Well, assuming that he is trying to teach you something, is it "don't make wisdom a dump stat?" Maybe he thinks you need better bonuses in perception. But being paranoid would be good too. Eventually, if you set up these traps, he will stop having RANDOM people (and animals) steal your stuff.
Now a direct nemesis would still be able to try it, assuming they have access to scry or very good spies and nothing better to do other than stalk your party. But that is just good planning to take out the wizard like that.
Basically, if he keeps this up outside of somewhat story related circumstances like that after you take a bunch of precautions, it is either because he is still doing it because story related matters like that, and you have either a crazy connected enemy or one that can polymorph, or your gm has a problem. Maybe he hates wizards?
He did say that this is his first wizard.
Wizards can be hard to play at the beginning, because your power is often limited by your creativity.
I cannot tell you how many times I have killed enemies, avoid fights, and saved the day using Silent Image and Grease, two 1st level spells.
Playing a good wizard is all about reading, watching others play, and practice, practice, practice. Never turn down advice.
If you do that, You'll have a pimped out Magnificent Mansion with ALL the honeys in no time.
You mean things like capitalising and punctuating your sentences correctly?
Now, to be fair that is more formatting than grammar.
Handy Haversack... Never leave home without it.
In common usage those things are considered part of grammar. I thought it was just ironic someone tells someone else off for errors in what they have written, while making the same errors themselves.
Michael Carter-Wright wrote:
Handy Haversack... Never leave home without it.
Well, that is a good way to see how far you gm is willing to go. You could keep that item on you at all times at least, so short of another mugging, I think it would mean he is out for you if he steal manages to steal it.
"a rat manages to get into my handy haversack...and find my spell book...specifically....and drag it out without me noticing...."
Indeed. I enjoyed the irony in your post for similar reasons.
I know i may get some Hisses from some of you, but when i was playing 3.5 i think i remember a spell that i seen in passing that could recall an item to you from great distances? I can't remember the name of it >.<
In PF: Instant SummonsIn 3.5 (and earlier as I recall): Drawmij's Instant Summons
7th level spell however, so not really a solution for you right now.
Early on I'd have Arcane Mark on my important possessions (like spell books). Makes using various divinations easier to use to find lost stuff. And easier to prove to legal authorities and others that it IS your stuff. Lots of other good advice on spells use to enhance security in the thread.
And yes while adventuring my spell books (and other important stuff) would rarely if ever be out of my immediate reach. Rarely?, Well if the King's bodyguard asked while I was seeking audience, for example, then maybe.
I've had at least one arcane caster who wouldn't destroy Thieves. Heck no, she'd soon be their leader (or one of them) as soon as she could have managed. At minimum they'd soon be allies not adversaries. And then she'd set them on any other thieves messing with her stuff.
Are there services (in game) you might employ to watch some of your stuff (like extra spell books)? Arcane Guilds, maybe Inns/Innkeepers with vaults etc.
The spell your looking for Sir is "Shrink Item"
Shrink your valubale spellbook/s down to a piece of cloth
store said piece of cloth down your pants
If a GM Theif tries to steal a peice of cloth from down your pants then both he and your GM are unfair Rapists and you should find a new game ;) (yes that's a joke)
back on track, shrink item is the spell that will keep your ability to memorise your spells safe and I can't see any reasonable way for your GM to steal said cloth unless he's being a complete dick about it (pun intended)
And what, pray tell, would that be?
I'll mirror the suggestions to talk with the GM. Even if he's not intentionally trying to work the player over, it would be important for the player to express, "Hey, I'm not having fun when I keep getting boned like this."
GM isn't really under an obligation to make changes, but the player isn't under obligations to play. But Without the two in concert, you can't really have a game.
Does the GM do things like making sure you keep track of rations etc? If he is being "realistic" about what might happen if you don't protect your spell book, but not when it comes to things other players should take be keeping track of then he is just being a prat. Losing your spellbook once or twice may be ok, depending how it happens, but for it to happen on average more than one per level is just the DM being a pain.
