistance bonus on all saving throws.
Conjuration
2. Acid Splash(MoF p76) – Missile deals 1d3 acid damage.
3. Zap Trap(DR302 p49) – Creates a single-use rune that does 1 hp of electrical damage.
Divination
4. Deftness(DR302 p49) – Target gains a +2 Insight bonus on his/her next skill check.
5. Detect Crossroads(MoF p88) – Detect fey crossroads within 60’.
6. Detect Ghost (Ghostwalk, page 51)
7. Detect Magic(PH p193) – Detects spells and magic items within 60’.
8. Detect Poison(PH p193) – Detects poison in one creature or small object.
9. Foraging Charm(DR302 p49) – As long as he/she concentrates, the Caster knows the location of the nearest edible plant within 25’.
10. Ghostharp(MoF p97) – Object records, plays a song at your command.
11. Guidance(PH p211) – +1 competence bonus on one roll, save, or check.
12. Know Direction(PH p246) – You discern north.
13. Perfect Pitch(DR302 p49) – Caster gains perfect pitch, which allows identification of notes & a +2 Insight bonus on the next musical Perform check.
14. Locate Touchstone (Planar Handbook, page 100)
15. Read Magic(PH p243) – Reads scrolls and spellbooks.
16. Seeker’s Chant(DR326 p74) – Gives you a +1 bonus on Search checks, but a –2 penalty on Move Silently checks.
Enchantment
17. Attract Eyes(DR304 p32) – Target is forced to look at the caster. Popular with Medusa.
18. Daze(PH p191) – Creature loses next action.
19. Gasp(DR304 p32) – Target is forced to inhale. Often used underwater.
20. Lullaby(PH p249) – Makes subject drowsy; –5 on Spot & Listen checks, –2 Will saves against Sleep.
21. Vengeful Mount(DR326 p74) – Makes an animal more difficult to ride or handle.
Evocation
22. Candlelight (Ghostwalk web enhancement, page 5)
23. Dancing Lights(PH p190)(DR277 p119)+ – Lights that resemble torches.
24. Electric Jolt(MoF p91) – Ranged touch attack deals 1d3 electrical damage.
25. Flare(PH p206) – Dazzles one creature (-1 attack).
26. Horizikaul’s Cough(MoF p101) – Target takes 1 point of sonic damage and are deafened for 1 round.
27. Light(PH p222) – Object shines like a torch.
28. Ray of Frost(PH p243) – Ray deals 1d3 cold damage.
29. Thunderhead(DR302 p49) – Creates a tiny thundercloud over the target’s head, causing 1hp of lightning damage for 3 rounds.
Illusion
30. Chalkboard (Dragon Magazine 324, page 70)
31. Coin of the Realm(DR302 p49) – Places an illusion on a single pebble to make it look like a gold coin.
32. Flag(DR302 p50) – Creates an illusionary 2’ by 3’ flag between 1’ – 20’ over the target.
33. Fleeting Flame(DR326 p73) – Gives you a +2 bonus on one Bluff, Diplomacy, or Intimidate check.
34. Ghost Sound(PH p209) – Figment sounds.
35. Mirror(DR302 p50) – Creates a floating, single-sided 1’ by 1’ mirror.
36. Percussion(S&S p94) – Creates illusory drum accompaniment.
37. Phantasmal Whisperer(DR291 p44) – Send an undetectable verbal message of any length to an ally within Close-range.
38. Shadowplay (Dragon Magazine 326, page 74)
39. Silent Portal(MoF p117) – Negates sound from door or window.
40. Stench(DR302 p50) – A 10’ radius area if filled with a strong smell that can suppress the scent ability.
41. Unnerving Gaze(BoVD p108) – Subject takes –1 penalty on attacks for 1d3 rounds.
Necromancy
42. Disrupt Ectoplasm (Ghostwalk, page 52)
43. Disrupt Undead(PH p197) – Deals 1d6 damage to one undead.
44. Naturewatch(MoF p110) – As Deathwatch, but only for animals and plants.
45. Necrosurgery(DR326 p73) – Grants a +2 bonus to resisting a disease.
46. Preserve Organ(BoVD p101) – Protects one detached organ from decay for 24 hours.
47. Touch of Fatigue(PH p294) – Touch attack fatigues target.
Transmutation
48. Easy Math(S&S p90) – Acts like counting coins in a stack or estimating distances can be done for 1 round within 10% on a Perform check vs. DC 15
49. Fine-Tuning(S&S p90) – A normal instrument it treated as a masterwork one for 1 minute per level.
50. Footpad’s Grace(DR302 p50) – Caster gains a +3 bonus on Move Silently checks.
51. Glittering Razors(DR302 p50) – Metal becomes brightly polished, and bladed metal weapons do +1 damage on their single next hit.
52. Ground Smoke(DR326 p73) – Prevents smoke from rising from a small fire.
53. Heat Water(DR302 p50) – Boils 2 pints of liquid.
54. Launch Bolt(MoF p105) – Launches a crossbow bolt as if from a light crossbow up to 100’ + 10’ per level.
55. Mage Hand(PH p223) – 5 pound telekinesis.
56. Mending(PH p227) – Makes minor repairs on an object.
57. Message(PH p253) – Whispered conversation at distance.
58. Minor Disguise(MoF p108) – Makes slight changes to your appearance.
59. No Light(BoVD p100) – Prevents normal light from illuminating.
60. Nosy Neighbor(DR326 p74) – Provides you with a +1 bonus on Listen checks.
61. Open/Close(PH p233) – Opens or closes small or light things.
62. Purify Food and Drink(PH p267) – Purifies 1 cubic foot per level of food or water.
63. Repair Minor Damage(T&B p96) – “Cures” 1 damage to a construct.
64. Resize(DR302 p51) – Permanently alters a nonmagical suit of clothes or armor by shrinking or enlarging it by one size category.
65. Slash Tongue(BoVD p103) – Subject takes –1 penalty on attacks, saves, & checks for 1 round.
66. Songbird(MoF p120) – Perform and gain +1 Competence bonus on your next Charisma check.
67. Stick(Und p61) – Glues an object weighting 5 pounds or less to a larger object.
68. Virtue(PH p289) – Subject gains 1 temporary hp.
69. Yell(DR302 p51) – Amplifies one message of up to ten words so that everyone in the area gains a +10 bonus on Listen checks to hear it.
Universal
70. Arcane Mark(PH p176) – Inscribes a personal rune (visible or invisible).
71. Prestidigitation(PH p238) – Performs minor tricks.


So, it looks more like 3550 gp (unless you are specialized in some school)


Soo this all means that right on the beginning the Wizards spellbooks is over 3/4 full and by lvl 4-5 he needs a new one... and then there is the collegiate wizard feat

Story
2015-05-08, 10:29 AM
Wizard spellbooks fill up fast. Good thing you can get more.

icefractal
2015-05-08, 12:27 PM
Now this makes no sense unless the selling rules are specifically for PC characters. The same wizard rules apply for NPC wizards. I'm not even sure what RAW says on this. Probably nothing / only contradicting itself. My suggestion: Forget the 50% rule.IMC, the 50% thing represents wanting to sell your stuff quickly and with no hassle. You're selling it to a wholesaler who will handle annoying things like "nobody in this town wants 27 small-sized crossbows, we'll need to wait until a Gnome caravan passes through" or similar. If you want to go search out interested parties yourself, and maybe wait a few days or weeks for buyers, you can sell things at full price.