So, how do you protect your spellbooks?


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When you're playing a class that depends on a spellbook (or witch's familiar), what prrotections do you actually put on your spellbooks to protect against theft/destruction/etc.? How many backup spellbooks do you actually have and how do you protect them?

I'm not asking about what kind of protections you might use, but about what kind of protections you actually do use (by class level please).

I'm curious because I want to see what risk mitigation strategies (given the limited wealth available as per WBL) are in actual play. On the one hand, every gold piece spent on protecting your spells is a gold piece you can't spend elsewhere. On the other hand, every gold piece not spent protecting spells known increasess the potential for cataclysmic failure.

So, how do the majority of real players playing real games handle this issue?


I'm afraid I can't contribute much to this discussion as the last time I played a wizard was the first time I played any form of d&d. My GM didn't seem to have any intentions of personally screwing over my character at the time. Furthermore, it never occurred to me that a spellbook could be taken. lol, n00bs and such.

...but I'll be watching this thread closely; I'm starting a 4th level wizard this Saturday. I've calculated the cost of duplicating the spellbook and I have a few places in mind where I could keep it if I do, but I think I'm going to hold back on doing so for a few levels. Hopefully I won't regret it.

EDIT: As for protection, that's also uncharted territory for me. GM never mentioned that it could be done, so I didn't think about it.


The Chort wrote:

I'm afraid I can't contribute much to this discussion as the last time I played a wizard was the first time I played any form of d&d. My GM didn't seem to have any intentions of personally screwing over my character at the time. Furthermore, it never occurred to me that a spellbook could be taken. lol, n00bs and such.

...but I'll be watching this thread closely; I'm starting a 4th level wizard this Saturday. I've calculated the cost of duplicating the spellbook and I have a few places in mind where I could keep it if I do, but I think I'm going to hold back on doing so for a few levels. Hopefully I won't regret it.

EDIT: As for protection, that's also uncharted territory for me. GM never mentioned that it could be done, so I didn't think about it.

Stealing/damaging a spell book is no more "screwing over a character" than sundering a weapon. But, if I were GMing a new player, I wouldn't do it either. It is something, as you gain experience, of which you should keep mindful.


Most of the time there just isn't a point. Either the runner never does anything with the book, or if they decide to they ignore any defense you have.

Most time a few defensive spells like Symbol of whatever is good enough.


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LilithsThrall wrote:
Stealing/damaging a spell book is no more "screwing over a character" than sundering a weapon.

I beg to differ. Spellbooks tend to be far rarer and, at times, far more expensive then even the most powerful weapons. The fighter could use any old weapon off an enemies corpse, likely only suffering a few minor attack and damage penalties compared to his original.

If I had a million dollars for every spellbook I captured in an actual game I'd be a hobo on the streets. If I had a dollar for every weapon our party had captured, however, I would be able to pay off my college tuition.


LilithsThrall wrote:
The Chort wrote:

I'm afraid I can't contribute much to this discussion as the last time I played a wizard was the first time I played any form of d&d. My GM didn't seem to have any intentions of personally screwing over my character at the time. Furthermore, it never occurred to me that a spellbook could be taken. lol, n00bs and such.

...but I'll be watching this thread closely; I'm starting a 4th level wizard this Saturday. I've calculated the cost of duplicating the spellbook and I have a few places in mind where I could keep it if I do, but I think I'm going to hold back on doing so for a few levels. Hopefully I won't regret it.

EDIT: As for protection, that's also uncharted territory for me. GM never mentioned that it could be done, so I didn't think about it.

Stealing/damaging a spell book is no more "screwing over a character" than sundering a weapon. But, if I were GMing a new player, I wouldn't do it either. It is something, as you gain experience, of which you should keep mindful.

Well, perhaps that choice of language was too strong. At the same time, it's not quite equivalent. When a fighter's super shiny sword is sundered, if he sunk 5 gp into a backup blade or takes a blade of some recently slain foe, then he's still a reasonably effective combatant. When a wizard is without his spellbook, he's basically a commoner.

@dunelord - Technically yes, your GM can create any number of implausible ways to deprive you of your spellbook, regardless of your defenses. Doesn't mean it's a bad idea to make a backup copy. Perhaps if you do, your GM will only inconvenience with having to retrieve the backup copy from wherever it's stored, as opposed to trying to find the stolen copy or worse yet, start from scratch.

EDIT: @Ravingdork - What he said.


Ravingdork wrote:
LilithsThrall wrote:
Stealing/damaging a spell book is no more "screwing over a character" than sundering a weapon.

I beg to differ. Spellbooks tend to be far rarer and, at times, far more expensive then even the most powerful weapons. The fighter could use any old weapon off an enemies corpse, likely only suffering a few minor attack and damage penalties compared to his original.

