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    Default Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boards)

    Crossposted from Wizards.com forums

    I read a lot of Terry Pratchett's Discworld series, and I was enthralled with his idea of living spellbooks which sometimes move on their own, and which are occasionally left on the shelf next to normal books and are found the nextmorning alone on the shelf, looking a bit thicker and unaccountably smug.

    This gave me the idea of a Wizard character who has to wrestle his own spellbook every morning in order to prepare his day's spells, and I checked, but there's nothing in the rules to support this (other than the item familiar rules from UA, which don't quite feel right). I was torn, at first, as to whether it should be a feat or an alternate class ability. I've decided that it feels more like an alternate ability (replacing the standard Familiar) than itdoes a Feat at the moment. Is everything balanced? Most of the abilities were borrowed straight from the standard Familiar or altered from the Psicrystal, but I've invented Papyrophage, Living Ink, and Trap Spell specifically for the Spellbook Familiar.


    Spellbook Familiars


    A Spellbook Familiar is a Wizard’s spellbook which has been granted a semblance of life and sentience. A Spellbook Familiar retains the same size and shape it had before gaining sentience. The act of creating a Spellbook Familiar creates an intense bond between the character and his Spellbook Familiar. In many ways, a Wizard and his Spellbook Familiar are the same being. That’s why, for example, a Wizard can cast a spell with a range of “personal” on his Spellbook Familiar, even though normally he can cast such a spell only on himself.

    Any spellbook may be granted life as a Spellbook Familiar. Many powerful wizards choose to awaken spellbooks which have been constructed with more durable materials than standard leather and parchment. (For rules for improved spellbook construction, see Complete Arcane). Materials which would increase the Hardness of a spellbook beyond that of a leather tome with parchment pages instead grant the Spellbook Familiar an Armor bonus to AC equal to half the Spellbook’s total Hardness minus one. . The bonus Hit Points granted by a material are multiplied by one-half of the wizard’s level; for example, an eighth-level wizard whose Spellbook Familiar has a cover of thin wood would be granted 4 extra hit points. Magical protections such as resistance to energy or mystical waterproofing are applied as normal. The GP costs of both material and magical upgrades remain unchanged.

    If the Spellbook Familiar is damaged, 1d4 points of damage can be repaired with a DC15 Craft: Bookbinding check. If it is destroyed (taken below 0 hit points), the Wizard immediately suffers an XP penalty exactly though he had possessed a standard Familiar which died, including the Fortitude save to avoid further XP loss. When this happens, pages containing (1d12-1) spells are completely destroyed, removing those spells from the Wizard’s spellbook (at least temporarily: see Living Ink, below).

    The Wizard may choose to perform the ritual over another spellbook at this point, creating a new Spellbook Familiar, or he may choose to re-enact the ritual over the same spellbook, essentially returning the Spellbook Familiar to life. All Spellbook Familiars thus revived have remained understandably jittery for at least a week after their resurrection, and none have ever explained what (if anything) they experienced while “dead.” Spellbook Familiars which were destroyed through disintegration effects or fire damage are reduced to ash, and cannot be revived in this manner (although the Revive Construct spell, shown below, is capable of returning them to life).

    A Spellbook Familiar is treated as a construct for the purposes of all effects that depend on its type. As constructs, Spellbook Familiars are affected by the Repair Damage and Inflict Damage series of spells, and few wizards who possess Spellbook Familiars do not have at least one Repair Damage spell scribed within, as well as a scroll of the same spell in case of emergency.

    A Spellbook Familiar counts as a familiar for spells such as Familiar Pocket, Fortify Familiar, Imbue Familiar with Spell Ability, or the like.

    A Spellbook Familiar grants special abilities to its owner, as shown on the Spellbook Familiar Special Abilities table below. In addition, a Spellbook Familiar has a personality which gives its owner a bonus on certain types of checks or saving throws, as given on the Spellbook Familiar Personalities table below. These special abilities and bonuses apply only when the owner and the Spellbook Familiar are within 1 mile of each other.

    Spellbook Familiar abilities are based on the owner’s levels in the Wizard class (or, alternately, any other Arcane spellcasting class which grants access to a Familiar and requires a Spellbook. Levels from other classes do not count toward the owner’s level for purposes of Spellbook Familiar abilities.

