Protecting your spellbook


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OK, so there are three classes that need spellbooks and without their spellbooks they get pretty boned. So this is a thread about how to protect your book and get the most out of it.

The first bit of wisdom I have learned is you do not want to keep it in your handy haversack or any other extra dimensional space. If it gets burned, pierced or otherwise destroyed your spellbook is unrecoverable. Make whole can turn a pile of ash that used to be a spellbook but there is no method of recovering a item that was thrown into nothingness by being being in a collapsed extra dimensional space.

Second, if you are serious about spellbooks Craft Misc Magic Item because a Blessed Book is just that good. If you can craft your own blessed book the cost of scribing spells goes from between 5 to 90 gold per page to 6 gold, 2 silver and 5 copper per page (or 12 gold, 5 silver/page if you decide not to pay your feat tax). I don't know why the blessed book never made Treantmonk's Guide but it is a game changer for a wizard and turns Craft Misc Magic Item into a 3 or 4 star feat.

For Spellbook strategy I have some ideas. The first is even when you do have your blessed book you want to put your leveling spells into your mundane spellbooks because you are scribing the spells for free and you can always copy them into your blessed book later. Your original spellbooks can then be stuffed somewhere safe in case someone hits your main spellbooks.

Here are a few spells that should end up in your spellbook as a means of protecting your books well protected.

Mending: Allows you to repair damage to your book quickly

Arcane Mark: Allows you to leave a signature on your book and to recover a stolen book using instant summons, all of your spellbooks should have an Arcane mark on it.

Alarm: Probably the best warding you can have on a book is one that tells you when they are being handled by others.

Arcane Lock: books can have locks.

Book Ward: The Duration means that you can cast it on your books before leaving on an adventure and the protection will last

Make Whole: Can be used to recover a destroyed spellbook, Scroll it and keep the scroll somewhere out of danger in case you need to recover your spellbook.

Explosive Runes: its important to note that this spell will probably destroy your spellbook, so you better have a make whole ready.

Secret Page: needed to make a Blessed Book, also a fairly decent ward for your book.

Sepia Snake Sigil: Wards your book without blowing it up, nice.

Shrink Item: Allows you to carry your spellbook in a poison pill ring or a locket, when the cost becomes inconsequential you want this permanent on your spellbook.

Secret Chest: you want to keep your spare spellbooks in one of these, pull them out and put them back every two months or so.

Symbol of Scrying: The only thing better than knowing if your books are being handled is knowing who is handling them.

Treasure Stitching: Another place to keep spare spellbooks.

Permanency: Make your various wards permanent

Hardening: by the time you get this it won't really help much but it still helps.

Instant Summons: Oh you stole my spellbook? Isn't that clever of you. Well I guess there is nothing I can do except get it back in an instant...

Limited Wish: I wish my spellbook that was lost with my bag of holding was returned to me, I wish my rival :fill in the blank: would not think of going after my spellbook, I wish my spellbook had all conjuration spells I can cast inscribed in it.

Any thoughts?


This is a very nice thread. ^_^

However, it doesn't seem to cover my absolute Biggest fear: Antimagic or Disjunction...

1) A clever rogue has somehow Stolen your book.
2) Clever rogue determines your spellbook makes for a pretty good improvised bludgeoning weapon, and your years of experience agree; The rogue manages to sneak-attack you across the back of the head, knocking you out cold.
3) The Rogue then stashes and/or otherwise afflicts his brand new spellbook with an Antimagic field, or a mage's disjunction, possibly using a scroll or other item with a high Use Magic Device skillcheck.

Now, Granted you're not Dead, And you have no idea whom the rogue is, chances are they get away clean to somewhere they're able to avert your divination ( I'm really thinking high tier here, aren't I? )

... So, what do you do?

...If you're going to go as far as Limited Wish.... I have a feeling Contingency is going to be your best friend in the first place. Probably going to be a better friend than simply making the book Intelligent, which Also is vulnerable to dispels and antimagic.

Besides the pure monetary value... a Rogue is Probably going to be stealing it for a Wizard that has a Vested Interest in such a wonder...


The first bit of wisdom I have learned is you do not want to keep it in your handy haversack or any other extra dimensional space. If it gets burned, pierced or otherwise destroyed your spellbook is unrecoverable.

-Citation?