If I had a million dollars for every spellbook I captured in an actual game I'd be a hobo on the streets. If I had a dollar for every weapon our party had captured, however, I would be able to pay off my college tuition.

Spellbooks can be far more expensive than the most powerful weapons.

That's why various protections and strategies are used to manage that risk. This thread is intended to share the actual protections and strategies PCs use.

"The GM at my table doesn't do it because I've convinced him that I'd get incredibly upset if he did and also that I don't want to have to allocate any wealth to insure this from happening" is something some players actually try. If I tried to tell that to my GM, he'd just look at me with that "you've got to be kidding" look and I'd blush realizing that I just whined like a twit.


When I play wizards I usually scribe a scroll of each new spell I get and keep them stashed away somewhere safe should my spellbooks be lost to me. Wizards get that feat for free and you scribe at half cost it is a relatively minor investment, all things considered. That way, I can scribe a new spellbook with all of my favorite spells later. There are a few (easy) skill checks involved, and it may take some time, but is better than starting from scratch. And if the spellbooks remain safe, then I can always get the money I spent back by selling some of the scrolls or even using them in an emergency.

Otherwise I like to have a ring of sustenance when I can afford in, as it lets me keep awake and alert to guard my spellbook among other things, but the alarm spell can be usefull to get through a rest without needing to worry about someone sneaking off with it in the middle of the night as well.

I generally don't bother trapping my spellbook, especially with a trap that may harm the spellbook that I likely hope to recover, though I have been known to occassionaly use a Sepia Snake Sigil. Generally though, these are purely thematic precautions as I generally don't expect to have my spellbooks stolen, and if a GM really wants to take it from a wizard he'll sidestep any precautions in place anyway.


Ringtail wrote:

When I play wizards I usually scribe a scroll of each new spell I get and keep them stashed away somewhere safe should my spellbooks be lost to me. Wizards get that feat for free and you scribe at half cost it is a relatively minor investment, all things considered. That way, I can scribe a new spellbook with all of my favorite spells later. There are a few (easy) skill checks involved, and it may take some time, but is better than starting from scratch. And if the spellbooks remain safe, then I can always get the money I spent back by selling some of the scrolls or even using them in an emergency.

Otherwise I like to have a ring of sustenance when I can afford in, as it lets me keep awake and alert to guard my spellbook among other things, but the alarm spell can be usefull to get through a rest without needing to worry about someone sneaking off with it in the middle of the night as well.

I generally don't bother trapping my spellbook, especially with a trap that may harm the spellbook that I likely hope to recover, though I have been known to occassionaly use a Sepia Snake Sigil. Generally though, these are purely thematic precautions as I generally don't expect to have my spellbooks stolen, and if a GM really wants to take it from a wizard he'll sidestep any precautions in place anyway.

Where do you usually store these scrolls? Do you build a room and ward it and build constructs to guard it? Do you do something more modest?

Scarab Sages

You keep it with your clone. No wait, that comes much later..


LilithsThrall wrote:
Ringtail wrote:

When I play wizards I usually scribe a scroll of each new spell I get and keep them stashed away somewhere safe should my spellbooks be lost to me. Wizards get that feat for free and you scribe at half cost it is a relatively minor investment, all things considered. That way, I can scribe a new spellbook with all of my favorite spells later. There are a few (easy) skill checks involved, and it may take some time, but is better than starting from scratch. And if the spellbooks remain safe, then I can always get the money I spent back by selling some of the scrolls or even using them in an emergency.

Otherwise I like to have a ring of sustenance when I can afford in, as it lets me keep awake and alert to guard my spellbook among other things, but the alarm spell can be usefull to get through a rest without needing to worry about someone sneaking off with it in the middle of the night as well.

I generally don't bother trapping my spellbook, especially with a trap that may harm the spellbook that I likely hope to recover, though I have been known to occassionaly use a Sepia Snake Sigil. Generally though, these are purely thematic precautions as I generally don't expect to have my spellbooks stolen, and if a GM really wants to take it from a wizard he'll sidestep any precautions in place anyway.

Where do you usually store these scrolls? Do you build a room and ward it and build constructs to guard it? Do you do something more modest?

It is completely dependent on the campaign and level. If I'm high enough level and powerful (read: rich) enough to maintain a tower as a home base for the party, likely there, stashed someplace hidden. Sometimes at the home of the character, possibly with family, usually the case with lower level characters. Occasionally in secret chest or like places. Every once in a while I do something creative. I once had a 10' by 10' by 10' hole hallowed out several hundred feet in the ground below a town we frequented and could D-Door the stash as needed with some little mark or sign for myself so I knew exactly where to stand when I teleported downward, but was meaningless to anyone else who happened upon it (this is also where we kept party funds when we didn't feel like hauling it around). I should note, in that last example, don't let a vindictive party member know how the trick works, otherwise you might be in for a very painful practical joke.