    Most Spellbook Familiars cannot speak, but can manipulate the appearance of its cover in order to communicate. (Some Spellbook Familiars have lettering which they can rearrange to form messages, others can form faces with which to mime emotions, and still others reflect their mood via coloration. Regardless of the method, a Spellbook Familiar is perfectly capable of making itself understood.) A Spellbook Familiar can understand all languages known by its owner, but can only communicate in one. This is a supernatural ability.


    Spellbook Familiar Basics

    Code:
    Size/Type		Tiny Construct
    
    Hit Dice		½ Master’s HP
    
    Initiative		+2
    
    Speed			20 ft/Fly 10 ft (poor)
    
    Armor Class		16 (+4 size, +2 Dex) Touch 14/Flat-footed 12 (AC 18, Touch 14, Flat-footed 14 when Slammed Closed)
    
    Attack			Slam Closed 1d2
    
    Space/Reach		1 ft/0 ft
    
    Special Qualities	Construct traits, Spellbook Familiar granted abilities
    (improved evasion, personality, share spells, sighted)
    
    
    Skills			Listen +6, Spot +6, Move Silently +6
    
    Ability Scores		Str 1*, Dex 15*, Con Ø, Int 6, Wis 10, Cha 10
    Saving Throws
    A Spellbook Familiar uses its owner’s base saving throw bonuses and ability modifiers on saves, though it doesn’t enjoy any other bonuses its owner might have (from magic items or feats, for example).
    Abilities
    When not moving, a Spellbook Familiar has no Strength score and no Dexterity score.

    Skills
    A Spellbook Familiar has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot, Listen, Move Silently, and Search. (Even if its owner has no ranks in these skills, a Spellbook Familiar has 4 ranks in each.) A Spellbook Familiar uses its own ability modifiers on skill checks.


    Spellbook Familiar Special Abilities
    Code:
    Owner Level	Natural
    		Armor	Int 	Special
    1st-2nd		+0	6	Alertness, Empathic link, Hard to Decipher, Hover, Improved Evasion, Ironbound, Living Ink, Personality, Share spells, Sighted, Slam closed 
    3rd-4th		+1	7	Mage Hand
    
    5th-6th		+2	8	Papyrophage, Scribed in Memory
    
    7th-8th		+3	9	Trap Spell
    
    9th-10th	+4	10	Improved Flight
    
    11th-12th	+5	11	Spell resistance
    
    13th-14th	+6	12	Scry on Spellbook Familiar
    
    15th-16th	+7	13	Telekinesis
    
    17th-18th	+8	14	—
    
    19th-20th	+9	15	—
    Spellbook Familiar Ability Descriptions

    All Spellbook Familiars have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.

    Natural Armor Adj. (Ex)
    This number noted here is an improvement to the Spellbook Familiar’s natural armor bonus (normally 0). It represents a Spellbook Familiar’s preternatural durability.

    Intelligence (Ex)
    Spellbook Familiars are as smart as people (though not necessarily as smart as smart people). A Spellbook Familiar has an Intelligence score equal to that of a Psicrystal of the same level.

    Alertness (Ex)
    While a Spellbook Familiar is within arm’s reach, the master gains the Alertness feat.

    Empathic Link (Su)
    The master has an empathic link with his Spellbook Familiar out to a distance of up to 1 mile. The master cannot see what the Spellbook Familiar sees, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

    Hover (Su)
    Despite its poor maneuverability in flight, the Spellbook Familiar has the ability to hover in one place for extended periods of time.

    Improved Evasion (Ex)
    When subjected to an attack that normally allows a Reflex saving throw for half damage, a Spellbook Familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

    Ironbound (Ex)
    A Spellbook Familiar is usually made from a book with a strong, tough cover. While the Spellbook Familiar is Slammed Closed, it gains a +2 increase to its Natural Armor score (which stacks with the bonus from having a high-level master).

    Living Ink (Su)
    The Spellbook Familiar has complete control of the ink placed within it, and a completely accurate memory of everything that has ever been scribed within its pages. This allows it to shift the writing on the spells in its pages in strange and confusing manners, increasing the DC of the Spellcraft check required for another wizard to copy spells from it by 2+1/2 the master's level.