BigNorseWolf wrote:

The first bit of wisdom I have learned is you do not want to keep it in your handy haversack or any other extra dimensional space. If it gets burned, pierced or otherwise destroyed your spellbook is unrecoverable.

-Citation?

SRD wrote:


Bag of Holding

...

If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever.

...

Similar descriptions can be found with other Extradimensional space users, but this is the first and foremost.

EDIT: Actually.... I'm sorry. this wasn't my place. I'll do a bit more research; no such description is given for Handy Haversack as an example, but both are stated as using Etradimensinoal spaces... I just assumed, it's the same rules.

Edit2: Actually, since most seem to say they "Behave like a bag of holding".... I'd say it Does, in fact, imply.


Keep copies of your spellbook in safe places or in the hands of allies you trust. One of the biggest advantages to the use of a spellbook is the ability to copy spells from one to another. You therefore have a very easy way to maintain a backup book: making another (and another, and another, however many makes you feel safe). Just because the clever rogue expects you to be reliant on a spellbook doesn't mean he expects your Big Stupid Fighter to be carrying your backup book. :)


Kazejin wrote:
Keep copies of your spellbook in safe places or in the hands of allies you trust. One of the biggest advantages to the use of a spellbook is the ability to copy spells from one to another. You therefore have a very easy way to maintain a backup book: making another (and another, and another, however many makes you feel safe). Just because the clever rogue expects you to be reliant on a spellbook doesn't mean he expects your Big Stupid Fighter to be carrying your backup book. :)

1) That doesn't stop an adversary of knowing Exactly what spells you have in your arsenal, Or Learning them...

2)...Wouldn't it be significantly more expensive?


They left that wording off the handy haversack itself )but referenced it for the side panels)

If a monster is targeting your haversack chances are good its the dm targeting that player. A monster has no motivation for attacking the players backpack mid fight: presumably the monster wants to survive and wasting actions attacking a characters backpack of all things isn't going to help them do that.

Keeping your familiar in a bag next to your book can make it VERY hard to swipe. Your familiar can at least get hyper agitated and let you know something is wrong.

Traveling with a portable library can make it hard for the undiscerning thief to know what book to swipe

For the low low cost of 5gp, there's no reason you can't put one spell in each book and spread them around the party.


Bane Wraith wrote:
Kazejin wrote:
Keep copies of your spellbook in safe places or in the hands of allies you trust. One of the biggest advantages to the use of a spellbook is the ability to copy spells from one to another. You therefore have a very easy way to maintain a backup book: making another (and another, and another, however many makes you feel safe). Just because the clever rogue expects you to be reliant on a spellbook doesn't mean he expects your Big Stupid Fighter to be carrying your backup book. :)

1) That doesn't stop an adversary of knowing Exactly what spells you have in your arsenal, Or Learning them...

2)...Wouldn't it be significantly more expensive?

Yes, Hence the emphasis on blessed books.


The cost to scribe spells from one source to another is drastically cheaper now in Pathfinder than it was in 3.5. The single biggest reason to be a wizard is to have access to ALL the spells, so you might as well make sure that your main weapon (magic) is always available to you. If you are that concerned (paranoid) that you are going to lose your spell book(s), then you can simply scribe multiple copies and leave them in various locations, including 1 with each of your party members.

This is only a question of cost, and time.

The Exchange

Mending: Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities.

So the way I read it, your book would be fine, but your spells lost. Not worth the effort.

Arcane Mark:manditory

Alarm: Duration 2 hours/level (D) is my only issue with this, but it is great while you sleep. I have never thought of using it on a specific item before.

Arcane Lock:Target door, chest, or portal touched, up to 30 sq. ft./level in size
Will not work on a book.

Book Ward: Where is this spell from and what does it do? I can not find it in the prd.

Make Whole: Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item.

Yet it also says.

Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way.

I am iffy on this one. Yes it will recover the spell book and the spells but to what level? As a GM I think I wouldn't worry about it and just allow it.

Explosive Runes: Yep you better have that scroll of Make Whole

Secret Page: You need this one for the blessed book, but otherwise what would you use it for? To hide a scroll in your spell book or two?

Sepia Snake Sigil: Useful, if you know someone might take it.

Shrink Item: Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster.

Great with Permanency.

Secret Chest: 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.

