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Thread: Spellbooks [D&D 3.x]
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2009-09-04, 05:20 PM (ISO 8601)
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Spellbooks [D&D 3.x]
These are 3.5's rules for writing new spells into a book:
Originally Posted by d20srd.org
Originally Posted by PHB 3.0 pg. 155
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2009-09-04, 05:57 PM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
In a typical game, by my standards, people have plenty of spare time, and various tricks are used to not pay for inks from WBL, because it's a stupid rule that makes no sense. So this would have no effect at all.
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2009-09-04, 06:00 PM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
Outside of very rare occasions, downtime will be more than enough to copy down sufficient spells (and on those rare occasions, increasing the time it takes is meaningless). So fundamentally, it does nothing other than provide a tiny increase in cost for scribing spells (which can still be avoided),
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2009-09-04, 06:04 PM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
Honestly, the scribing rules are awful, and nothing but an annoyance. You'd just make it even more important to get a Blessed Book.
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2009-09-04, 06:24 PM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
It's a minor inconvenience till 5th level. After that, if the mage is really bothered by the cost, he takes Secret Page and writes all his new spells over his old spells.
It's slightly cheesy, but I haven't seen a convincing argument why it couldn't be done.
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2009-09-04, 06:28 PM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
Disjunction and dispel magic...
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2009-09-04, 06:30 PM (ISO 8601)
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2009-09-04, 06:31 PM (ISO 8601)
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2009-09-04, 06:33 PM (ISO 8601)
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2009-09-04, 06:35 PM (ISO 8601)
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2009-09-04, 06:37 PM (ISO 8601)
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2009-09-04, 06:38 PM (ISO 8601)
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2009-09-04, 10:37 PM (ISO 8601)
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2009-09-05, 12:15 AM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
You don't need to have them in your book to learn them.
You need to know them to write them in your book.
The way you know them is by making the spellcraft check while analyzing a copy.
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2009-09-05, 02:46 AM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
I see it as a worse detriment to the game than to the wizard's power. He still gets his free spells for free, so that's no problem, but there's no bloody reason that a superhumanly intelligent wizard should take eight hours to transcribe a single page of text regarding the simplest of magics. If I was going change something like this, I'd make it take (spell level)^2 hours to transcribe. You can transcribe a 0th level spell in 15 minutes, but a 9th level spell takes 81 hours, just one hour more than the 9+1 days under the base 3.0 rules.
Last edited by Grumman; 2009-09-05 at 02:50 AM.
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2009-09-05, 03:57 AM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
In my experience, it will certainly impact the game. Writings the wizard finds in the field during an adventure will be unlikely to be added to his book, so you can have him face opponents without him automatically knowing any spells they have after he defeats them.
This can be useful if you design a dungeon that could be defeated by a couple spells he could use by copying them down after he finds them after an encounter.
In general, though, the wizard is going to a) put the really great spells in his book (teleport, glittergust, dispel magic, time stop, mindblank), and b) find the or make the time to put in spells he finds.Last edited by Myrmex; 2009-09-05 at 03:58 AM.
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2009-09-05, 04:27 AM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
except he can use other peoples spell books at like a DC 15 spellcraft.
Originally Posted by Alabenson
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2009-09-05, 04:35 AM (ISO 8601)
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2009-09-05, 05:05 AM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
I've always thought that the way to make spells less dominant would be to increase casting time rather than preparation/scribing time, make concentration checks harder, and get rid of Quicken Spell. In 2e, many spells took a long time to "charge up" and if you were hit or distracted whilecasting, the spell failed (and you lost it, too, as if you had cast it).
This gives the melee classes a much more important role; preventing the bad guys distracting the spellcaster. It also makes rogues and monks more useful as they can use their special abilities to get to enemy spellcasters before they can cast.
The GM would, as usual, have to be careful not to make the casting time too long, otherwise the wizard is rendered useless in combat, but even doubling current casting times would help redress the balance. There are exceptions; for instance, Feather Fall is useless unless it can be cast QUICKLY, the Power Word spells are obviously pretty quick since they are one word*, and some spells (e.g. Control Weather) retain long casting times even in 3.x.