Talk to the DM, and if he does this just to be a dick, then tell your fellow players that the DM is being abusive.
You all walk away, find a better DM and probably also take your revenge by informing others of the cruelty of that jerk.
Either the guy gets his head out of his backside, or he's doomed to be rejected as a DM due to not really letting anyone have fun.
Does other players' gear get stolen too?
What measures have you already tried to prevent spellbook theft?
For the record, I don't think leaving your spellbook with the rest of your gear on the mount is entirely weird. If you expect to suffer a couple of AoE spells inside the dungeon, you might believe that your spellbook is safer elsewhere.
Spellbooks are worth a fortune.
Frankly I think it's naïve roleplaying not to cling desperately to them, since they are the source of all the wizard's power.
Sure, it's a dick move to constantly go after the spellbook, if you're the GM. But then, it's also fairly realistic. Not even merely to fence it! As a smart NPC, I'd steal a spellbook just to see if I might be able to learn magic spells from it.
Anyway, the game has lots of means to trap your spellbook, find it once it's been stolen, hide it, duplicate it, create decoys, etc.
Outside the normal means of the game, you might try concealing the spellbook as something a lot less valuable. Shrink Item is a great spell. My players almost left
runelords spoiler:untouched out of sheer revulsion. If the party wizard wasn't a spellhoarder, it would have been left in the field.
Mammy Graul's grossout spellbook
even then, he paid extra to copy the thing onto non-gross pages!
Come to think of it, players outright murder guys and take their spellbooks all the time. For some (the party wizard), that's actually their primary motivation to adventure. Why cry foul when other people do it? Maybe you should start stealing other people's spellbooks!
You can shake your fist at the heavens (GM) for being a jerk to you, but in truth I guess it is more fun to accept you are a wizard in a world of thieves, and plan accordingly. That's called role playing. Or defeatism. I'm not sure there's a difference, actually.
You're 9th level, there's no reason for you not to have a Handy Haversack with all your important gear in it. Additionally, I would look at increasing your Perception (Eyes of the Eagle ftw). Finally, if you want to be punitive, you could always start coating things in massive amounts of whatever contact poison happens to be the most vicious. Minor Creation is perhaps one of the most broken spells ever created, including the ability to create several cubic feet worth of whatever poison suits your need.
For that matter, if you're running low on gold, you can always use spells like Minor Creation and Mount to create things to sell to merchants. Just make sure to skip town before they vanish. And use various illusion/transmutation spells to change your appearance when you're doing the selling. If the world is going to rip you off, then you might as well get in on the action.
Going on with the minor creation thread, if there's so many thieves around, you can spread some wealth around town, make everyone know you've got the bling, then cover your entire room and all your 'fake' possessions in poison and laugh when the thieves come to rob you. Preferably from another room. Incorporating Grease and Web into the trap just makes for more lulz; particularly when you dump several cubic feet more poison onto the greased and webbed thieves. Also, Create Pit does this nicely. Alarm and Magic Mouth are good for alerting you when the thieves are near.
Shrink Item doesn't work on magic items, but Treasure Stitching does.
If you are looking for Magical items that will help you protect your items I would suggest either a pathfinder pouch or a Chelish Crux.