Yeah you better have a way to protect the mini and make sure you are back within 60 days

Symbol of Scrying: Good Idea.

Treasure Stitching: Cool.

Permanency:
Hardening: by the time you get this it won't really help much but it still helps.

Instant Summons: If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.

Better hope they put it down, great use for the Symbol of Scryingthough.

Limited Wish: , a limited wish can do any of the following things.

* Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell does not belong to one of your opposition schools.
* Duplicate any non-sorcerer/wizard spell of 5th level or lower, provided the spell does not belong to one of your opposition schools.
* Duplicate any sorcerer/wizard spell of 5th level or lower, even if it belongs to one of your opposition schools.
* Duplicate any non-sorcerer/wizard spell of 4th level or lower, even if it belongs to one of your opposition schools.
* Undo the harmful effects of many spells, such as or insanity.
* Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw.

So unless you are going to make a full wish where you "produce greater effects than these, but doing so is dangerous." Then no, you wont get every spell book back. Although Make whole does the same thing.


Book Ward

The secret page spell can make every page a copy of the arcane mark cantrip for everyone but you, permanently .

The Exchange

rat_ bastard wrote:

Book Ward

The secret page spell can make every page a copy of the arcane mark cantrip for everyone but you, permanently .

Book ward protection from energy. very cool.

Rep: Arcane Mark; oh so your talking about making the book useless for others to read. OK I can understand that. If you have the time and the spell, why not?


I just notice that book ward covers any object of 10 lbs a level, that has possibilities.


Crimson Jester wrote:
rat_ bastard wrote:

Book Ward

The secret page spell can make every page a copy of the arcane mark cantrip for everyone but you, permanently .

Book ward protection from energy. very cool.

Rep: Arcane Mark; oh so your talking about making the book useless for others to read. OK I can understand that. If you have the time and the spell, why not?

the only problem I see is the requirement of Will o Wisp Essence, something that has no listed cost but is obviously not easy to get your hands on.


Actually as long as you have your spell component pouch you're fine, its the pricey ones you've got to bother keeping track of.

components:

Components

A spell's components explain what you must do or possess to cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires. Specifics for material and focus components are given at the end of the descriptive text. Usually you don't need to worry about components, but when you can't use a component for some reason or when a material or focus component is expensive, then the components are important.

Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast.

Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don't bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.

Divine Focus (DF): A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character's faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.

If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).


Put your haversack inside another backpack. By raw you can't sunder both items at once.

The Exchange

donaldsangry wrote:

Actually as long as you have your spell component pouch you're fine, its the pricey ones you've got to bother keeping track of.

** spoiler omitted **...

Yeah, in my games the spell component pouch typically has 20 charges to it. Each component is a charge so Secret Page would use 2 charges from the SCP's total.


In our game we do the cost of living from the CRB and just say that its factored in. Note we're playing a city game so it works better in that sense,if you're doing a traveling/wilderness game not so much.

Not to nit pick, but by that system casting jump 20 times would cost 2gp, but the component in that spell is a crickets leg iirc.

The Exchange

BigNorseWolf wrote:
Put your haversack inside another backpack. By raw you can't sunder both items at once.

I read this as putting your haversack into a haversack. All I could think was BOOM!


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Enchant your Blessed Book as an intelligent item, and give it a few magical powers. It's Ego won't go through the roof and it will be able to defend itself against poachers quite nicely - and possibly ward itself against attack as well. Heck, it might be able to fly BACK to you if it's stolen. Give it speech and it could warn everyone in earshot that someone is trying to steal it.

The Exchange

donaldsangry wrote:

In our game we do the cost of living from the CRB and just say that its factored in. Note we're playing a city game so it works better in that sense,if you're doing a traveling/wilderness game not so much.

Not to nit pick, but by that system casting jump 20 times would cost 2gp, but the component in that spell is a crickets leg iirc.

Yeah I know, but it works OK for us.


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Personally I go with the multiple copies and Geas spells for returning the book for my basic protections. Using special materials in its construction isn't a bad idea either. Spell books aren't cheap... but they aren't super expensive either, using a secret chest spell is an option to keep one copy, though a demiplane might be a better one at higher levels.

An opponent knowing every spell I know isn't a huge problem since he still doesn't know what spells I have available today, or even if that is all the spells I know -- after all the spells I keep in my travel spell book don't include all the spells I know.