I keep it in the bottom of my backpack when not actively reading it. I might have a sepia snake sigil, don't recall if I got around to putting that on.

A little more detail:

The wizard I'm currently playing is a 10th level Enchantress, who is part of a large adventuring guild which contains 3 other wizards. I have two back ups. One is my old spellbook, from before I got a blessed book and copied everything over. I think I was 6th level at the time (so it has a selection up to 3rd level spells. The other is a crystal spellbook (from the Eberron setting) which I keep a 20 pages worth of emergency spells in. If something ever happened to my active book, I could just use the spares, or use the books of the other guild wizards to re-scribe all the spells I need. We generally make sure that no spell can only be found in one book.

I realize that most adventuring wizards don't have a nice safety net like I do in case they need to reconstruct their books, so might want to have a good back up. With the luxury of being able to get everything back without having to pay before hand I can skip that.

But you wanted real game stories, and that's mine.


I had a player that put his grimoire in a portable hole, the portable hole in a small string tied to one of his tooth... And SWALLOWED it. Tell me about paranoia.

I had an Abjurant Champion that put adamantine plates as the cover of his grimoire... And used it as a shield! Hehehe.


Aiken Frost wrote:

I had a player that put his grimoire in a portable hole, the portable hole in a small string tied to one of his tooth... And SWALLOWED it. Tell me about paranoia.

I had an Abjurant Champion that put adamantine plates as the cover of his grimoire... And used it as a shield! Hehehe.

Wow! That's certainly one way to go about it.

A lot better than whining to the GM like a twit.

I think your player deserves an award.


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LilithsThrall wrote:

When you're playing a class that depends on a spellbook (or witch's familiar), what prrotections do you actually put on your spellbooks to protect against theft/destruction/etc.? How many backup spellbooks do you actually have and how do you protect them?

I'm not asking about what kind of protections you might use, but about what kind of protections you actually do use (by class level please).

I'm curious because I want to see what risk mitigation strategies (given the limited wealth available as per WBL) are in actual play. On the one hand, every gold piece spent on protecting your spells is a gold piece you can't spend elsewhere. On the other hand, every gold piece not spent protecting spells known increasess the potential for cataclysmic failure.

So, how do the majority of real players playing real games handle this issue?

I do it by not playing with a DM who's out to screw me over.

Seriously, in my mind the DM who goes after the wizard's spell book is in the same league of dickishness as the DM who sets up morally impossible situations to force a paladin to fall.


wombatkidd wrote:
LilithsThrall wrote:

When you're playing a class that depends on a spellbook (or witch's familiar), what prrotections do you actually put on your spellbooks to protect against theft/destruction/etc.? How many backup spellbooks do you actually have and how do you protect them?

I'm not asking about what kind of protections you might use, but about what kind of protections you actually do use (by class level please).

I'm curious because I want to see what risk mitigation strategies (given the limited wealth available as per WBL) are in actual play. On the one hand, every gold piece spent on protecting your spells is a gold piece you can't spend elsewhere. On the other hand, every gold piece not spent protecting spells known increasess the potential for cataclysmic failure.

So, how do the majority of real players playing real games handle this issue?

I do it by not playing with a DM who's out to screw me over.

Seriously, in my mind the DM who goes after the wizard's spell book is in the same league of dickishness as the DM who sets up morally impossible situations to force a paladin to fall.

The DM who sets up morally impossible situations to force a paladin to fail sets up situations in which the paladin is going to lose.

A wizard can survive a DM who goes after his spell books - by providing protections/back up books/etc.

So, no, these aren't equivalent.


Blessed book backups are cost effective. moreso than traditional spellbooks because of the 100gp per page cost waiver. so if you are making them yourself at 6250 they quickly pay for themselves. once you get or make one of these and transfer your spells i recommend if you are high enough level to cast a perm shrink item on the original, although thats 11th level you'll have to have about 7500 gp in diamond dust to spare. but then you can fold it up and stash it somewhere safe, like a secret compartment ring, or in your shoe or as hat if you know origami and decide not to shrink it. alarm stones are good. traps are good. symbols are good. a charmed juvenile mimic disguised as your spellbook might be a nice pet for the backpack, just don't forget to feed it.


Historically, most of my players have done things like fire trap (which didn't harm the object 'protected'), magic mouth, alarm, and sepia snake sigil to protect their spellbooks. Usually they had one copy with them and another hidden away somewhere. Sometimes they made reciprocal arrangements for copying in the case of an unfortunate accident with allies of theirs (both PC and NPC). As a GM I don't sunder much, because my players have an ingrained reluctance to destroy 'the treasure' which I take as modal for most of the world's adventurers and high-powered NPCs. I tend to try to steal (i.e., my npcs will actually make organized efforts to steal from pcs)when one of two things are true:
1) You've seriously failed on your due dilligence---i.e., you're passed out drunk right in the middle of a seedy common room or,
2) You're significantly above the wealth by level benchmark and thus represent a favorable risk-reward calculation. Thieves guilds just don't target adventurers without a damned good reason because historically the risk is very high. But if you're a 3rd level character who somehow gained possession of 'The One Ring'...well, you're fair game, or should I say, Open Season.