Aura none CL 9th
This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
A Chelish crux is similar to a bag of holding in that its interior space is larger than its exterior would suggest. When closed, a Chelish crux is a wooden and metal dodecahedron (similar in shape to a d12) that measures about 6 inches in diameter. Each face of the crux is carved with a different rune or image-in order to open the puzzle box, a person must trace the outlines of these runes and images with the tip of a finger in the proper order. Each time a rune is triggered in the correct order in this manner, it glows with a soft red light, but whenever a rune is triggered out of order, the light flashes into fire and inflicts 2 points of fire damage per currently lit rune on the person attempting to open the crux (Reflex DC 15 halves) and causes all lit faces to deactivate (forcing the process of opening it to start anew). Failure to open a crux eight times in a row causes the combination of runes to randomize to a new combination. You can simulate this puzzle for the PCs by determining the order in which the runes must be activated and then having the players stumble through the combinations, or you can allow a character a DC 35 Disable Device check or a DC 25 Intelligence check to try to open the puzzle box-each attempt takes 1 minute, and the check can be retried with a cumulative +1 bonus on the roll, to a maximum bonus of +7, after which the crux resets its order (at which point the bonus reverts to +0 and the character must start anew). Failure on either of these checks causes the crux to flash with fire and causes 2 points of fire damage (Reflex DC 15 halves), plus 2 points for each failure. A Chelish crux can be forced open with damage or a DC 28 Strength check. The crux has hardness 10 and 30 hit points. If a crux is forced open in either of these two ways, it explodes into a 10-foot-radius burst of fire, inflicting 3d6+6 points of fire damage to all within the area (Reflex DC 15 halves). The fire damage affects any objects held within the crux as well. If forced open, the crux crumbles to ashes and any objects it contains appear on the ground at the site of the fiery burst. Once a particular crux's combination is known, a character can open it automatically (this takes 3 consecutive full-round actions). Opened properly, the crux unfolds into a 2-foot-square flat sheet of metal and wood. Any objects the crux contains sit upon the center of the sheet. An unfolded crux automatically folds as soon as a character attempts to bend any of the sheet's four corners as a move-equivalent action. The crux automatically folds up around any objects that sit upon its face at this time-objects that would exceed the crux's capacity are pushed gently aside by the refolding action. A Chelish crux can hold up to 200 pounds of objects, but the physical size of each object is irrelevant-the sight of a crux folding up around a long polearm, for example, might make one assume the weapon was crushed and destroyed, but when the crux is next opened, the pole arm is unharmed. As an object that creates an extradimensional space, a Chelish crux functions as a bag of holding for determining how long a living creature within can survive, or for what happens when the crux is placed in another extradimensional object like a portable hole
I think it'd be worthwhile to investigate, your dm may have made you a nemesis mage or something to try to give you a plot hook. Of course he could be railroading you, but he could be just trying to come up with a badguy.
As others have said this is not normal and anything you do in game probably wont change anything. Talk to your DM. Thief's trying to steal your stuff should happen at the low levels depending on environment. And I say trying because in general you should be able to prevent it.
It reminds me of the situation with my -str bard I made. I opted to spend a good chunk of my starter money on a means to carry my things via pony. In the very first encounter, and due to some very poor roles on my pony's end, I lost nearly everything I owned because I couldn't carry it to wolves.
So now I have another one. If the events lead to the same, over and over, I might just role play that my character goes insane at the loss of George and Pedro and Sigmund and Steeve, that I devote my entire life to setting forests on fire and killing wolf packs. I'm sure my guy will die then.
How badly is this affecting your net wealth? I'm not old enough to know the game, but I'm fairly sure if you've been having to buy your stuff back every time you're probably at a net loss for gold, which is a net loss for power and a net loss for fun. At least it feels that way at lower levels.
If he's at least repaying you back fairly generously, it's not too much of a big deal.
There is this little problem with Secret chest:
To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After 60 days, there is a cumulative chance of 5% per day that the chest is irretrievably lost.If the miniature of the chest is lost or destroyed, there is no way, even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.
The thieves see a valuable miniature chest an steal it. End result you lose your stuff and the money you spent making the chest 8at least 5.000 gp).
To the OP: the other party members are suffering from similar mishaps?
Most of the solutions require to have access to the right magic and/or money.This wizard has to re-buy or re-write all his spells 12 times. Re-bond his bonded item a few times (200 gp*wizard level every time).
I would be very curious to see what spells he has in his spellbook. I doubt he is the proverbial forum Schrödinger wizard with every know spell. Au contraire probably his WBl is well below what it is suggested for his level.
