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Except you can't REALLY uses hexes all day long since any creature you target with a hex can only be affected by it once. The white haired witch is the closest option for it, as they basically have an always on prehensile hair hex instead of normal hexes, but it's still not really anything like the warlock except in the broadest of strokes.

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Imbicatus wrote:Except you can't REALLY uses hexes all day long since any creature you target with a hex can only be affected by it once.So? You still have unlimited uses. That qualifies.
Last fight of the day, you're out of spells. You target of a slumber hex makes his save. You have nothing left. The only offensive hex that doesn't have a once per day limit is Evil Eye. While that is better than nothing, it doesn't do much.
Unlimited uses is irrelevant when you have limited targets.

Odraude |

I don't think I'd destroy or even sunder a spell book. But stealing one for the day and leading them off to an adventure would, to me, not be as bad. A wizard can still cast spells that day, so he won't be useless, but he will still be on a time limit to get it back. I'd also give the wizard and company a chance to stop the theft. If they do, more power to them! I would never force the theft to happen no matter what. I actually had a good idea for stealing a witch's familiar that made some more sense. A pelt trader or exotic animal hunter loves the animal that she has and decides to steal it for themselves. Now they have to save the familiar, which I'd use the mental connection as a way to help find it and also set up the tension of the scene.

Mark Hoover |

TOZ, you so krazy!
Everyone agree to disagree and end this silly thread. Wizards have spellbooks 'cause of old rules. Some people like; others don't. They serve a purpose in RAW, even if some don't like that purpose. They can be targeted; some GMs CHOOSE not to. Some players/GMs like that choice, others don't
Sounds to me like my kids arguing like this:
Yes it is!
No it's not!
Yes it IS!
No it's NOT!
and so on until I put them in time out.

John Kerpan |

Imbicatus, you really like arguing a lot, but when you start changing positions, you lose credibility. One can set up situations where all characters are going to be basically useless, and you can create builds to minimize the chance of a situation coming up, or maximizing your other abilities if it does happen.
You eagerly point out that fighters can take two feats to make it less harmful if their specialized weapon gets destroyed, claiming that there are certain builds that get around the weapon being destroyed problem. Yet the solutions people have for dealing with spell-books are all unacceptable. Even though wizards can seek to minimize the chance of the spell-book getting destroyed (I will not repeat the dozens of suggestions already posted in this thread), and they can build in a way to keep as many spells possible even if it does get stolen until they can get it back or get a new one: pearls of power, items of spell storing, a bonded item, the traits and feats that let you keep memorized spells, buying scrolls so you can recopy spells, etc.
All classes have a weak point that if ignored entirely (deliberately or not) will lead to their demise. To expect to be able to play a class with a weakness and do nothing to make up for it, either in character or as a player is foolish. To say a fighter is not hurt when his favored weapon gets destroyed because he can use another weapon with lesser power is true, and a wizard can cast from scrolls, etc. Until getting another spell-book.

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Meh. I don't really like arguing, it's just this thread got me fired up, and I'm sort stuck in it. I've had bad experience with DMs targeting spellbooks, and nothing get me more passionate than trying to stop bad GMs who's Ego and focus on Story lead to railroading and being jerks to their players. But I think we've coverd everything here, so I'm bowing out on this one.
Agree to disagree, no more tangent on witch vs warlock, and play the game you like.
Peace, and no hard feelings.

Gnomezrule |

TOZ, you so krazy!
Everyone agree to disagree and end this silly thread. Wizards have spellbooks 'cause of old rules. Some people like; others don't. They serve a purpose in RAW, even if some don't like that purpose. They can be targeted; some GMs CHOOSE not to. Some players/GMs like that choice, others don't
Sounds to me like my kids arguing like this:
Yes it is!
No it's not!
Yes it IS!
No it's NOT!
and so on until I put them in time out.
Infinity!

Stone Dog |

My flavor text for prepared spell-casting has always been, "You can only fit so many magical constructs in your head and once you use one it breaks and has to be remade." Spell-books contain the visual and mental tools to make said constructs and being able to form one from raw memory is... well, it is a feat in both mechanical and descriptive terms.
Spontaneous spell-casters have certain constructs hard-coded into their aura (spells known) and develop psychic "fuses" that burn out and have to heal back (spells per day). They have more endurance, but they aren't as flexible.
The only time I ever target a spell-book is if the NPCs want to capture the PC in question and then it is mainly confiscation. Partly because in a fight the book isn't as important as the guy with magical programs leaping out of his fingers, but mostly because my PCs tend to keep the book in their backpacks instead of out in the open.
Targeting a spell-book has never been a problem to me.

