Chaosmancer
Legend
You'd be incorrect about the longsword relevance because the argument falls apart once you start looking at it as xge actually has rules for crafting that sort of thing. Since we are talking about 50gp increments, it's easier to use a longbow, heavy crossbow chain shirt, or scale mail as they are all listed at 50gp & there's no sense in complicating things if we go that route as those 4 5-gp items each would take 25gp of materials & 1 workweek to craft.
Using that calculation, the archmage spellbook has 72 spell levels worth of spells (unless I miscounted) & a wizard put in between 1800-3600gp scribing it... at a rate of . If you double that as the half the resources towards a final price you get 3600-7200gp... but the work week part of the formula vibrates that to bits because under the "For each level of the spell, the process takes 2 hours and costs 50 gp. " formula, the spellbook only took 4-5 days.
I have read XGE, conveniently you posted it so I don't have to dig it back out.
The very first part reads " a character needs raw materials worth half of the item’s selling cost" which is exactly what I said.
And, if you find the 50 gold increments too much, then you can break them back down. See, XGE says "To
determine how many workweeks it takes to create an item, divide its gold piece cost by 50." Earlier they determined that a workweek is 5 days, so that is 10 gold a day. In the PHB they listed it as 5 gold a day, so this is an improvement to be sure, but it was still not enough to fix crafting (I will save that rant for later).
But, that isn't your issue. Your issue comes from the number of hours. But, I think this is not really much of a problem.
See the crafting rules cover everything from forging platemail to building ships to making paintings. But, because they are so broad, they end up not applying well to every specific case. For example, I am certain you could give Rembrandt the 10 gold painter's supplies and have him work, and the resulting piece would be worth more than 20 gold.
These are guideline rules, so, while the time put in is less, the expertise required (only wizards can scribe spells from a wizard's spellbook) is likely enough. Besides, they are only copying a hundred pages of material. That should definitely not take longer than a week.
Unfortunately, spellbooks are a magical item.
No they aren't actually, you can buy a mundane spellbook from the equipment list and unlike the Potion of Healing, it is not in italics. In fact, no where in the entire game does it say that a spellbook is a magical item.
While there is a table for magic items, that table is based on item rarity & a spellbook is not the same rarity as the scrolls within it just as a 3rd level fireball spell is "uncommon", a wand/necklace of fireballs is rare, a staff of fire/staff of power is very rare.
Which could be explained by the personal magical power of the item.
Scroll of Fireball can cast 1 spell if used by a spellcaster who can normally cast fireball.
Necklace does not require attunement and can be used by anyone while casting up to 9 fireballs
Wand requires attunement by a spellcaster with their own magic, but can cast 7 fireballs and refresh them daily
The staffs are not only even more restrictive in their attunement, but have abilities beyond the fireball spell
By that scaling, a spellbook with fireball or nearly any other spell in it it common. We do have prices for common magic items at 50-100gp & that is dramatically beneath the cost of a spell scroll.
Sure, if the spellbook only had the fireball spell in it.
Unfortunately the problem still remains that WotC has set the expectations that spellbooks should be extremely uncommon (at least in the published 5e material I've seen, perhaps you've seen otherwise in other content?).
I run homebrew games, and after five years of running I've only just recently had a wizard in the party.
So I hope that you can now see why the guidelines are not at all clear.
"Not clear" does not equal "nonexistent" or make my assumptions and process completely inaccurate. In fact, by putting together "what is the cost in materials" and "how much do you sell an item you craft for" it is a very reasonable assumption.
You are the only one who seems to think that just because a minor detail or two doesn't line up perfectly the entire process needs to be thrown out the window.
Rising from the last war has various organizations with very affordable yearly dues that mention giving members access to spellbooks, but that assumes that you are playing a game in eberron where magic is much more available & does nothing for a setting with baselines closer to FR Ravenloft or Darksun. If the solution to balancing spellbook availability & scribing cost against how spell versatility works is "play wizards in one particular setting or one like it" then spell versatility is even more problemagic as is by not being limited to that setting.
I've been using setting agnostic rules, found in the PHB and XGTE. If you want to start expanding this to rule sets that have not been published (ie darksun) or other specific settings that clearly break the mold (Eberron) that is on you, but I am not going to follow you down that trail.
Since spell versatility could apply to both groups no matter what setting they are playing in, it needs to be balanced for both groups.
And I think it is.
Back in prior editions this was reflected in the cost of copying from some other wizard's spellbook but 5e rules for such a thing don't exist in a setting neutral format.
Grabbing this from your other discussion.
Yes they do. Copying a spell is listed in the class features of the wizard. That is as setting neutral as you can get. 50 gold per spell level.