    Also, the book's perfect memory of its contents allows a wizard to replace damaged pages more easily. Any time pages of the Spellbook Familiar have been removed or damaged, the Wizard may transfer the contents of those pages to any blank pages in the book. This requires the same materials used to scribe such spells in the first place, except that the wizard need only pour the ink onto the proper page of the spellbook, which then shapes it into the proper symbols. This takes the book half a day per page, although the wizard need not attend after he has given it the proper amount of ink. Once the Spellbook Familiar gains the Papyrophage ability, it may use the ink and materials obtained through the consumption of other magical writings to replace pages through its Living Ink ability.

    Personality (Ex)
    Every Spellbook Familiar has a personality, chosen from the table of Psicrystal personalities under the class entry for Psion (see the SRD). It is unclear whether this personality is a unique aspect of the Spellbook Familiar itself or a reflection of the Wizard which created it.

    Share Spells (Su)
    At the owner’s option, he can have any spell (but not any spell-like ability) he casts on himself also affect his Spellbook Familiar, as long as that spell can affect creatures of the construct type. The Spellbook Familiar must be within 5 feet of him at the time of the casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the Spellbook Familiar if it moves farther than 5 feet away, and will not affect the Spellbook Familiar again, even if it returns to its owner before the duration expires.

    Additionally, the owner can cast a spell with a target of “You” on his Spellbook Familiar (as a touch range power) instead of on himself. The owner and Spellbook Familiar cannot share spells if the powers normally do not affect creatures of the Spellbook Familiar’s type (construct).

    Sighted (Ex)
    Although it has no physical sensory organs, a Spellbook Familiar can magically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a Spellbook Familiar still can’t discern invisible or ethereal beings. A Spellbook Familiar’s sighted range is 40 feet.

    Slam Closed (Ex)
    Whenever opened, a Spellbook Familiar may Slam Closed to protect its secrets. Any person holding or touching the Spellbook Familiar must make a Reflex save (DC 15) or receive 1d2 points of bludgeoning damage as the book closes upon his hand. After slamming closed, the Spellbook Familiar is very difficult to open – any person who attempts to open it must succeed at a DC 20 Strength check to pry open the covers and wrestle the pages into the proper position.

    Mage Hand (Su)
    The Spellbook Familiar may, at will, use a supernatural effect equivalent to the Mage Hand spell. Its caster level is considered equal to 1/2 the Wizard's class level.

    Papyrophage (Ex)
    If the owner is 5th level or higher, the Spellbook Familiar can consume other mundane or magical writings in order to gain more space for spells. All writings can add more blank writing space to the Spellbook Familiar according to the cost of the paper consumed, according to the table below. For example, a Spellbook Familiar with 100 pages must devour 2 GP worth of paper to gain 10 new pages, or 6 GP worth to gain 20 new pages. A Spellbook Familiar with 500 pages must devour 82 GP worth of paper to increase to 510 pages, and 166 GP worth of paper to increase to 520 pages. It takes the Spellbook Familiar about a minute to devour enough paper to grow a single extra page. It can grow up to ten times the Wizard’s level in new pages per day.

    No matter how many new pages a Spellbook Familiar gains, it never seems as large as it ought to be. The Spellbook Familiar increases by the thickness of a single page for every ten new pages it gains.

    If the Spellbook Familiar devours magical writing, it may choose to repair its wounds or glean scribing materials rather than raw paper. For every page of a spellbook or 100 GP's worth of other magical writings consumed, the Spellbook Familiar may, rather than gaining blank writing space, heal 1d8 points of damage to itself or gain all the materials required to scribe a spell onto a single blank page already in the book. The wizard need only trace onto the page with a blank stylus, and ink wells up to fill out the lines. Scribing a spell in such a manner still takes one day per spell, as though scribing the spell normally.

    If the Spellbook Familiar devours a paper that has been scribed with Explosive Runes or some other offensive spell, there is a chance that it can harmlessly digest the spell energy. The Spellbook Familiar must make a Fortitude save (if the spell in question required a Fortitude save or a Reflex save against a physical effect) or Will save (if the spell in question required a Will save or a Reflex save against a mental effect) vs. the spell’s original DC +1. If the Spellbook Familiar fails the save, it gains no benefits from consuming the paper and the spell goes off, either targeting the Spellbook Familiar or centered on its square. If the Spellbook Familiar succeeds on its save, it harmlessly absorbs the spell energy, and acts as though it had devoured a scroll of the spell in question.