In times past I have been known to create a travel spell book for each quest or adventure I went on, taking a second book with me to copy over new spells I found as I traveled too. At the end of the adventure I would use these books as trading commodities, or give to students/apprentices/romantic interests/whatever. Since I knew I had more copies elsewhere, and this particular copy wasn't even my full list I didn't really mind. Ironically it saved the character's life a time or two -- once he was captured and released as a celebrity by the lower level mage that was working with the bandits that captured him ("You're THAT Vicen? The one that hands out spell books? DUDE I GOT TO SHAKE YOUR HAND! One of your traveling treatise is how I got started in the field of magic! Guys we have to let this guy go, he's awesome! You don't know the adventures he's been on!").


Bane Wraith wrote:
1) That doesn't stop an adversary of knowing Exactly what spells you have in your arsenal, Or Learning them...

Knowing I have them and stopping me from using them are two different issues.

My magus would gladly let you delude yourself into thinking that knowing her spell arsenal would somehow keep her scimitar from cutting you open. My wizard would smile at you as you take precautions against spells that he didn't even prepare today; while the spells he did prepare leave you wide-open for immanent peril. If you can take precautions against everything in his spellbook, well kudos... his allies will kill you instead while you wait for him to cast something you want.

Bane Wraith wrote:
2)...Wouldn't it be significantly more expensive?

It's not as bad as you think, as copying spells is much better in PF than 3.5 D&D.

Besides, you don't need your backup books to carry all those conditional "what if...?" spells that you probably learned along the way; nor all of the good ones, even. Just make sure the spells you depend on the most are backed-up and stored somewhere safe. It's not gonna cost you an arm and a leg anymore, and it could save you from a lot of headaches later.

And if you can afford to copy the whole book, go for it. Even fewer headaches later.


Crimson Jester wrote:
BigNorseWolf wrote:
Put your haversack inside another backpack. By raw you can't sunder both items at once.
I read this as putting your haversack into a haversack. All I could think was BOOM!

They changed how Extradimensional Spaces interact in Pathfinder.

You can, in fact, have a Masterwork Backpack with a Handy Haversack inside that holds several Bags of Holding.


How you are going to protect your spellbook depends on the GM. I would just him/her what he considers to be reasonable simply because the other threads on this issue had ideas that made me go OO, and not in a good way. I don't want to hijack this thread so feel free to do a search.


Yeah my experience has been if I as a player make an effort to show the GM I am aware of the danger and problems that could arise then the likelihood of my spellbook actually being in a catastrophic accident drops significantly, and if something does happen where I lose my spellbook it is often the short term lose to show dramatic tension sort of plot thing.


Abraham spalding wrote:
Yeah my experience has been if I as a player make an effort to show the GM I am aware of the danger and problems that could arise then the likelihood of my spellbook actually being in a catastrophic accident drops significantly, and if something does happen where I lose my spellbook it is often the short term lose to show dramatic tension sort of plot thing.

This 100%, part of playing a character is being conscious of your needs and taking them into account as you build your character.

Most GMs won't burn your book or murder your familiar or break your bonded object, but as they are the tools that you channel your power through you should be protecting them.

The Exchange

If you're a regular kind of guy.. you're really overthinking this.

Shrink item on the book. It becomes 1/16 the size - or somewhere around there. Roll it up Put it inside a glass vial (2gp).

Insert it.

If your GM wants to go after your spell book at that point, you really need to find another GM.

Taking it to the other extreme...

Choose the material of your books carefully. Cured wolf skin's are ideal.

Polymorph the book into your girlfriend. Being of the same kingcom (animal to animal) the duration is precisely 12 hours. If you wish to make your girlfriend as dumb as a book - you can extend the duration to 2 days.

Take whatever precautions you think appropriate at this point. Beware - someone might accuse you of being a real book lover.

Now me, as a GM, I think thats a cool idea. I'd probably let your book develop characteristics if you kept doing this over a period of time.....

I would note that you can do the opposite as well. Take the Leadership feat. Get a Studly cohort (if female). something like a barbarian.

Polymorph him into a spell book. Scribe spells. The duration is not permanent. But me, as a GM, if he let you polymorph him again - I'd let the spells still be there.