LilithsThrall wrote:


The DM who sets up morally impossible situations to force a paladin to fail sets up situations in which the paladin is going to lose.

A wizard can survive a DM who goes after his spell books - by providing protections/back up books/etc.

So, no, these aren't equivalent.

In your opinion. I disagree. Which is why I've never done either.


wombatkidd wrote:
LilithsThrall wrote:


The DM who sets up morally impossible situations to force a paladin to fail sets up situations in which the paladin is going to lose.

A wizard can survive a DM who goes after his spell books - by providing protections/back up books/etc.

So, no, these aren't equivalent.

In your opinion. I disagree. Which is why I've never done either.

Okay, a smart player running a Wizard - one who knows how to protect it and secure back ups can survive a DM who goes after his spell books barring the DM using a Deus ex Machina.


Toss it in a handy haversack. It should be fine. If the DM is gunning for you, you're hosed.


BigNorseWolf wrote:
Toss it in a handy haversack. It should be fine. If the DM is gunning for you, you're hosed.

Depends on your GM. Some GMs will let slip the dogs of the thieves guild without the absolute expectation that they'll succeed in their tactics. Not every GM is a stockholder in the narrative railroad :-)

A meta point though here is to know your GM and know whatever implicit or explicit game contract exists. This is particularly true as regards things like being captured or the like. A lot of things a simulationist GM would do to you under such conditions just won't wash from a gamist/narrativist GM who deliberately sought (from a GM perspective, not a plausible NPC's) to capture you and/or the party because the simulationist GM isn't immediately suspected of railroading you into those circumstances.


a wizard is screwed without thier spellbook. unless they take extremely costly precautions that likely are difficult to perform until they gained several levels under thier belt.

but a witch is even more screwed without thier familiar, because a witch cannot just get a backup familiar. and thier familiar costs more than a level appropriate spellbook to replace. and they are commoners for a whole week.

not every DM awards the amounts of cash required for a wizard to keep more than one, maybe two backup spellbooks. and these backups take time to scribe. unless you are playing the later half of rise of the runelords, i doubt there is another AP similarly loaded with potential backup spellbooks. Sins of our Saviors is a wizard's wet dream. i doubt most DMs give endless creation time. they probably limit it as desired.


LilithsThrall wrote:
wombatkidd wrote:
LilithsThrall wrote:


The DM who sets up morally impossible situations to force a paladin to fail sets up situations in which the paladin is going to lose.

A wizard can survive a DM who goes after his spell books - by providing protections/back up books/etc.

So, no, these aren't equivalent.

In your opinion. I disagree. Which is why I've never done either.
Okay, a smart player running a Wizard - one who knows how to protect it and secure back ups can survive a DM who goes after his spell books barring the DM using a Deus ex Machina.

And requiring a player to squander resources on protecting something needed for their class to function on a basic level when no one else has to is dickish. All I said was that in my opinion it borders on the same level of dickishness as trying to screw over a paladin. I never said they were 1:1 equivalent.


Shuriken Nekogami wrote:
things I like

+1


*random aside*

Good news from my GM! He won't be considering my spellbook as a legitimate target in the upcoming campaign. Maybe something could happen to it, but no surprisingly clever bandits surpassing all odds to "appropriate" my spellbook. I, the squishy wizard, on the other hand, am still a legitimate target. :/


wombatkidd wrote:


And requiring a player to squander resources on protecting something needed for their class to function on a basic level when no one else has to is dickish. All I said was that in my opinion it borders on the same level of dickishness as trying to screw over a paladin. I never said they were 1:1 equivalent.

A spellbook is no more required for a wizard to function on a basic level than a weapon is required for a fighter. So, if your GM is gonna be fair, he's just eliminated disarming and sundering of weapons as well as stealing of a lot of gear.

I just find it hilarious that people are whining when what is widely considered the most powerful class in the game has a weakness exploited.

The Chort:
A good GM will never have surprisingly clever bandits surpass all odds to appropriate your spellbook. But he will have thieves make reasonable attempts to steal things of value. That's what thieves do.

In addition to thieves, you've got normal environmental damage (water damage for example), assassins (at least the kind that aren't deliberately nerfed) smart enough to attack where their enemy is weakest, and accident (of which, as adventurers, there will be plenty).

But, your table will be run the way your table will be run.


The Chort wrote:

*random aside*

Good news from my GM! He won't be considering my spellbook as a legitimate target in the upcoming campaign. Maybe something could happen to it, but no surprisingly clever bandits surpassing all odds to "appropriate" my spellbook. I, the squishy wizard, on the other hand, am still a legitimate target. :/

Good to hear. :D

LilithsThrall wrote:
A spellbook is no more required for a wizard to function on a basic level than a weapon is required for a fighter.