Having less know spells and less gear mean that (probably) he is way weaker than what is intended for his level and that make him a even easier target for "appropriate level" enemies. A perfect lose circle.
I have a very hard time thinking that the GM has some valid reason for his behaviour.
Spellbook is not a magic item ;) as weird as it sounds.
if you disagree show me where it appears on any magical item list ;)
I'm a +1 for using shrink item, magic mouth & explosive runes. I would think about adding symbol of scrying as well.
Sounds suspiciously like you're being trolled by the other PCs though, and the GM is just trying to keep the metagame out. If so, no amount of speaking with the GM is going to help if they're not actually the ones doing it (I know I've had to adjudicate similar situations as a DM many years ago).
Now that you're 9th level, you may want to think about scrying and other divination spells to track down your stuff and see who stole them with some possible retribution. Don't stop with just fireball though. Nightmare, message, etc. can be far more effective. Psych warfare on not only the thieves, but all of their business associates and family members.
Sounds suspiciously like you're being trolled by the other PCs though, and the GM is just trying to keep the metagame out.
Yeah, that is an ugly possibility. Having seen that sort of antagonistic behavior in action in the past, that's absolutely the sort of situation a GM is supposed to step up and defuse, not let fester.
Evil Lincoln wrote:
Shortened a bit.
But think about the risks of robbing a wizard. I'd rather rob a local lord and skip town. You could steal a valuable art object, and the lord might search for you within an area, but unless he's particularly vindictive, if you run far enough you'll be safe.
If you steal a wizard's spellbook, their most precious possession, they will come after you. They will bend reality to find you, appear to you, and summon demons (or use the spells of their choice) to torment you until death seems sweet. Then torment you well beyond that point.
Ahem. I suggest you talk about it with the DM, TC. If this is a part of the game, take the spell ward measures suggested throughout the topic.
Also try to join a Wizard's Guild. That way if your book gets stolen, a colleague might allow you to prepare spells from their book such that you might take the aforementioned vengeance on the thief foolish enough to mark a wizard. It might also serve to deter thieves in the first place, if they know that by robbing you, they anger not one wizard, but many.
You are assuming most wizards are high level. For much of the game world, I'd imagine low levels are the norm. I mean, think of how many monsters you'd have to kill to get to level 20? If it was easy, they'd be vermin rather than threats to civilization. And average ability scores for non-PC's are usually only up to 13, aren't they? (maybe an outdated figure, but a good explanation for why they need adventurers) I'm sure that prestidigitation would scare off the ruffians more than a couple dozen strong, martially trained men out for his blood.
But that is a relatively minor point. By level 9, you are probably sporting good enough magical items to make it clear you are not a peasant with a few cantrips. You are beginning to see better side of the "linear warriors, quadratic wizard" equation. So yeah, mugging someone that is very obviously a wizard is probably a bad idea.
Its true that theft is a cheap short cut to railroading though. Anyone seen the spoony experiment video on the subject? Depending on how much of a sociopath your players are, they will punch in the face of half the people in the campaign to get back even something minor. So see if any of your party has good intimidation and/or sense motive rank next time you catch a thief.
Which bonded item do you have?
Feat extra traits: get perception - dump all your points in it.
Ge a magical backpack.
There's also one more solution. Have your wizard take his life in the most disgusting way possible and re-roll a sorcerer. No spellbook, no components (save expensive ones which you shouldn't have too many of at level 9), no problem. Plus sorcerers are cooler anyhow, so it's really a win-win situation.
Depends on the group and their playstyle. Old style DragonLance™ it was very common for interparty thievery, especially with kender.Most of the groups I play with believe that character actions should be handled in character as part of the unofficial social contract of the gaming group. Some groups go the opposite direction on this and the players get their feelings hurt if their friends kill them &/or take their stuff.
My original point was that the OP may want to ask the GM (privately and away from the other players) if he's running the sort of game where it is a possibility. If it is, well, then there are entirely DIFFERENT precautions to start taking, beginning with misinformation.