A book that defends itself! And if you make it a ranger (or thief), the book would tell you if an enemy is scrying you... Not to mention hide in plain sight


Th old 3.5 book for Faerun campaign setting "Magic of Faerun" actually had some interesting mundane ways to make a spellbook stronger such as metal leaf for pages and dragonhide for a cover. An interesting read if your DMs are ok with it


Since copying spells into a Blessed Book is free, I recommend always putting the 2 free spells you get from leveling into a regular, non-magical spellbook. Normally this would cost money, but the 2 spells you get at each level are explicitly free. That way you'll have a backup copy of at least all of those spells free of charge.


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Another thought -- I'm a huge fan of spell mastery for wizards (and in my personal games am quite fine with opening it up to witches, magus, and alchemist).

While in all but the rarest circumstances arcane blast and arcane shield are utter crap, having them would mean you would have a means of using spell slots without spells and they are supernatural too which means you can use them against golems...

Just something to keep in mind.


I'm feeling that despite all this, nobody seems to really be having any advice on what to do if the enemy has Antimagic or Disjunction available to them... After all, Who'd want a book of wizard's spells more than another Wizard?

And as creative as shrinking a book, putting it into a vile and... inserting it... is... I wouldn't want to be the unlucky Wizard that has it Re-expand down there

...As far as I can tell, Contingency'd spells are about the only sure-fire way a Wizard can ensure a Third intervention, when both the Wizard and the Spellbook are disarmed by dispelling/antimagic...

Does anyone have a different defense to counter this?

In regards to those that answered my last two points:
...And, sorry... but... Knowledge is quite potent in my eyes, Especially knowing the full extents of One of your enemies. For anyone stating that's not important, Shame you haven't been dealing with smarter opponents. XD

So, I agree with those whom proposed that their party hold copies of different spells, in different locations, if it poses no burden.

Finally, I had forgotten (shame on me XD ) the full benefits of Blessed books... and also that feats like Cypher Script exist...


Bane Wraith wrote:

I'm feeling that despite all this, nobody seems to really be having any advice on what to do if the enemy has Antimagic or Disjunction available to them... After all, Who'd want a book of wizard's spells more than another Wizard?

And as creative as shrinking a book, putting it into a vile and... inserting it... is... I wouldn't want to be the unlucky Wizard that has it Re-expand down there

...As far as I can tell, Contingency'd spells are about the only sure-fire way a Wizard can ensure a Third intervention, when both the Wizard and the Spellbook are disarmed by dispelling/antimagic...

Does anyone have a different defense to counter this?

Antimagic only suppresses magic temporarily, so as soon as the book is removed from the area, it'd be fine. As for Disjunction, Pathfinder changed that spell. It can now only permanently ruin magic items if it is specifically targeted at that item (and that item alone). So unless someone is deliberately targeting your spellbook, it's not going to be destroyed.

And as I said, above, the most certain way to ensure your spells aren't lost to things like Disjunction is to keep a regular spellbook around. Only blessed books need to fear being disjoined.


Bane the problem is you are knocking on the fourth wall -- the NPC has no way of knowing if that is the extent of my spells known or not. Besides his knowledge that at the point of time he acquired that book those were the spells in it doesn't actually tell him what spells I have now and what I'm currently capable of.

You're reading too much into a single copy of a book of spells that might not even be complete.

Which means if he takes that as the full limit of my powers I just bluffed him out.

Contains spoilers for Rise of the Runelords:

We were about to go up against the big baddy. We had two wizards in our group and where using certain items. I had a hunch that the big baddy had the means of knowing what we were doing and what we had done in the past. Unfortunately for him I normally prepared spells out of a book... but it wasn't my only one, and it didn't account for the spells I could prepare that where not in the book since I had them through spell mastery.

Long story short he was all sorts of unprepared for what spells I did use when we went up against him because while I did flip through the book, and he could see that, he didn't know I wasn't using it for most of my spells, and the other ones I was preparing were being gleaned from another book.

As such when we got in there and others were using the same tactics they had always been using I was not and he couldn't deal with that fact well (because he also had several other people who's tactics he was trying to keep up with too).

So sure losing the book isn't nothing... but that doesn't mean it's the end of the world either.


Also disjoining a blessed book doesn't remove the spells from it -- it simply means it's not free to add more spells to it, and that it doesn't have the protections the blessed book enjoyed.