I wasn't going to argue about this. But since you seem so intent on starting an argument over something I expressly stated as being my opinion in the first place, I'll oblige you.

What happens to a fighter who's sword is sundered? It gains the broken conditon but he can still use it at a penulty! If worse comes to worse, it gets destroyed and he has to buy a new one. But what does that do to for right now? Not a hell of a lot. Nothing's stopping him from disarming someone and taking their weapon, or taking any weapon off a nearby corpse. His effectiveness might be marginally hampered in the short term.

What happens to a wizard when they lose their spellbook? They can't prepare spells. You know, the one thing their class does. The thing that separates a wizard from a commoner. How can you say that's not "needed to function on a basic level"? And it's not like replacing the thing is easy. You have to get a new spellbook and copy all your spells back into it, which requires scrolls or another spellbook to copy from. And can take days depending on your level. Making the wizard squander resourses on protecting his spellbook isn't the same as making a fighter do that for his sword. It's the same as making a fighter do that for his feats or making a barbarian do that for his rage.


wombatkidd wrote:
What happens to a fighter who's sword is sundered? It gains the broken conditon but he can still use it at a penulty!

You can opt to destroy an item you sunder that's reduced to 0 hp.

And it is also possible for a spellbook to be broken, but not destroyed much the same as a weapon.

And a wizard can still prepare spells without a book. Read Magic, and anything with Spell Mastery.


Trinam wrote:


And a wizard can still prepare spells without a book. Read Magic, and anything with Spell Mastery.

oh yay, a cantrip that lets me read those glowing glyphs, too bad i know that they will have some nasty effect on me/

oh, yay, a feat for a handful of basic spells i cannot ever change, i may as well have become a gimped sorcerer. i better hope these have generally useful applications.


LilithsThrall wrote:
wombatkidd wrote:


And requiring a player to squander resources on protecting something needed for their class to function on a basic level when no one else has to is dickish. All I said was that in my opinion it borders on the same level of dickishness as trying to screw over a paladin. I never said they were 1:1 equivalent.

A spellbook is no more required for a wizard to function on a basic level than a weapon is required for a fighter. So, if your GM is gonna be fair, he's just eliminated disarming and sundering of weapons as well as stealing of a lot of gear.

I just find it hilarious that people are whining when what is widely considered the most powerful class in the game has a weakness exploited.

The Chort:
A good GM will never have surprisingly clever bandits surpass all odds to appropriate your spellbook. But he will have thieves make reasonable attempts to steal things of value. That's what thieves do.

In addition to thieves, you've got normal environmental damage (water damage for example), assassins (at least the kind that aren't deliberately nerfed) smart enough to attack where their enemy is weakest, and accident (of which, as adventurers, there will be plenty).

But, your table will be run the way your table will be run.

I'd sooner be the unarmed fighter (or fighter with 5 gp weapon) with full BAB and d10 HD than the wizard without a spellbook. What can I say? It sucks to be made a worthless character. Are wizards really powerful? Sure. Do you need to punish your players for playing them? Hopefully not.

Actually my GM did mention that environmental damage is fair game, just not the thieves. Thus, a spare spellbook stored away could be a worthwhile investment, but no need to spend thousands on all sorts of material components for Symbol spells, Secret Chest, etc.

While I guess it would be unfair to construe the theft of a spellbook as absolute evidence of the GM being jerk, that's often how it can play out. How to put this; make sure it's what you had in mind as a challenge for your players. Not just as some counter-measure against a min/max-ed wizard you feel needs to be cut down to size. So long as players are still having fun, it's all good.


Shuriken Nekogami wrote:
Trinam wrote:


And a wizard can still prepare spells without a book. Read Magic, and anything with Spell Mastery.

oh yay, a cantrip that lets me read those glowing glyphs, too bad i know that they will have some nasty effect on me/

oh, yay, a feat for a handful of basic spells i cannot ever change, i may as well have become a gimped sorcerer. i better hope these have generally useful applications.

Or are flesh to stone with spell perfection.


I haven't played a wizard in a while, but I'd just suggest a Bag of Holding. Place the bag on a rope hanging inside your shirt/robe/whatever, so it can't be pickpocketed.


Trinam wrote:
Shuriken Nekogami wrote:
Trinam wrote:


And a wizard can still prepare spells without a book. Read Magic, and anything with Spell Mastery.

oh yay, a cantrip that lets me read those glowing glyphs, too bad i know that they will have some nasty effect on me/

oh, yay, a feat for a handful of basic spells i cannot ever change, i may as well have become a gimped sorcerer. i better hope these have generally useful applications.

