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<blockquote data-quote="Faolyn" data-source="post: 8337300" data-attributes="member: 6915329"><p>True, but many spells are so enormously powerful, <em>and </em>once you've copied the spell in you have it forever, that it kind of evens out. (Obviously, there are jerk DMs who go out of their way to wreck your spellbook just for the lulz, but they're a minority, and probably shouldn't be gamed with anyway.)</p><p></p><p></p><p>That's a bad DM, and I don't think that's normal. I've certainly never experienced it.</p><p></p><p></p><p>That's a lack of communication on the part of both the DM and the player, not a problem with the system.</p><p></p><p></p><p>But we're not talking about 3.x.</p><p></p><p></p><p>I have a <em>really hard time </em>imagining any PC allowing an NPC to take their spellbook away for any length of time. Maybe if that NPC was very highly trusted...</p><p></p><p>And in that case, we already know how long it will take and how much it would cost. No need for a brand new activity. Don't forget, downtime activity is measured in workweeks. Even the highest level spells take less than a day to copy. </p><p></p><p></p><p>Isn't one of D&D's major issues that there's so <em>little </em>to spend gold on? If you're a high level wizard, you are probably swimming in gold you're not using for much of anything else, unless you have a super-stingy DM. And again, that's a problem with the DM, not with the system.</p><p></p><p>I realize that LU is trying to rectify that problem with having more costly things for sale, but in that case, it's a matter of budgeting. Scribe a bunch of spells, or buy one magic item or a new keep? Choices, choices. (Also, that 9th level spell only costs 450 gp to scribe, half that if it's your school, and if your DM is too stingy to give that out, even after talking to them about your problem, then that's a big red flag.) (Note, I said "if the DM is stingy," not "if the DM is an AL DM and can only go by what's in the book.")</p><p></p><p></p><p>Spending your money on scribing a spell <em>is </em>directly improving your power, if you're a wizard. Not only does it give you more versatility and flexibility in your casting choices--which sorcerers <em>don't </em>have, due to their limited spell choice--but if it's a ritual spell, then by scribing it in your book you get another spell to cast with no slots. Morrus has already said that they're including more spells with upcasting abilities in LU, so maybe they're adding more ritual spells--and I bet that you can use the included rules on researching rare spell variants to create a ritual version of a non-ritual spell.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8337300, member: 6915329"] True, but many spells are so enormously powerful, [I]and [/I]once you've copied the spell in you have it forever, that it kind of evens out. (Obviously, there are jerk DMs who go out of their way to wreck your spellbook just for the lulz, but they're a minority, and probably shouldn't be gamed with anyway.) That's a bad DM, and I don't think that's normal. I've certainly never experienced it. That's a lack of communication on the part of both the DM and the player, not a problem with the system. But we're not talking about 3.x. I have a [I]really hard time [/I]imagining any PC allowing an NPC to take their spellbook away for any length of time. Maybe if that NPC was very highly trusted... And in that case, we already know how long it will take and how much it would cost. No need for a brand new activity. Don't forget, downtime activity is measured in workweeks. Even the highest level spells take less than a day to copy. Isn't one of D&D's major issues that there's so [I]little [/I]to spend gold on? If you're a high level wizard, you are probably swimming in gold you're not using for much of anything else, unless you have a super-stingy DM. And again, that's a problem with the DM, not with the system. I realize that LU is trying to rectify that problem with having more costly things for sale, but in that case, it's a matter of budgeting. Scribe a bunch of spells, or buy one magic item or a new keep? Choices, choices. (Also, that 9th level spell only costs 450 gp to scribe, half that if it's your school, and if your DM is too stingy to give that out, even after talking to them about your problem, then that's a big red flag.) (Note, I said "if the DM is stingy," not "if the DM is an AL DM and can only go by what's in the book.") Spending your money on scribing a spell [I]is [/I]directly improving your power, if you're a wizard. Not only does it give you more versatility and flexibility in your casting choices--which sorcerers [I]don't [/I]have, due to their limited spell choice--but if it's a ritual spell, then by scribing it in your book you get another spell to cast with no slots. Morrus has already said that they're including more spells with upcasting abilities in LU, so maybe they're adding more ritual spells--and I bet that you can use the included rules on researching rare spell variants to create a ritual version of a non-ritual spell. [/QUOTE]
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