Bane Wraith wrote:

I'm feeling that despite all this, nobody seems to really be having any advice on what to do if the enemy has Antimagic or Disjunction available to them... After all, Who'd want a book of wizard's spells more than another Wizard?

** spoiler omitted **

Put a lock on the book. A good one. Most wizards aren't capable with Disable Device (some are). For extra luls make it a puzzle lock, or a trapped puzzle lock with non-magical poison. Coat the corners of each page with poison if you like (a la Name of the Rose). Invent the magnetic lock if you like (a lock that requires a magnetic key to open...not magic!). Of course, the wizard still has the crowbar option.

Research means to make spellbook golems.

As for Disjunction, if a 17th level caster is after your book specifically, you might as well expect a drow noble house to be after your book specifically. Your GM is trying to screw you. Enchant your book with massive Spell Resistance.

Or, you know, make backups and take Spell Mastery ONCE to get your Teleport and whatnot so you can retrieve a backup spellbook as necessary. Sensible precautions.


Helic wrote:

Put a lock on the book. A good one. Most wizards aren't capable with Disable Device (some are). For extra luls make it a puzzle lock, or a trapped puzzle lock with non-magical poison. Coat the corners of each page with poison if you like (a la Name of the Rose). Invent the magnetic lock if you like (a lock that requires a magnetic key to open...not magic!). Of course, the wizard still has the crowbar option.

Research means to make spellbook golems.

As for Disjunction, if a 17th level caster is after your book specifically, you might as well expect a drow noble house to be after your book specifically. Your GM is trying to screw you. Enchant your book with massive Spell Resistance.

Or, you know, make backups and take Spell Mastery ONCE to get your Teleport and whatnot so you can retrieve a backup spellbook as necessary. Sensible precautions.

Well then, that's neat. ^_^ Love those mentions.

...And yes, Yes I would look into ways of having a Spellbook golem... in fact, I had it in mind one day, since Intelligent items just aren't enough.

@Abraham spalding

Nice story. ^_^ I see your point.
...And I'll be sending tiny book-eating bugs your way, Anyways, for the heck of it <_<

@FallingIcicle and Everyone else...

Alright. Decent points. Of course, an Antimagic field spell just ain't worth it unless you've got it permanent, somehow. Generally speaking, I had it in my head as such...

But Disjoining would still permanently erase the effects of any magical defenses though, no? And an Antimagic field would be a tough nut to crack, if any magic effect Does make it through a Disjoining, such as intelligent items that were only suppressed...

I apologize if this is sounding like a GM sending half the world your way, to steal a few pages of script. But most of it is to emphasize that If the Spellbook itself were made benign and harmless, and the Wizard was knocked out cold... *Something* else, whether an ingenious mundane lock and poison, like what Helic suggests, or some form of Contingency'd spell, would be about the only remaining defense... (Assuming the wizard is Self-sufficient, or not relying on a Party to defend his goods)


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Oh yeah -- again *some* defenses need to be in place -- the funny thing is though that no defense is perfect: We know that, which is why it's generally better to simply be the ones on the offensive.

Another thing -- by handing out the old travel spellbooks like I did I had a lot of wizards and what not out there that owed me a minor favor or two... something simple like I don't know copying their spell book, or using it quickly to memorize a spell or three -- after all I gave them a full book before, what's a spell or two now?

It's the same defense and hook angle... just played a different way. Making friends and influencing people with the natural magic of being a nice person. I'm rather dangerous that way.


If the book is in a handy haversack, BOH, or any other extra dimensional space they lock themselves out if they anti magic field(dispel, disjoint, etc) the container. Which means they either have to take the whole container, or do a hot extraction. Which leaves them possibly vulnerable to magical defenses, even if they take the container they cant open it in an anti magic field and cant target items within from without. Meaning the bag needs many traps as well. A couple( or maxed in my case) skill points in craft traps is actually quite fun once you get fabricate, you can create some hellish mechanical only traps to fit inside your haversack or to place on your book or both. Also as a side note. If they have the extra dimensional container in an anti magic field they are not in possession of the contents which can be called with instant summons even across dimensional boundaries....and relating to one the OPs comments it will bring back lost books from lost forever, unless it's in an anti magic field/zone/etc or in possession of another creature.


skrahen wrote:
If they have the extra dimensional container in an anti magic field they are not in possession of the contents which can be called with instant summons even across dimensional boundaries.

