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Wizard spellbook blues
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<blockquote data-quote="Thurbane" data-source="post: 3892822" data-attributes="member: 43273"><p>In one of the games I regularly play in, I'm playing my first 3E Wizard (Thurbane the Evoker - a recreation of one of my most beloved 1E/2E characters), and I have to say, Wizards get the royal screwjob, especially at low levels, when it comes to gaining new spells.</p><p></p><p>I mean, c'mon, 8 HOURS (or is that a day? The description in the Spellcraft table and the section on adding spells to a spellbook seem to contradict each other, even in the Rules Compendium) to see if you know a spell or not? Then a FULL DAY to write the bloody thing into your spellbook? Not to mention the GP costs.</p><p></p><p>On top of the already oppressive RAW, the DM has houseruled that my 2 automatic spells for gaining a level don't just "appear" in my spellbook, I have to make some form of contact with the Wizards Guild in order to get them. To be fair, he made this houserule before he fully understood how hard it already is for a Wizard to gain spells (this is his first outing at DMing under 3E). He also likes to play the "keep the party poor so they have a reason to keep adventuring" style of game, which in general I don't mind, as it is a nod back to our old 1E days. But it basically means that every spare GP I get can't go anywhere except on spells and materials to scribe them into my book. So while everyone else is loading up on potions and other gear, I'm scrimping and scraping for spell costs. :\ </p><p></p><p>The time factor is the crusher, though. In an adventure where you are "racing the clock", like RHoD, you simply can't afford to plop down for a few days learning and scribing spells. While the fate of the kingdom might rest on stopping the BBEG before he completes a certain ritual or gets his army into place, the poor old Wizard has two options: stick with the 2 free spells he gets per level; or sit down and start studying/scribing, holding himself (and probably the whole party) back from their urgent task.</p><p></p><p>Does anyone have any tips for me? I really do want to play a Wizard, and not a Sorcerer, Warmage or other class. Any ideas to help with the time (and GP) burden would be much appreciated. ***Note: the game is basically core only, so I'm not sure how much options from non-core books can help me.</p><p></p><p>Also, which is the correct time period for learning a new spell - 8 hours or 24 hours?</p></blockquote><p></p>
[QUOTE="Thurbane, post: 3892822, member: 43273"] In one of the games I regularly play in, I'm playing my first 3E Wizard (Thurbane the Evoker - a recreation of one of my most beloved 1E/2E characters), and I have to say, Wizards get the royal screwjob, especially at low levels, when it comes to gaining new spells. I mean, c'mon, 8 HOURS (or is that a day? The description in the Spellcraft table and the section on adding spells to a spellbook seem to contradict each other, even in the Rules Compendium) to see if you know a spell or not? Then a FULL DAY to write the bloody thing into your spellbook? Not to mention the GP costs. On top of the already oppressive RAW, the DM has houseruled that my 2 automatic spells for gaining a level don't just "appear" in my spellbook, I have to make some form of contact with the Wizards Guild in order to get them. To be fair, he made this houserule before he fully understood how hard it already is for a Wizard to gain spells (this is his first outing at DMing under 3E). He also likes to play the "keep the party poor so they have a reason to keep adventuring" style of game, which in general I don't mind, as it is a nod back to our old 1E days. But it basically means that every spare GP I get can't go anywhere except on spells and materials to scribe them into my book. So while everyone else is loading up on potions and other gear, I'm scrimping and scraping for spell costs. :\ The time factor is the crusher, though. In an adventure where you are "racing the clock", like RHoD, you simply can't afford to plop down for a few days learning and scribing spells. While the fate of the kingdom might rest on stopping the BBEG before he completes a certain ritual or gets his army into place, the poor old Wizard has two options: stick with the 2 free spells he gets per level; or sit down and start studying/scribing, holding himself (and probably the whole party) back from their urgent task. Does anyone have any tips for me? I really do want to play a Wizard, and not a Sorcerer, Warmage or other class. Any ideas to help with the time (and GP) burden would be much appreciated. ***Note: the game is basically core only, so I'm not sure how much options from non-core books can help me. Also, which is the correct time period for learning a new spell - 8 hours or 24 hours? [/QUOTE]
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