    Amount of paper devoured (by GP cost) per number of pages added
    Code:
    Pages	Cost		Pages	Cost		Pages	Cost		Pages	Cost
    110	2 GP		330	+46 GP		560	+92 GP		780	+136 GP
    120	+4 GP		340	+48 GP		570	+94 GP		790	+138 GP
    130	+6 GP		350	+50 GP		580	+96 GP		800	+140 GP
    140	+8 GP		360	+52 GP		590	+98 GP		810	+142 GP
    150	+10 GP		370	+54 GP		600	+100 GP		820	+144 GP
    160	+12 GP		380	+56 GP		610	+102 GP		830	+146 GP
    170	+14 GP		390	+58 GP		620	+104 GP		840	+148 GP
    180	+16 GP		400	+60 GP		630	+106 GP		850	+150 GP
    190	+18 GP		410	+62 GP		640	+108 GP		860	+152 GP
    200	+20 GP		420	+64 GP		650	+110 GP		870	+154 GP
    210	+22 GP		430	+66 GP		660	+112 GP		880	+156 GP
    220	+24 GP		440	+68 GP		670	+114 GP		890	+158 GP
    230	+26 GP		450	+70 GP		680	+116 GP		900	+160 GP
    240	+28 GP		460	+72 GP		690	+118 GP		910	+162 GP
    250	+30 GP		470	+74 GP		700	+120 GP		920	+164 GP
    260	+32 GP		480	+76 GP		710	+122 GP		930	+166 GP
    270	+34 GP		490	+78 GP		720	+124 GP		940	+168 GP
    280	+36 GP		500	+80 GP		730	+126 GP		950	+170 GP
    290	+38 GP		510	+82 GP		740	+128 GP		960	+172GP
    300	+40 GP		520	+84 GP		750	+130 GP		970	+174 GP
    310	+42 GP		530	+86 GP		760	+132 GP		980	+176 GP
    320	+44 GP		540	+88 GP		770	+134 GP		990	+178 GP
    			550	+90 GP					1000	+180 GP
    Scribed in Memory
    The Spellbook Familiar can remember nonmagical writings it consumes, later calling them up onto its own pages via its Living Ink ability. The Spellbook Familiar may store a total number of pages equal to the wizard’s class level squared at any one time. If it later wishes to add more pages to its store, it must overwrite other pages of its choice.

    Trap Spell (Su)
    If the owner is 7th level or higher, he can cast a spell into his Spellbook. All costs (including material components, gold pieces, or XP) for the spell must be paid at the time the Trap Spell is set. The spell will then lay dormant until someone other than the owner attempts to open the Spellbook, in which case the spell will go off. If the spell is targeted, it will target the person opening the Spellbook Familiar. If it is area-of-effect, it is centered on the Spellbook Familiar, which is unharmed by the effect.

    Improved Flight (Su)
    If the owner is 9th level or higher, he can once per day, as a standard action, will his Spellbook Familiar to fly at a speed of 50 feet (Poor). This increase in speed lasts for a number of rounds equal to the owner’s class level.

    Spell Resistance (Ex)
    If the owner is 11th level or higher, a Spellbook Familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the Spellbook Familiar’s spell resistance.

    Scry on Spellbook Familiar (Sp)
    If the owner is 13th level or higher, he may scry on his Spellbook Familiar (as if casting the scrying spell) once per day.

    Telekinesis (Sp)
    The Spellbook Familiar may, at will, use an effect identical to the Sustained Force version of the Telekinesis spell. In addition, it may use the Combat Maneuver or Violent Thrust versions of Telekinesis once per day. Its caster level is considered equal to 1/2 the Wizard's class level.

