Mark said:
since ready cash is always better than a book with all the spells that someone wouldn't take regularly.
Mark, you play with the something other than just the core rules for scribing, don't you?
Because under the core rules it's actually *detrimental* to acquire another wizard's spellbook.
Zhure:
As for which spells should be weighted try the following (for the Generalist Mage):
1st: Shield, Mage Armor, True Strike, Charm Person, Magic Missile, Silent Image, Spider Climb
2nd: Web, Continual Flame, Invisibility, Mirror Image, Blur, Knock, (Fox's Cunning), Arcane Lock
3rd: Dispel Magic, Stinking Cloud, Hold Person, Fireball, Lightning Bolt, Fly, Haste, Greater Magic Weapon, Secret Page
4th: Stoneskin, Leomund's Secure Shelter, Improved Invisibility, Dimension Door, Polymorph Other, Polymorph Self
5th: Cloudkill, Leomund's Secret Chest, Wall of Force, Hold Monster, Stone Shape, Teleport, Permanency
6th: Anti-magic Shell, Analyze Dweomer, True Seeing, Chain Lightning, Contingency, Disintegrate
7th: Spell Turning, Limited Wish, Prismatic Spray, Plane Shift, Teleport w/o Error, DBF
8th: Iron Body, Discern Location
9th: Wish, Gate, Foresight, Time Stop, (Chain Contingency)
Starting about 6th level, the spells become more interesting to the specialists. Not because the spells are necessarily weak, but because the tend to reflect how a mage thinks already, instead of being more adaptable. Also, the higher level big boom spells tend to be overshadowed by the sheer number of lower-level spells a mage can carry.
Some spells you'll want your big bad to know no matter what: Shield (blocks the pesky Magic Missle), Contingency linked to either Teleport or DDoor (to preserve his skin), Stoneskin (or better Iron Body), and Leomund's Secret Chest (to hide the REALLY valuable stuff).