Kirth Gersen |

Flavor preferences aside, I don't think it's unreasonable to discuss whether the spellbook mechanic adds or subtracts from the game as a whole -- or whether it's needed, for that matter.
As stated above, I personally like it, but then again I'm an old grognard. I also personally like to listen to people who disagree -- they give me more ideas, and better ones, than the people I already agree with.

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I hate the weight of even a few spellbooks. My wizards typically have average Strength to begin with - so, it's not like I am treating it as a dump stat - but encumbrance always becomes a factor. Now that clothes count toward total weight carried, and since I am (perhaps the only one?) pedantic enough to worry about trail rations and full waterskins, the extra weight of a few spell books is really a killer.
You can save a tiny amount by using traveling spellbooks at 1 lb. for 50 pages version 3 lbs. for 100 pages with a regular spellbook.

spalding |

Abraham spalding wrote:Would require a Greater Dispel or a Chain Dispel/Mage's Disjunction to get rid of all of them without one of the other one's going off.master_marshmallow wrote:How do you arrive at the point that dispelling your traps dispels the spells in the book too?thejeff wrote:Not really, Blessed Book doesn't cost anything to rewrite my spells in, and I expect that if someone else gets my book, it means I'm dead.master_marshmallow wrote:OTOH, if they take it, dispel your traps (and the spells) and then you catch them, kill them and get your book back, it's useless to you too.Let's not forget that spellbooks make decent loot.
Alternate materials and protections are important for protecting your spellbook from the elements or water damage.I have a Blessed Book that my character decided to write the most boring story ever into (think the Similarion Family trees) in mundane ink, and wrote all the spells over it in Arcane Mark. The idea I had was, if someone gets my spellbook, they will have to dispel the traps I put on it, and if they do, they also dispel all the spells in it and the book becomes worthless as it is an empty spellbook.
I get how mage's disjunction could do it (if ineptly applied) but I see absolutely no way for dispel magic or greater dispel magic to disrupt the spells in the book.
(greater) Dispel magic only works temporarily on magic items and then they are fully restored to normal function.
Not trying to be a jerk I'm really curious how you think this would happen with this spell line.

spalding |

TriOmegaZero wrote:Imbicatus wrote:Except you can't REALLY uses hexes all day long since any creature you target with a hex can only be affected by it once.So? You still have unlimited uses. That qualifies.Last fight of the day, you're out of spells. You target of a slumber hex makes his save. You have nothing left. The only offensive hex that doesn't have a once per day limit is Evil Eye. While that is better than nothing, it doesn't do much.
Unlimited uses is irrelevant when you have limited targets.
Evil Eye... Scar... nails... water lung...
Nothing about all day long powers says they have to be immediately useful all the time in every situation.
The witch has hexes that last all day long and can generally be applied at will as needed in a huge variety of situations.
Just like the warlock (who by the way also had situational powers that sometimes simply weren't useful but could always be applied).
Also unlike the warlock the witch's powers are supernatural meaning no SR at anytime. The warlock's blasting was very reliant on SR free targets until he had Vitriolic Blast and then he had to hope the target wasn't also immune (or functionally immune) to acid.

Cudmaster |
You might ask, "why do archers need arrows?"
Ammo was removed from world of warcraft for much the same reasons as you might suggest spellbooks be removed from D&D.
Personally, I don't mind glossing over ammo in D&D, I figure as long as there are like 40 arrows on the character sheet, I'm just going to assume that they are being recovered/repaired/replaced at whatever rate is required (along with other mundane upkeep like rations). But if there is some huge battle that goes on for a hundred rounds, or a thief sneaks into camp and runs off with the arrows, I'm not going to not tell the archer... "you are boned". (and of course magic arrows are an entirely separate matter.)
Spellbooks are similar, I'd gloss over them most of the time, but when the group kills a NPC wizard, the book(s) are part of the loot, and can be sold or learned from. They could also be taken away from the PCs in the same sort of circumstances as a warriors weapons... to my mind that makes spontaneous casters/psionics overpowered, there is no way for a the town guard to put them in chains and take away their ability to fight.
So, the downside for them is, if they are arrested/captured, and the "authorities" suspect them of being a spontaneous caster, they get to die right away instead of getting stripped and locked up for a bit (before the next bad thing) with everyone else. (unless the authorities have an antimagic cell, but what government is going to pay for that when executions are so fun and affordable!)