    Spellbook Familiar Personality (Ex)
    Each Spellbook Familiar has a distinct personality, chosen by its owner at the time of its creation from among those given on the following table. At 1st level, its owner typically gets a feel for a Spellbook Familiar’s personality only through occasional impulses, but as the owner increases in level the Spellbook Familiar’s personality becomes more pronounced. At higher levels, it is not uncommon for a Spellbook Familiar to constantly ply its owner with observations and advice, often severely slanted toward the Spellbook Familiar’s particular worldview. The owner always sees a bit of himself in his Spellbook Familiar, even if magnified and therefore distorted.
    Last edited by hobbitguy1420; 2008-01-15 at 12:37 AM. Reason: FINAL EDIT (I hope...)

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    Barbarian in the Playground
     
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    some related musings I've had on the subject. Anyone got some constructive criticism or input, either on the original alternate class feature or on these bits here?

    a feat for Archivists:
    Living Word
    Prerequisites: Ability to cast third-level divine spells from a Prayerbook
    Effect: The amount of divine energy suffusing your Prayerbook has awakened it to consciousness and mobility. The Prayerbook gains all abilities possessed by a Spellbook Familiar, other than the bonus granted by the Spellbook Familiar Personality. Your effective Wizard level for these effects is your class level -3.

    A new spell:
    Revive Construct
    Transmutation
    Level: Sorc/Wiz 7
    Components: V, S, M
    Casting Time: 1 minute
    Range: Touch
    Target: Destroyed construct touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)

    Often used by spellcasters with favored golems, or by Wizards who possess Spellbook Familiars, this spell returns destroyed Constructs to full health and mobility. The construct in question must have been destroyed for no more than one day per caster level.

    A revived Construct has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. This spell regenerates any constructs that have been disintegrated or, in the case of Spellbook Familiars, burnt. None of the construct's equipment or possessions, if any, are affected in any way by this spell.

    In the case of mindless constructs, this spell simply restores them to good physical condition, restoring all physical identifiers. Not only are intelligent constructs restored in the same way, but this spell allows them to return with the same mind as they had before they were destroyed - all memories and personality are intact. No construct which has been thus revived has ever been convinced to speak of what they experienced during the interim - all such questions are ignored. Some scholars wonder if this reluctance indicates that they experienced nothing at all, while others believe that whatever manner of soul animates such things is bound to silence in whatever realm in which it passes the interim.

    For unknown reasons, this spell does not function on constructs with the Living Construct subtype.

    Material Component
    Raw materials similar to those from which the construct is constructed, costing at least half of the total cost of that construct (minimum 1,000 GP).

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    Thumbs up Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    I must say that I absolutely LOVE this idea. The abilities look well rounded and balanced too. Good work.
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    The next wizard I play will have one of these. Probably ranks in Autohypnosis as well so that they'll be able to replace the books they feed to it...unless the book remembers nonmagical writing that it eats? You can feed them scrolls and they'll count as nonmagical writing, right?
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    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Spell scrolls are specifically what I was thinking of when I mentioned "other magical writings" in the writeup. With that ability, scrolls you can't use (because they're from your prohibited school or from another class's spell list) and the enemy wizard's spellbook (once you've copied it, of course...) are actually useful for more than selling back to shops, using as firestarter, or making use of after going... erm... to the bushes.

    I hadn't figured in if the book would remember the writings it's eaten... hrm... I'll have to consider that. Not sure how it'd effect the balance of the thing. I want it to be powerful enough to offset the loss of the Familiar and the risk you've got in having a mobile spellbook, but not enough to make it stupidly broken.
    Last edited by hobbitguy1420; 2007-10-16 at 03:53 PM.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Do these things count as familiars for spells like familiar pocket?
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    I'd have no trouble letting a Wizard put his Spellbook Familiar in a Familiar Pocket. Looking at Fortify Familiar, I might allow that, too - it has less effect than usual, as the Spellbook Familiar is already immune to Sneak Attacks via its construct nature. Imbue Familiar with Spell Ability feels like it makes sense, too - in fact, I might allow the wizard to simply grant the SF spell slots, into which it could prepare whichever of his spells it wished. Enhance Familiar feels counter to the theme of the SF, but I *guess* it might be allowable.

    The Repair Damage spells, of course, apply to the SF - and it's a foolish wizard who doesn't learn them, if he has one!

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    How much should each page of nonmagical writing cost if a character wants a spellbook familiar with more than 100 pages?
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    According to the SRD, a sheet of parchment is 2 SP, and one sheet of paper is 4 SP.