...You might need to be a little more specific about that last part, especially, if you don't mind x_X

The Original poster already mentioned as a Life lesson Never to put your stuff in an extradimensional space granted by items such as the Haversack or Bag of Holding... Since Stabbing or otherwise destroying it, results in a loss of all its contents (Assumed you're Malicious, and not just Greedy).

...but the contents of such are stated as being "lost forever." Because of an extradimensional space that no longer exists. I highly doubt they can be Instant Summoned back... X_X

Perhaps that's a debate for another thread entirely. I would also love to know what Exactly happens to an item within a bag of holding is Suppressed. I have a... Vested interest in some soul gems I might want to make 'disappear', you see....

Anyways.

Back to the original thread... ^_^ Indeed, the traps sound nice, and so do Outside connections, by Abraham.

I'm going to drop the whole Contingency thing, since nobody seems to be picking it up, and go contemplate other Prepared defenses all by my lonesome... XD


Bane Wraith wrote:


The Original poster already mentioned as a Life lesson Never to put your stuff in an extradimensional space granted by items such as the Haversack or Bag of Holding... Since Stabbing or otherwise destroying it, results in a loss of all its contents (Assumed you're Malicious, and not just Greedy).

Well stabbing that bag is going to be a sunder attempt... and defensive combat training is there for a reason, as well as the other defenses that still have to be dealt with (if the wizard has them up) -- I'm of course assuming they are doing this in the middle of combat.

Also we all know that 'lost forever' never really means 'lost forever' -- just like seeing the bad guy die doesn't mean he's dead, and if the body is gone (even if you disintegrated it yourself) it's highly likely that he'll be back.


If the contents aren't destroyed, being "lost" does not hinder instant summons. If the extra dimensional space is sealed off temporarily or permanently there is no access to the contents and possession implies access.


If I remember right bags inside of bags are just suppressed, bags and holes don't mix In Any order. Any of them inside of anti magic are suppressed. Instant Summons is an underrated but expensive spell... You can just arcane mark everything you own or value, and maybe even other people's stuff then cast the arcane mark as needed later item marked need not be present during casting of the instant summons.


Alright. ^_^ Personally (somewhat) willing to accept that. If it's by RAW.

I'm more or less just confused, though... As the Item that was enchanted to create such an extradimensional space was destroyed. Unlike with something like a Demiplane, which shunts whatever's inside, Out.... Bag of Holding simply says it's Forever Lost. If there's no longer magic to create the extradimensional space, Does anything placed in such a space still exist? It just lost everything that defined its physical form, and assuming, anything that was magically tied to it.

...In application to protecting a book... then it May not be a bad idea, *If* the items themselves can be recalled.


Pathfinder Adventure, Starfinder Adventure Path Subscriber

heard about the Kiira? Try forgotten realms, a magic stone that's stores your spells in a waterproof way etc...

Carry a big, magical aura'd, locked book (for someone to steal) and go on your merry way.


For self crafted mechanical traps, perception and/or disable device DC's can be placed in the stratosphere...DC30 or higher is a +3 mod, I personally recommend the "or higher" as it's on special. You could leave the disable DC low and just crank the perception DC. Then pump a few +'s into damage/poison.
Of course with anything like this GM approval is necessary. Usually keeping the CR at 10 makes for a reasonable dc25 craft check.
Razorwire/ guillotine bag trap. CR:10
Type: mechanical; Perception: DC 55; disable device: DC 15
Effects
Trigger: touch. Reset: manual
Effect: never miss, average damage 60( however you go about getting that)

Flavor however you want....small magnet must be removed from book before being moved... Monofilament wire attached imperceptibly...or bag opening zips closed around offending limb(s) abruptly and with force.

If you can make a higher craft check than 25 then you can crank the damage up, I prefer layering, magic, mundane, monstrous, and mind games.


lastblacknight wrote:

heard about the Kiira? Try forgotten realms, a magic stone that's stores your spells in a waterproof way etc...

Carry a big, magical aura'd, locked book (for someone to steal) and go on your merry way.