Or are flesh to stone with spell perfection.

sorry, but that requires you be 11th level to cast flesh to stone. most campaigns rarely go too far above 10th. and with Weekly William. he tries everything he can to make leveling take forever. so that spell you mentioned isn't really going to help. and you have to be around 15th to take spell perfection. you are talking WAY beyond endgame with Weekly William, that there is post campaign end stuff.


wombatkidd wrote:

I wasn't going to argue about this. But since you seem so intent on starting an argument over something I expressly stated as being my opinion in the first place, I'll oblige you.

The only thing I take issue with is people who think GMs are being a dick for targetting a weakness of what is widely considered the most powerful class in the game. I've got no problem with GMs who just decide not to make attempts on spell books.

wombatkidd wrote:


What happens to a fighter who's sword is sundered? It gains the broken conditon but he can still use it at a penulty! If worse comes to worse, it gets destroyed and he has to buy a new one. But what does that do to for right now? Not a hell of a lot. Nothing's stopping him from disarming someone and taking their weapon, or taking any weapon off a nearby corpse. His effectiveness might be marginally hampered in the short term.

Assuming he's fighting something that uses weapons. Not everything does. So, if he's fighting Behir or Hydra or whatever, he's basically up a creek without a paddle.

wombatkidd wrote:


What happens to a wizard when they lose their spellbook? They can't prepare spells. You know, the one thing their class does. The thing that separates a wizard from a commoner. How can you say that's not "needed to function on a basic level"?

Just like the Behir fighting Fighter I just mentioned

wombatkidd wrote:


And it's not like replacing the thing is easy. You have to get a new spellbook and copy all your spells back into it, which requires scrolls or another spellbook to copy from. And can take days depending on your level.

That's why you take those precautions/counter measures beforehand to mitigate the risk

wombatkidd wrote:


Making the wizard squander resourses on protecting his spellbook isn't the same as making a fighter do that for his sword. It's the same as making a fighter do that for his feats or making a barbarian do that for his rage.

No, making the wizard invest resources to protect his feats is the same as making the fighter invest resources to protect his feats (notice: feats == feats pretty easy to understand that way) and making the wizard invest resources to protect his equipment (which includes spellbooks) is the same as making the fighter invest resources to protect his equipment (which includes weapons/armor)

(notice: equipment == equipment surprisingly really easy to understand)


The Chort wrote:

A spellbook is no more required for a wizard to function on a basic level than a weapon is required for a fighter. So, if your GM is gonna be fair, he's just eliminated disarming and sundering of weapons as well as stealing of a lot of gear.

I just find it hilarious that people are whining when what is widely considered the most powerful class in the game has a weakness exploited.

The Chort:
A good GM will never have surprisingly clever bandits surpass all odds to appropriate your spellbook. But he will have thieves make reasonable attempts to steal things of value. That's what thieves do.

In addition to thieves, you've got normal environmental damage (water damage for example), assassins (at least the kind that aren't deliberately nerfed) smart enough to attack where their enemy is weakest, and accident (of which, as adventurers, there will be plenty).

But, your table will be run the way your table will be run.

I'd sooner be the unarmed fighter (or fighter with 5 gp weapon) with full BAB and d10 HD than the wizard without a spellbook. What can I say? It sucks to be made a worthless character. Are wizards really powerful? Sure. Do you need to punish your players for playing them? Hopefully not.

Actually my GM did mention that environmental damage is fair game, just not the thieves. Thus, a spare spellbook stored away could be a worthwhile investment, but no need to spend thousands on all sorts of material components for Symbol spells, Secret Chest, etc.

While I guess it would be unfair to construe the theft of a spellbook as absolute evidence of the GM being jerk, that's often how it can play out. How to put this;...

If your PC built a town or defended it and was elected it's leader, would that mean that the GM shouldn't have anyone try to take it from you?

Taking steps to protect what you care for isn't punishment.

As for being worthless without a spellbook, you wouldn't be worthless if your spellbook were destroyed if you set up precautions/counter measures/contingencies for that. Your failing to take those precautions/counter measures/contingencies is what makes you without spells. You're being punished for failing to take those precautions/counter measures/contingencies. You're being punished for your own short sightedness and foolish lack of planning.


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Shuriken Nekogami wrote:
Trinam wrote:
Or are flesh to stone with spell perfection.
sorry, but that requires you be 11th level to cast flesh to stone. most campaigns rarely go too far above 10th. and with Weekly William. he tries everything he can to make leveling take forever. so that spell you mentioned isn't really going to help. and you have to be around 15th to take spell perfection. you are talking WAY beyond endgame with Weekly William, that there is post campaign end stuff.

TRULY, SQUISHY SPELLBOOK AM MORE PROOF OF BARBARIAN NOT-BARBARIAN DESTRUCITY.

AM NO REASON TO PLAY ANY OTHER CLASS. CASTYS AM FAIL.

BARBARIAN REST CASE.


