Value of a spell book (gp wise)


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In Dragon Heist, they assign the retail value for spells at:

1st - 25 gp
2nd - 75 gp
3rd - 150 gp
4th - 300 gp
5th - 750 gp

Let's extend this progression. This involves some guesswork:

1st - 25 gp
2nd - 75 gp
3rd - 150 gp
4th - 300 gp
5th - 750 gp
6th - 1,500 gp
7th - 3,000 gp
8th - 7,500 gp
9th - 15,000 gp

This is a 10x cost increase per 3 spell levels, which is roughly the same rate as for magic items/spell scrolls. (Each rarity band is a 10x increase, and spell scrolls increase rarity band roughly every three spell levels. Both rates have a discontinuity around Uncommon band.) 1st level spell get a slight discount, presumably because 1st level wizards are somewhat more common than the progression would indicate. It's all approximate anyway.

These costs are roughly 60% of the costs of an equivalent scroll. (According to the "Magic Item Rarity" table in the DMG, with consumable items at half price.)
 

that is where your analogy falls short - fighter vs wizard.

the wizard gains for free spells to use at a given rate - 2 per level after the initial six.
The fighter does not gain new free armors and weapons just by leveling them, he can only find them.
So if we try to equate the wizard and the fighter by equating armor and weapons with spells known:
They both get free stuff at the start.
The wizard gets free stuff as they level.
The fighter has to find or buy his new stuff.
The wizard can also add from found or boguth stuff but it costs money.

That looks like one up for the wizard and one down for the wizard.

Whether they are equal or not will vary by campaign and setting.

But, regardless, trying to pair up individual elements of classes is usually pointless. Classes are packages - not individual items.

So, nah, the 44 hours being an issue in "most campaigns" argument doesn't really get off the ground or hodlk water even if it gets lift.

Um, no. Both get class abilities as they level. That is all you have shown. Weapons, armor, spells, potions are acquired through play (but a fighter does get stuff at 1st level just like a wizard). So you are just purposely missing the point here.

A full work week of time to learn a few spells means that everyone else is able to engage in downtime activities while the wizard is learning spells. This in all editions has been the achilles heel of the wizard. The wizard needs to spend lots of time to maintain their core class feature. In previous editions it wasn't only the time sunk into learning spells but also memorizing them. In upper level play a wizard could spend a few days trying to memorize their entire book.

Also, you seem to be couching this in terms of class vs class. The acquisition of spells helps the part as a whole, not just wizard.

Finally, I don't see that your interpretation of the spellbook is supported anymore by the rules than mine. But furthermore, your interpretation kills many interesting RP stories which seems to be counterproductive.
 

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