GuardianLurker
Adventurer
As anyone who has played a wizard and lost their spellbook can tell you, it really sucks. With a little bit of forethought and prudence it's possible to still be of some use, but until those spellbooks come back, the wizard is in a world of hurt.
I've already discussed these spells over on Monte's board (thanks to all who participated there), but would like your input as well.
Based on lessons learned, let me call a few things about Restore Spellbook to your attention:
And the preventive measure...
So what do you think of the spells' balance?
I've already discussed these spells over on Monte's board (thanks to all who participated there), but would like your input as well.
Based on lessons learned, let me call a few things about Restore Spellbook to your attention:
- The target spellbook and the spellbook used as a focus are one and the same.
- The spellbook in question must be the caster's own.
- The XP cost may seem low. Calculate late it first, and remember to include the cantrips. (Example: a starting spellbook costs 130 xp ((16*5)+(5*10)) to restore, roughly 10% of a 1st level chars total XP.)
Restore Spellbook
Divination, Transmutation
Level: Wiz 3
Components: V, S, F, XP
Casting Time: 1 hour
Range: Touch
Duration: Instantaneous
Target: One destroyed spellbook
Saving Throw: None
Spell Resistance: None
Given the entire remains of his own destroyed spellbook, the caster can use this spell to restore it to its undestroyed condition. The spellbook can only have been in its destroyed state for 1 day/level of the caster.
A spellbook counts as destroyed if over 80% of the spell-levels contained within it have been rendered illegible for some reason. This usually happens through exposure to fire, acid, or prolonged exposure to water, though other ill fates are possible. This spell cannot be used to duplicate a spellbook, nor does it copy the contents of the destroyed spellbook into a blank one.
Restoring a spellbook costs 10 XP/Spell-level stored in the spellbook. The focus (and target) of the spell are the remains of the destroyed spellbook itself.
Resurrect Spellbook
Divination, Conjuration (Creation)
Level: Wiz 6
As Restore Spellbook, except as noted.
This spell functions as Restore Spellbook, except that the conditions of the remains are irrelevant (i.e. the spellbook may have been disintegrated, nor does it need to be the caster's own spellbook.
Casting this spell costs 20 xp/spell-level contained in the spellbook.
Recreate Spellbook
Divination, Conjuration (Creation)
Level: Wiz 8
Components: V, S, M, XP
Target: See below.
As Recreate Spellbook, except as noted.
This spell allows the caster to recreate any of his spellbooks by using his deeply buried memories. The caster can choose which of the many spells he has learned will be placed into the new spellbook, and does not need to exactly recreate one of his earlier spellbooks. This spell can be used to create a copy of an existing spellbook, or an entirely new one. The spells placed into the spellbook, do not need to be currently prepared.
The material components of this spell are a blank spellbook made of superior materials and craftsmanship costing at least 100 gp, superior ink costing at least 10 gp, and a diamond-tipped inkpen worth at least 500 gp. The ink and inkpen are consumed in the casting to produce the finished spellbook.
The XP cost is 50 XP/spell-level placed in the new spellbook.
And the preventive measure...
Invulnerable Spellbook
Transmutation
Level: Wiz 1
Components: V, S, F, XP
Casting Time: 1 hour
Range: Touch
Target: One spellbook
Duration: 1 day/level
Saving Throw: None
Spell Resistance: N/A
For the duration of this spell, the target spellbook is granted the following:
Hardness 100, HP 1000
Immunity to all forms of energy (including magic)
Casting this spell costs 500 xp.
So what do you think of the spells' balance?
Last edited: