Defiler said:This issue was one of the first things I noticed when I read the books (long-time wizard player you see), and I assume that someone ran into this during playtesting. I wonder why no clarification or explanation was issued...?
DSRilk said:I agree with the interpretation, but don't get me started on the whole "remove a spell from your spellbook" thing. I'm STILL trying to figure some way to rationalize that. Honestly, I'm thinking of ignoring it entirely and just letting wizards add one more power to their repertoire every time they can retrain, though I'm not sure of the impact. All I know is that I can't stomach vanishing spells. Anyone who has a rational explanation for this, I'd beg you to share it (I get the game reason, I'm just looking for a rational in-world explanation).
Blackeagle said:Don't think of spells literally disappearing from the wizard's physical spellbook. Instead, think of three categories of spells: Spells a wizard has written down in his spellbook, but hasn't cast in ages and is really rusty at. He could only cast one of these spells after spending a substantial amount of time reading his notes, practicing the spell, etc. (this is simulated by retraining a power when you level). Next are spells the wizard has cast fairly recently, but hasn't concentrated on enough to cast at the drop of a hat (this is simulated by the three spells per slot in the spellbook). Finally, there are spells that the wizard went over in great detail while the rest of the group was eating breakfast this morning which he can cast with a snap of the fingers (these are the wizard's readied spells).
The key is to mentally separate the spellbook as game construct from the physical book the wizard is carrying around with his arcane notes in them. The spellbook as game construct just represents the spells the wizard has been practicing enough recently that he can cast them from memory after spending a few minutes going over his notes.