Quote:

Kiira

These smooth hemispherical precious stones are known by their elven name, which means "lore gem." While more powerful versions of these items known as greater kiira exist, those date to the empire of Cormanthor, can only be used by elves of particular families, and risk causing madness and feeblemindedness in those not of the proper bloodline and without the necessary intelligence. The kiira that can be found in the world are weaker but safer versions of these devices.
The kiira is worn on the forehead (it affixes itself if placed there and can be removed easily by its wearer) and counts as a hat for the purpose of determining what items can be worn together. It allows its wearer to better focus her mind and memory, allowing her to better remember information. In game terms, this results in a +2 competence bonus on all Knowledge skill checks, though the wearer must spend a full round of contemplation to gain this bonus.
Furthermore, a kiira acts as a spellbook, allowing a wizard (or any other spellcaster who requires a spellbook) to record spells into and prepare spells from a kiira as if it were a spellbook (holding up to thirty spells of any levels), requiring the normal amount of time and expense. While a newly created kiira is empty of spells, a kiira recovered as part of a treasure hoard is likely to have spells recorded within it at the DM's option. If so, the value of the item should increase as if it were a spellbook.
CL 11th; Craft Wondrous Item, legend lore, secret page; Market Price: 7,500 gp; Weight: -
Source:Magic of Faerûn

If we are going with 3.5 stuff, complete arcane also has some info on enchanting spellbooks.

The Exchange

Alwaysafk wrote:
Crimson Jester wrote:
BigNorseWolf wrote:
Put your haversack inside another backpack. By raw you can't sunder both items at once.
I read this as putting your haversack into a haversack. All I could think was BOOM!

They changed how Extradimensional Spaces interact in Pathfinder.

You can, in fact, have a Masterwork Backpack with a Handy Haversack inside that holds several Bags of Holding.

Yeah I am still going with a boom.


Crimson Jester wrote:
Alwaysafk wrote:
Crimson Jester wrote:
BigNorseWolf wrote:
Put your haversack inside another backpack. By raw you can't sunder both items at once.
I read this as putting your haversack into a haversack. All I could think was BOOM!

They changed how Extradimensional Spaces interact in Pathfinder.

You can, in fact, have a Masterwork Backpack with a Handy Haversack inside that holds several Bags of Holding.

Yeah I am still going with a boom.

Just as long as you remember to give your players Know Arcana or spellcraft checks to know basic BoH safety. Otherwise you are one of

"those" GMs.


I have two strategies that I'm presently using for my mage characters.

Strategy 1. Blessed Books placed inside a pathfinder pouch (like a small bag of holding, but with a non-magic aura and the ability to turn the extra-dimensional space "off") which are placed inside a adamantine puzzle box difficult to open warded to kill, which is placed inside a slightly larger adamantine puzzle box difficult to open and warded to disable and maim.

Of course you can have your alarms, wards, etc placed on each item individually.

Strategy 1:

Tiny Non-magical puzzle box. similar composed of A lead lining sandwiched in adamantine. If one is not familiar with the box it requires an Int check 30 to open. This is used to hold the pathfinder pouch when it's not in use. The box is trapped with a symbol of persuasion (put the box down and get away as fast as you can).
The smaller box is stored in yet another puzzle box (DC 30 Int) for further security. This container is also highly trapped with a symbol of insanity on the outside and a symbol of death on the inside where the pathfinder pouch is held. All glyphs are set to not go off if Belgraen is present even if someone else opens the box.

Greater Pathfinder pouch (Used to store spell books.)
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 I and the opening can stretch to up to 3 feet diameter.
With a command word, the wearer can close or open the extra dimensional 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 extra dimensional 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 non-magical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature

Strategy 2,
Inside a mundane looking ring that can act as a Glove of storing with a long skinny "bookshelf" (though it's more like a foot locker designed to hold books) designed specifically to fit the exact dimensions of the gloves extra-dimensional space. When closed with books inside the "bookshelf" is treated as a single object. This last bit is debatable, but my DM is cool with it. If it's an issue you could do the same basic trick with a single blessed book.

Further thought:
If your DM is of the school that believes that an Edilion's carried items go with them when they are dismissed. Which some are and some aren't but that's not the point I'm debating as it is specifically on another thread somewhere.

Wizard takes one level of summoner and gets an edilion to carry his spell books In a bag, or whatever. Dismisses Edilion whenever he doesn't need the books. As an added bonus wizard has a research assistant (all fluff no mechanical benefit).

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