Ravingdork wrote:
LilithsThrall wrote:
Stealing/damaging a spell book is no more "screwing over a character" than sundering a weapon.

I beg to differ. Spellbooks tend to be far rarer and, at times, far more expensive then even the most powerful weapons. The fighter could use any old weapon off an enemies corpse, likely only suffering a few minor attack and damage penalties compared to his original.

If I had a million dollars for every spellbook I captured in an actual game I'd be a hobo on the streets. If I had a dollar for every weapon our party had captured, however, I would be able to pay off my college tuition.

While i agree with most of your post in general, i have to disagree with the spellbooks being more expensive than even the most powerful weapons, as long as by powerful weapons you don't mean nodachi>falchion and don't use any house rules for calculating the price of the spellbook then there is no chance for a wizards spellbook to be worthing more gp if selled than the fighter's main weapon after 2nd level.

Other than that i have no problem if all of the party's equipment is stolen, what i have a problem with is my spellbook being the only item stolen (and no let's say the two +2 weapons lying around) while my wizard has done nothing to cause someone to target only him.


Usually, my wizards :

* cast Sepia Sigil Snake on their spellbook and make it look like some mundane book
* have a false spellbook with Explosive Runes and Sepia Sigil Snake
* craft a Blessed Book as soon as they can to copy their spellbook and store it in a safe place.

Scarab Sages

LilithsThrall wrote:


So, how do the majority of real players playing real games handle this issue?

I always kept a copy in a Leomund's Tiny Chest + a backup copy in a secure location. Typically under lock & key at the local mage's guild if available.

The spellbook I actually keep on my person , once I have access to Leomund's, only contains my most frequently used spells.

In some higher level games, I crafted a spellbook as a magic item, enchanted to be difficult to destroy / stored in an extradimensional space / infinite pages / bound to the creator. Required working with the GM and usually at least some questing.

Scarab Sages

The Chort wrote:


While I guess it would be unfair to construe the theft of a spellbook as absolute evidence of the GM being jerk, that's often how it can play out. How to put this;...

As a GM I would often opt to have the party captured rather than deal with a TPK.

A naked party chained to the wall in a torture chamber is far more fun than a dead party.

It also gives the monk a chance to truly shine :p


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My Explosive Runes page in my spellbook has Explosive Runes cast on it. If I can't have my spellbook, no one can.


At first level buy

wizards spellbook
wizard's traveling spellbook
waterproof bag

Consider spell mastery as an initial feat

Note:
Does your DM hate you? ;)


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Well, this is sort of a pet project of mine... Some players build strong holds and detail it all out with a map and everything... I do the same thing with my spell books, in EVERY game I play where I need them.

At level 1, my wizard invests in two spell books, a waterproof bag, and a simple lock. They both get carried on his person, one inside the sealed bag and one not. The lock goes on the one inside the bag, to keep inquisitive party members from looking inside (and also because occasionally the role-playing focused players have been known to use pages from any book they could get open to wipe themselves).

For the first few adventures, all spells are recorded into the locked and waterproofed spell book. It requires money to duplicate them, and there is almost never enough if your starting allotment.

Of course, the first 70 gold or so of my adventurer's career is spent copying out everything into the second spell book (usually done piecmeal as he can afford to).

When third level rolls around, I invest in the arcane lock spell, and both books receive a casting of it. Also by this point, the group has usually invested in pack animals, which means I invest in a chest, and the waterproof book with the better lock goes inside that. The chest gets an arcane lock as well, and the wizard is always willing to put locks on the chests party members invest in, for a fee that is never more than half what an NPC caster would charge.

This is also around the point when the party starts to invest in scrolls, and my wizard is usually happy to help supply those (if not actively pushing for their existence). As such, each person in the party is given an ornate scroll case as a present, and those are filled with scrolls of the spells my wizard knows. "For utility, of course." He'll tell them. In case he's used or didn't prepare a spell someday and we need it, you know? But to his mind, that's only one purpose... the other is that he's preserving his spell knowledge in scattered pieces on each of the people he hangs out with... and if need ever be, he'll take those scrolls back and rebuild his spell books from them.

If there is a druid in the party at this level, the wizard will happily buy the material components for them to cast Fire Trap on his chest, and then on both books.

By fourth level, the wizard will have picked up Book Ward as a spell, and both books will be protected with it at all times. And likely the scroll cases that party members are carrying which have the more 'important' scrolls inside them.

Obscure Object will also be cast on the books at this point, but only if we've recovered knowledge of it during our adventures: It's not something I'll have invested spells known into picking up at this point in my adventuring career. The same is also true of Retrieve Item and Phantom Trap.

Somewhere in the 5th and 6th level ranges, Explosive Runes, Sepia Snake Sigil, and Secret Page all start coming into play. Explosive Runes will go onto the outside of the chest (which gets covered with something unless only folks who won't trigger it are around), each book will have a snake sigil put into it, and the wizard will start keeping a journal... which will also have his staple spells hidden on secret pages inside it.