    Hmm... maybe I should have some limit to the number of pages that can be consumed like that. We could run into million-page spellbooks before long.
    Last edited by hobbitguy1420; 2007-10-16 at 06:07 PM.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Quote Originally Posted by hobbitguy1420 View Post
    According to the PHB, a sheet of parchment is 2 SP, and one sheet of paper is 4 SP.

    Hmm... maybe I should have some limit to the number of pages that can be consumed like that. We could run into million-page spellbooks before long.
    Well, maybe impose a limit on the blank pages a book can have at one time. By the way, why is that Craft DC to repair a dead spellbook so high? And why, for the love of *insert name of object of your worship here*, does it scale with the caster's level?
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Require it to be specially pretreated paper that costs a certain amount of gold, or the equivalent in normal paper. Say 10gp or so in paper costs a page.
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Doesn't requiring the paper to be specially treated kind of defeat the flavor of the spellbook randomly eating whatever books you're dumb enough to store it with?
    Last edited by Winged One; 2007-10-16 at 06:15 PM.
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    I said or the equivalent in normal paper. Otherwise cheap paper would fill it really quick, which doesn't actually happen. It's just the crunch way to say it actually eats x amount of paper to gain one page itself.
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    You've got the time for scribing spells based on the spell level; normal spellbook scribing takes one day per spell, regardless of level (although you can cut that in half if you're copying the spellbook entirely).
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

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    BardGuy

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Really? My bad. I'll fix that.

    The check DC is because you're essentially bringing the book back from the dead, and I didn't think it should be easy or cheap. How about if I drop the DC to 15?

    Edit: made the DC change and clarified the day/spell time for scribing.
    Last edited by hobbitguy1420; 2007-10-16 at 07:49 PM.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Quote Originally Posted by hobbitguy1420 View Post
    Really? My bad. I'll fix that.

    The check DC is because you're essentially bringing the book back from the dead, and I didn't think it should be easy or cheap. How about if I drop the DC to 15?

    Edit: made the DC change and clarified the day/spell time for scribing.
    Well, the real problem was with the combination of scaling and 20 being the base DC, but if you think this change doesn't make it overpowered that's fine. What subskill of Craft is used?
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
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    BardGuy

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    ...good question - I hadn't even thought about that. Definitely not any sort of metalworking or smithing... not woodworking, either...

    well, what are the established craft subskills?

    edit: Maybe Craft: Calligraphy? That's the best I got.
    Last edited by hobbitguy1420; 2007-10-16 at 09:43 PM.

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    Bugbear in the Playground
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    I might have to "borrow" this idea for a campaign I'm starting.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    please do - 's one of the reasons I posted it.

    Let me know how it goes, though.

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    PirateCaptain

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Quote Originally Posted by hobbitguy1420 View Post
    ...good question - I hadn't even thought about that. Definitely not any sort of metalworking or smithing... not woodworking, either...

    well, what are the established craft subskills?

    edit: Maybe Craft: Calligraphy? That's the best I got.
    Craft: Bookbinding

    I'm definitely going to use one of these for my next Wizard, would be much more interesting than some animal no one really pays any attention to.

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    Bugbear in the Playground
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Plus, unlike an animal familiar, if you don't need this one you can just stuff it into a bag of holding until it's needed without having to worry about suffocation.

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    BardGuy

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Glad to hear folks are liking this.

    Any DMs feel like chiming in with your opinion on the balance of it all?

    Oh, and I'm not 100% sure if 10 GP per page is quite appropriate, as a character can buy a completely new spellbook for 15 GP and get 100 free pages out of it.

    At that, the pricing for spellbooks is sorta wonky when you compare it to the pricing for parchment. A sheet of parchment is 2 silver, so 100 sheets of parchment (enough for a spellbook) would be 200 silver, or 20 gold - and that's without any of the alchemical waterproofing or stuff Complete Arcane says they go through.

    So, lemme get this straight... it's cheaper to buy a spellbook and take it apart for the alchemically treated paper than it is to just buy a sheet of parchment?

