New Wizard Trait -- Stolen Spellbook


Homebrew and House Rules

Grand Lodge

A character in a Kingmaker game I'm running was an apprentice whose master died before the apprenticeship was complete leaving him to learn from his:

Stolen Spellbook:
You have somehow acquired a spellbook from which you've learned your spells. It contains all your starting spells, plus 7 spells of 1st level, and 5 spells of 2nd level, and 3 spells of 3rd level.
It's considered a borrowed spellbook so you need to make spellcraft checks to prepare spells from it and you can't use it for spontaneous casting if you have taken the bonded object class feature.
Your DM may allow you to eventually master this spellbook using the rules presented in Complete Arcane.


I'd run with it but I would probably reduce the second and third level spells to 3 (2nd) and 1 (3rd). For a wizard at 5th level that means he would have 3 third level spells, not a bad deal still and one I would possibly take as a wizard. Just a quick question: Is it an equipment trait or a different type?

Grand Lodge

Abraham spalding wrote:
I'd run with it but I would probably reduce the second and third level spells to 3 (2nd) and 1 (3rd). For a wizard at 5th level that means he would have 3 third level spells, not a bad deal still and one I would possibly take as a wizard. Just a quick question: Is it an equipment trait or a different type?

I'd made it a social trait since it's roughly the equivalent of Rich Parents.

Basically I took the 900 gp from that and bought a spellbook, made a backup copy of a normal 1st level wizard's spell complement, then filled it with additional spells as if the wizard had paid another wizard to borrow a spellbook and scribed the spells himself. There was a little leftover cash so I added 1 more 3rd level spell.

I'm ok with the trait giving a little more since most of it's monetary value isn't even usable at 1st level. It works out to be a little better deal than getting Rich Parents and building the book yourself.

Grand Lodge

The actual breakdown is:
100gp for backup of typical 1st level wizards cantrips and 1st level spells.
105gp for 7 more spells of 1st level
300gp for 5 spells of 2nd level
405gp for 3 spells of 3rd level
910gp total

So only about 1/4 of it's value is actually usable at 1st level.


Nice little trait. Definitely a temporary advantage but I like it.

Does the player choose the spells?


Maybe this is an inheirited spellbook rather than stolen.

I would think if the old master died it would be OK of the apprentice to take off with a better starting spellbook.....

The reason is more RP than mechanics, but I think the mechanics are sound.....


An inherited spellbook should really just be more spells. Why wouldn't you be able to read it?
You could have a trait and a feat along these lines.

"Your master shared greater power with you." - more spells as above.

Stolen Spellbook - anything goes.

Grand Lodge

The intention was that rather than finishing a normal apprenticeship, either the wizard's master died, or the wizard stole one of his master's traveling spellbooks and ran away. In either case, the spells the wizard eventually puts in his own spellbook were ones learned from the one granted by the trait.

Since it has spells beyond a 1st level wizard's ability to cast, the wizard couldn't have written it, so it must count as a borrowed spellbook. Not much of a problem since most wizards are going to be able to take 10 to succeed at preparing a spell from it.

The alternative would be...

Generous Master:
Start with all 1st level spells from non-opposition schools in the Core Rulebook already scribed in your spellbook, and 3 scrolls of 2nd level spells of your specialty or 2 scrolls of any school if you're a universalist.


I saw this somewhere the universal story for the wizard and starting spellbook.

You spent time learning magic from a nice/mean master. He provided you with your core knowledge of spells and was reasonable/unreasonable in the duties he assigned you. One day when it was time for you to leave, you were given/stole your spellbook. You left walking/running away with fond/horrible memories of your master......

Grand Lodge

Sigurd wrote:
Does the player choose the spells?

Of course. Just like the Heirloom Weapon trait. It would't be kosher for a player to take that trait and the DM determine what type of weapon was passed down from the characters family. :)

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