By 7th level, he'll have a blessed book. There's an ages old house-rule for us about blessed books, which is that every page in the book can be torn out and used as a scroll of the spells on it, so it's actually usually something that the party will often deliberately set out to acquire. All spells are recorded into this as soon as feasible, by everyone in the party who can cast spells from a book. On the few occasions when this doesn't hold true, I can usually make one for myself.

For obvious reasons, the blessed book receives every protection we can think of. This is usually the point where I bother to learn magic mouth, and that goes on the blessed book and the two known spell books, set with triggers like "Anyone besides me speaks in your presence" or "Anyone besides me looks upon you".

The message is almost always a massively loud and drawn out scream that lasts the full 10 minutes allowed (hey, it's only one word, right? ^_^)

Since money generally stops being an issue at this point, all the books will be happily outfitted with a mechanical trap at this point. Usually a poison needle, with the nastiest poison I can get our rogue to buy me (I'm a wizard, I wouldn't know where to look for that sort of stuff). Also, this is the point where I tend to learn the Fire Trap spell on my own, and it gets put on everything.

By 9th level, the group has usually begun to establish a stronghold, and if they haven't, then my wizard has started to establish one for himself. After all, we've started to pick up teleport, overland flight, and all the other spells that mean we can have a relatively sedentary lifestyle while still adventuring.

The two spell books that were begun at level 1? One gets placed inside the stronghold. The second gets put somewhere that even the group doesn't know about, hidden carefully and inside a lead box. Nine times out of ten, I pick a place we've specifically never had reason to care about to do this. The journal gets put inside a bank or the closest thing the world has to such an institution (treasury of a friendly kingdom).

At this point, I also invest in a Secret Chest, and put the blessed book in that. Then I begin carrying a new spell book, but this time the spell books are a set that counts as one, rather than a single book.

The set consists of 10 books (one for each level of spells), and the spells are written into them, hidden behind secret page spells and mundane writings that are designed to look like treatises on the most boring subjects I as a player can devise for my character to be interested in. But we start to get even more paranoid here, and scattered among the hidden writings we also include sepia snake sigils, symbols of pain and sleep, and any other little present I can dream up to be placed there.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Don't forget the basics.

Alarm
Explosive Runes
Seipa's Snake Signal
Contact Poison on the cover.
Phantom Trap


Sundering a warriors sword will be a fair comparison to ruining a wizards spellbook when the wizard can pick up a restaurant menu and memorize spells off of it.


As a DM I consider the spellbook fair game. But moderate precautions, such as those listed by Kenderkin, LazarX, and the inventively paranoid DreamAtelier will be adequate to keep it safe.

As a player I usually try to keep a second copy someplace safe.

Dark Archive RPG Superstar 2013 Top 32

I keep mine safe by letting the Ranger carry it instead of me. Incredibly high Perception check means thieves will be unlikely to lift it off of him. High hit points/attack bonus mean that he's able to put up a solid fight against ruffians that try to take it by force.

Once you're high enough level for it, it's certainly worth the 1000gp to treat your spellbook with instant summons. If it is ever taken, scry the book, wait until it is inevitably set down/stored somewhere, and instantly recall it back to you. :)


redcelt32 wrote:
You keep it with your clone. No wait, that comes much later..

+1 at high levels, keeping a backup spellbook with your clone is a no-brainer.

Normally I keep my spellbook in my backpack at low levels, in my haversack at mid to higher levels.

Never had it stolen, but have had it taken away when the party gets captured (etc). Definitely sucks, but doesn't happen often. Depending on the campaign style, I'll sometimes make a backup even at mid level (at low levels it's not really an option)

My witch doesn't do anything exceptional to protect her familiar (a dust mephit). He can't really be "stolen", but he can die. He can be raised though.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Treantmonk wrote:
redcelt32 wrote:
You keep it with your clone. No wait, that comes much later..

+1 at high levels, keeping a backup spellbook with your clone is a no-brainer.

Normally I keep my spellbook in my backpack at low levels, in my haversack at mid to higher levels.

Never had it stolen, but have had it taken away when the party gets captured (etc). Definitely sucks, but doesn't happen often. Depending on the campaign style, I'll sometimes make a backup even at mid level (at low levels it's not really an option)

My witch doesn't do anything exceptional to protect her familiar (a dust mephit). He can't really be "stolen", but he can die. He can be raised though.

It depends on the situation, but keep in mind that not every set of spellbooks needs to be your complete library. To cut down on costs you can have traveling spellbooks that contain a good subset that would have the spells you need, while your main books are safe elsewhere. (good way to cut down on encumbrance for you STR3 wizards as well)

Also, are you operating in your home city? In that case you're probably not carrying it on you when you're outside your tower.

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