Very much so.
Yes, still overpowered at high levels as Dandu points out. I'm just also pointing out that the wizard class, per RAW, has an inherent weakness (though few DMs seem to exploit this).
Eschew Materials.
a hundred spell component pouches.
Also, Secret Page created backup/decoy spell books. Also, really good security measures. I don't want to give anything away, but Shrink Item combined with a generous quantity of lubricant makes something very hard to steal.
Just don't use those.
2 spells/level is good enough for a great degree of brokenness.
Just look at the sorcerer...
Material (M)
A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
You will no doubt say that it is the DM's prerogative to change the cost of the spell components, which is true, but then that wouldn't be "as written" would it?Eschew Materials [General]
Benefit
You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Are you now saying that the automatic spells learned from leveling up are not gotten, you know, automatically?
And as for how many spells you need to know to be broken, if you doubt that a small number of spells known per level is necessary, a practical demonstration can be arranged.
Perhaps you would care to DM it? I think that would be a wonderful use of your time!
By the way, what you said about material components having arbitrary value? If you're going to talk about RAW, you don't get to mess around with the cost of things like bat guano. If it doesn't have a listed price in the spell component description, it can be substituted by with Eschew Materials, or be found in spell component pouches.
You will no doubt say that it is the DM's prerogative to change the cost of the spell components, which is true, but then that wouldn't be "as written" would it?
That's... not quite what it says in mine.I'm not saying it. DMG says it.
DMG p198:
LEARNING NEW SPELLS
Divine spellcasters just get new spells when they gain the ability to cast them. Their Deities, or the powers they revere, take care of it all for them. You will not find a ranger in a library trying to learn a new spell.
Arcane spellcasters don't have things quite so easy, Wizards must learn new spells and add them to their spellbooks. If you require wizards to actually spend game time on spell research to gain those new spells, assume that it takes one day per spell and that such research costs twice what it would normally cost.
By all means, throw out a good three dozen encounters. I'd be interested in seeing how a build like this does in your kind of setting. Of course, we'll need three other people to play the other roles...No need, i've experienced it with my own eyes.
Don't forget what i said in my previous post.
Such a thing cannot be proved by a couple of encounters only.
That's... not quite what it says in mine.
You seem to have made a few important omissions, in fact. Among them, that although learning spells takes time, it is not a random process.
.= Things i did not include because i was bored. (My DMG is a non-text PDF, I had to type it.)
LEARNING NEW SPELLS
Divine spellcasters just get new spells when they gain the ability to cast them. Their Deities, or the powers they revere, take care of it all for them. You will not find a ranger in a library trying to learn a new spell.
Arcane spellcasters don't have things quite so easy, Wizards must learn new spells and add them to their spellbooks. This process is detailed in the Player's Handbook (see: Arcane Magical Writings, page 178). If you require wizards to actually spend game time on spell research to gain those new spells (but no roll is needed for spells that come with level advancement) assume that it takes one day per spell and that such research costs twice what it would normally cost to have an NPC cast the spell for the character (see: NPC Spellcasting, page 107).
...By RAW, the DM decides:
-which spells a wizard finds.
-how many spells the wizards finds
-how much money a wizard gets for his researches.
Hell... RAW can make a wizard chase after a single spell for all his life.
And as for the sorcerer learning spells, if a variant rule on how to handle it is RAW, then so is the Arcane Swordsage.
As for everything that comes after, would you kindly provide a quote for it? I'd just like to see for myself, because some of the things you've been saying like "In this case my RAW world overrides this PHB line, which is only natural. Such is the case for all materials." sound rather dodgy, as you do not get to make RAW. RAW is Rules, As Written. Unless you wrote the rules, you do not get a say in Rules, As Written. You get a say in the Rules At Your Table, and Rules As You Interpret Them To Be, which I think is what you are conflating with Rules, As Written.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.