* ONE WORD!!!!
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2009-09-05, 07:23 AM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
Most wizards hang around with multiple spellbooks, so the page limit is irrelevant, and you can have the same spell on multiple books to insure it's safety.
I agree that the way to handle brokenness of magic is higher casting times. even a full-round action is harder then a standard one.
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2009-09-05, 11:26 AM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
Originally Posted by Spellcraft skill
@OP: This wouldn't help. A lot of optimization done here is forced to assume only the 4 spells/spell level. We still break the game with it. As a player, I'd just take Collegiate Wizard, maybe Grey Elf Generalist, and not even notice the scribing costs.[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2009-09-05, 11:58 AM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
That is because the applicable rule is not under the skill description:
Wizard Spells and Borrowed Spellbooks
A wizard can use a borrowed spellbook to prepare a spell she already knows and has recorded in her own spellbook, but preparation success is not assured.
For the OP:
The answer is, it depends on how relevant you consider a wizard's potential spell selection to be, and how fast paced your game is.
In my experience, most players will frenzy to get enough blessed books to make the Libary of Congress look like your local branch, and even then they will want more spells. That they never use a tenth of them is pretty much irrelevant.
For me, that is enough to tell me that perhaps blessed books need a backwards revision (like many of flawed elements in 3.5), and instead of reducing the cost of scribing spells the books just hold more spells, and provide better saves to them if they might be damaged.
In the long run, a wizard's spellbook can wind up being a significant chunk of his wealth by level, and doubling the page count of spell will have a major impact on that.
As for time, many campaigns wind up having less downtime than your average scribing wizard might like. This is reflected in most published adventures covering two levels, often with little real opportunity for downtime at the level gain point. While other classes can put off equipment changes during that time, wizard's get hit very directly being unable to add anything but their automatic spells. Adding more time to that will have a very significant impact.
As I said though, both are very heavily campaign and preference dependent.
If you have tons of downtime between encounter sets, if you feel game balance is better served with wizards having access to perhaps twice the number of spells as sorcerors (and thus less than clerics), then the change will not really matter. If otherwise, it will have a very recognizable, and possibly detrimental, impact.
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2009-09-05, 12:02 PM (ISO 8601)
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2009-09-05, 12:04 PM (ISO 8601)
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2009-09-05, 12:04 PM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
This wasn't really about the page limit. Moreso, about the increased costs in wealth and time that would be spent scribing.
I think it would certainly play into how many spells a low-level Wizard would decide to master, and when he can more easily afford these spells he would still be dealing with the issue that he has to wait a long time in order to use them.
Surely a Wizard can still get good spells through level-ups without any costs, and there are a few wizards that can still get a decent number of spells (i.e. the Collegiate Wizard). And, we can't just say none of the Wizard's scribing is done in-time for that whole level. So he'll still be able to get good spells. But, perhaps it just might deter him from mastering the entire PHB, for instance - which would mean they would be powerful, but maybe still dependent upon help from a party.
Or it could just be annoying, and not really impact the problem spells that exist regardless.
But, in any case, I was more interested in seeing how many time constraints most games have, for folks in these parts. Instead of using the simple "How much time do you usually have" approach, which I thought rather vague and hard to envision, I thought the question being within context of something we clearly define in our minds being a more suitable medium for the discussion.
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2009-09-05, 12:05 PM (ISO 8601)
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2009-09-05, 12:07 PM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
I think the 'assumed' playstyle is that you might be running around very hurriedly during an adventure, but afterwards you'll spend quite a while resting- so you gain two levels during the adventure, and then spend two months crafting some new gear, updating your spellbook, and writing down some scrolls (admittedly this is largely for the benefit of your spellcasters; other classes don't need anywhere near that much downtime and usually don't get much mechanical benefit for having it.)
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2009-09-05, 12:07 PM (ISO 8601)
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Re: Spellbooks [D&D 3.x]
0^2 isn't one either. It's 0. 2^0 is one, but that's a whole nother ballpark.
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2009-09-05, 12:09 PM (ISO 8601)
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2009-09-05, 12:11 PM (ISO 8601)
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