Yea the idea of just blasting the theives is the correct response, but based on the OP's comment this isn't the same group coming after him over and over again. If so, then once they learn you will destroy them they should stop. Instead by blasting them, all you are doing is getting back your equipment from that one theiving source. That isn't going to stop the GM from doing it again with another group.
I echo everyone else here, your GM is abusing the weakness of the wizard [his spellbooks] and getting really annoying about it. Unless you are bringing it upon yourself by not doing things to protect your gear this late in the game, it is starting to become something that is borderline griefing.
If it really does turn out to be that way, again I'd do something just completely out there. Like vow to take revenge the next time something is stolen and completely disregard where the plot is taking you.
You're off to find so and so in this town and you come across a cave, explore teh cave and come back t ofind your stuff stolen. Again.
That's it, you proclaim, as you storm off in x random direction away from the town.
Perception check your way and hopefully find a track. Otherwise head back to the previous town and ask for the nearest bandit location. If none are found, backtrack more until you have nowhere left to backtrack.
Then just go North West.
Either the party will follow, and the DM will have to create a whole new theory of questing and structure, the DM will confess that he's been overabusive and "find" a way to get you your stuff back or know that it won't be stolen again, or.. it'll turn to OOC conversation and it will be discussed out.
The end answer is: Are you having fun? If you're not, the DM is not succeeding. And as such the whole group isn't. If you're the -only- one not having fun, well. That typically speaks volumes :( I'm afraid.
Back in 1sst edition a wizard's spell book was worth 1000 gp per spell...per spell level...
A book with 5 first level...3 second level...and 1 third level spell is worth a whopping 14,ooo gp!
At that price, and in my campaign, my wizard players do many of the above mentioned tactics to protect their characters spell books.
To keep on stealing a player's spellbooks...thats just being a balrog's hindquarter towards his players...
I concur with talking it out with the DM...then I'd walk if if happened again.
If you're in the land of radioactive tumbleweeds ( google it! I live in a very odd location) I run a game every second friday...the more players playing 1st edition the merrier!
I dunno. GMs do some weird things when it comes to wizards. Wizards have a really bad rap of being god-like powerhouses and nigh-unstoppable. So GMs will look for opportunities to take advantages of a wizard's vulnerabilities... you know, to level things out a bit. I've seen GMs go gunning for familiars and bonded objects, sunder spell component pouches and steal spellbooks, just because they think they should. I have no idea what the GM is doing here, but wow. 12 thefts in 9 levels is excessive. Maybe it's a careless player who is absolutely and hopelessly incapable of keeping track of his gear, but wow. 12 times!
If the GM is just one of those who thinks it's his job to take away the wizard's spellbook (and charm/dominate the fighter, and greases the cleric's holy symbol, etc.) then so be it. It's a game. But you can play too. Use the other PCs to your advantage. Keep the rogue or ranger nearby so help spot those sneaky rats and maybe even fight them off. Employ your fighter as a bodyguard. And naturally, keep your spellbook on your person at all time, and keep it trapped in such a way as to prevent as well as discourage, theft. And it's always a good idea to keep a spare hidden around somewhere.
In Pathfinder replacing a spellbook with "5 first level...3 second level...and 1 third level spell" would cost 228 gp and selling it will net you 114 gp.On the other hand the spellbook of even the less knowledgeable level 5 wizard (the minimum to have level 3 spells) will have at least 6 level 1 spells, 4 level 2 and 2 level 3 for a total sell value of 300 gp and a cost of 600 gp to replace it (a bit less if you have a few spell memorized and can pen them directly , without paying another wizard for the privilege to copy them).
I don't know... 12 times in 9 levels.... im thinkin' hes wearin' the trollface mask.
Devil's Advocate, we are only getting one side. It could also be the player not taking reasonable precautions based on the expectations of the table. I have a GM play with who expects us to have a plan for defense every time we plan to rest. He doesn't remind us, but if we don't...
To quote Unforgiven.
"He should have armed himself."