    Oh, WotC, you kill me.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Apparently, the people who make spellbooks get bulk discounts. That's really the only way to explain that.
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Or, a piece of parchment is the size of what we would consider two pieces of paper. In this event, you would only have 50 pieces of parchment (getting two pages per piece), costing only 10 gp. The other five is the leather binding, special additives, etc.

    How about that?
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    I'm fully willing to believe that WoTC got their pricing screwy here.

    My adventuring party considers ladders in stores to be "two ten-foot poles and some firewood real cheap"

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    BardGuy

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Hrm... how about some sort of scaling system, then? The more pages you have in your spellbook, the more paper it takes to add a new page. I'd say 10-15 GP sounds like a good upper limit, though - don't want it to cost hundreds of GP to add one more page to the book, especially considering the "magical writings" clause of Papyrophage.

    Hmm...

    To start, it should be a 1-1 page ratio, so about 2 SP per page.

    Boccob's Blessed Book has 1000 pages at 12,500, which is 12.5 GP/page...

    man, math hates me.

    Edit: OK, howzabout this: for every 10 pages, you add 2 SP to the price per page.

    So if you have a spellbook with 100 pages, it'd take 20 SP (or 2 GP) worth of paper to add 10 pages. It would then cost 40 more SP worth to add 10more pages, totalling 120pages.

    total cost breakdown per 100 pages (on the left is the total number of pages in the book. Cost is in GP):

    Code:
    Pages	Cost		Pages	Cost		Pages	Cost		Pages	Cost
    110	2 GP		330	552 GP		560	2162 GP		780	4692 GP
    120	6 GP		340	600 GP		570	2256 GP		790	4830 GP
    130	12 GP		350	650 GP		580	2352 GP		800	4970 GP
    140	20 GP		360	702 GP		590	2450 GP		810	5112 GP
    150	30 GP		370	756 GP		600	2550 GP		820	5256 GP
    160	42 GP		380	812 GP		610	2652 GP		830	5402 GP
    170	56 GP		390	870 GP		620	2756 GP		840	5550 GP
    180	72 GP		400	930 GP		630	2862 GP		850	5700 GP
    190	90 GP		410	992 GP		640	2970 GP		860	5852 GP
    200	110 GP		420	1056 GP		650	3080 GP		870	6006 GP
    210	132 GP		430	1122 GP		660	3192 GP		880	6162 GP
    220	156 GP		440	1190 GP		670	3306 GP		890	6320 GP
    230	182 GP		450	1260 GP		680	3422 GP		900	6480 GP
    240	210 GP		460	1332 GP		690	3540 GP		910	6642 GP
    250	240 GP		470	1406 GP		700	3660 GP		920	6806 GP
    260	272 GP		480	1482 GP		710	3782 GP		930	6972 GP
    270	306 GP		490	1560 GP		720	3906 GP		940	7140 GP
    280	342 GP		500	1640 GP		730	4032 GP		950	7310 GP
    290	380 GP		510	1722 GP		740	4160 GP		960	7482 GP
    300	420 GP		520	1806 GP		750	4290 GP		970	7656 GP
    310	462 GP		530	1892 GP		760	4422 GP		980	7832 GP
    320	506 GP		540	1980 GP		770	4556 GP		990	8010 GP
    			550	2070 GP					1000	8190 GP
    and so on. If you already have additional pages and seek to add more, just subtract the cost of your current pages from the cost of the total you're looking for (GMs might want to deal them in groups of 10 to make it easy)

    Whatcha think?

    PS: spreadsheet software that autocompletes math is my savior.
    Last edited by hobbitguy1420; 2007-10-22 at 04:28 PM.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    This opens interesting possibilities.

    "Hello, Harry Potter. My name is Tom Dolder. How did you get my diary?".

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    BardGuy

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    I'd say that the diary would probably be represented by a different type of enchanted (or cursed, more likely) item.

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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    Quote Originally Posted by hobbitguy1420 View Post
    I'd say that the diary would probably be represented by a different type of enchanted (or cursed, more likely) item.
    The diary is just a phylactery. JK Rowling uses a few special variants on phylacteries that, among other things, make phylacteries intelligent and allow them to influence others.
    Quote Originally Posted by Winterwind View Post
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    Default Re: Spellbook Familiar: an alternate Wizard class feature (crosspost from Wizards boa

    See The Grimoire for a different way of looking at this concept.
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