Restoring destroyed spellbooks

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:

  1. The target spellbook and the spellbook used as a focus are one and the same.
  2. The spellbook in question must be the caster's own.
  3. 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?
 
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GuardianLurker said:
Based on lessons learned, let me call a few things about Restore Spellbook to your attention:

The XP costs are too high or even not necessary for Restore.(see clerical Make Whole)

And the preventive measure...


So what do you think of the spells' balance?

This shouldn't be a spell. MoF(iirc) has these as added costs in making the book.
Alternately, have the spell function just like the old Familiar Pocket
 

Marshall said:
The XP costs are too high or even not necessary for Restore.(see clerical Make Whole)
Restore Spellbook is significantly different than Make Whole (Thanks for pointing it out though). Unlike Make Whole, this spell does work on warped, burned, ground to powder, or melted spellbooks, as all of these leave material remains. It also restores the spells stored in the spellbook, allowing them to be used again. By my reading of Make Whole, it would repair the spellbook, but not the spells stored inside.

The Make Whole example does suggest that the spell could be dropped to 2nd level.

This shouldn't be a spell. MoF(iirc) has these as added costs in making the book.
Alternately, have the spell function just like the old Familiar Pocket

The MagOF magical enhancements (or alternative material) do indeed provide a increases in hardness and resistances to energy. The magical enhancements are dramatically overpriced;
Waterproofing (!) is considered the equivalent of a +1 sword, and two of the others (Glamer and Spell-trapped) are very small improvements (at much higher costs) from existing spells (Secret Page, Explosive Runes, and Fire Trap).

The alternative materials don't provide nearly the increase in hardness or resistances that Invulnerable Spellbook does. (Which of those is being argued against depends on your POV.)

The suggestion of Familiar Pocket is a telling one, though. In fact, you can use Familiar Pocket unmodified, assuming:
  1. You can have more than one pocket on a garment.
  2. You can put things other than a familiar inside the pocket
  3. The (unspecified) weight limit of the pocket will support the spellbook. In fact, multiple spellbooks will fit in the given volume.
  4. Placing the spellbook within a sealed pocket renders it immune to real-world effects.

None of these are a given. If you allow point 2, consider how it affects bags of holding. Personally, removing the spellbook to an extra-dimensional space just doesn't feel right to me.

But the current Invulnerable Spellbook may not be the right way to protect the spellbook with a spell. Alternative approaches are welcome.
 

OK, having thought about it, I'm just going to drop Invulnerable Spellbook, it'd be easy enough to transform Familiar Pocket into Spellbook Pocket. Of course, Heward's Handy is within reach of a 3rd level char (which is when Spellbook Pocket is first available), so I'm not even going to bother.

However, Marshall's comments prompt the following changes to the other spells:

Restore Spellbook
As above, but drop the level to Wiz 2, and the XP cost to 5 XP/Spell Level.

Recreate Spellbook
As above, but drop the level to Wiz 5, and the XP cost to 10 XP/spell level.

Recreate Spellbook
As above, but drop the level to Wiz 7, and the XP cost to 30 XP/spell level.

Any comments on these final revisions?
 

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