thejeff |
Spellbooks are similar, I'd gloss over them most of the time, but when the group kills a NPC wizard, the book(s) are part of the loot, and can be sold or learned from. They could also be taken away from the PCs in the same sort of circumstances as a warriors weapons... to my mind that makes spontaneous casters/psionics overpowered, there is no way for a the town guard to put them in chains and take away their ability to fight.
So, the downside for them is, if they are arrested/captured, and the "authorities" suspect them of being a spontaneous caster, they get to die right away instead of getting stripped and locked up for a bit (before the next bad thing) with everyone else. (unless the authorities have an antimagic cell, but what government is going to pay for that when executions are so fun and affordable!)
Not that wizards are really that much different. Sure, you can take their books away, but are you sure they've used up all the spells they had prepared?

Atarlost |
Ideally, I'd want to work in some justification for keeping the costs of learning new spells.
There are three ways to get spells
1) You can find spellbooks for free. If we get rid of spellbooks those spells are no longer free.2) You can buy spells directly from other wizards. The recommended cost is small now, but can be raised.
3) You can transcribe scrolls. The cost of a scroll, even the resale price, dwarfs the transcription cost that would go away.

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a key point to make, you can have multiple spellbooks. Once you get a few levels, it makes a lot of sense to make a traveling book with your favorite spells and then put your library of books somewhere safe. if your high enough level, somewhere safe is your own demiplane. the lower levels must make do with a handy haversack.
now, removing a wizards access to his spellbooks is often as damaging as making a paladin, cleic, or druid lose their powers. it applies to other classes, but those other classes are at risk from different things (behavior rather than equipment) which is still at the whim of the GM. we get more threads about paladins falling than we do about lost spellbooks after all.
spellbooks are part of a wizards WBL. as such, we can predict what their value should be at a given level, more or less. and the loss of a book is the same as the loss of that much of another characters equipment- replaceable in the right conditions, but a major annoyance to do.
really, spellbooks are part of the theme of the wizard having a library. they fit that theme of a learned scholar, and add to immersion and sense of wonder.
now, a spellbook doesn't have to be a literal book, thats just what we usually think of. clay tablets would be much heavier, but there are other ways to store data. i have heard tale of spellbooks woven into robes using a series of knots(dark sun), or being tattooed on the backs of party members (KoDT). its not too great a stretch to imagine a tome or scroll that works similar to a bag of holding, providing a far greater number of pages than expected for its size and weight.
now imagine a wizard with his spells in a Kindle. that would be one heck of a wondrous item.

Bwang |

what in the whole world is a bad GM?...-do not know, im just saying
A bad dm is one that steals the Ftrs armor non-combat; ruins/steals/etc. the Wiz's spellbook 3 times by level 7-8 (I forget exactly), desecrates the Clerics HS (no spells or reload), hits the Pally every other level with no-win choices, ...
One of the few times I was glad to be running a Sorcerer!
Edit: My current Wiz has spare spellbooks in the packs of other players' characters. The Barbarian barely notices the weight!

dunelord3001 |

Although you make a good point, Dunelord, I'm taking a different lesson away from it than you do. You're saying the spellbook is a dangerous vulnerability to the wizard and should be written out of the game so the wizard can live without fear. I'm hearing any wizard worth his Intelligence score should make a duplicate the instant he can afford it, hide it with all the ingenuity he possesses, and above all, carry a scroll of 'instant summons'.
What's the point of having a 20 Intelligence but not having foresight enough to make a contingency plan?
No, the point I'm making is this is so horrible a draw back they live without fear now. No sane runner will turn a Wizard into a supped up commoner. Bookless a wizard can try to get by on scrolls, wands, potions, and what ever his school powers are. In short gutted.
A fighter/barbarian/caviler/gunslinger with their weapon of choice can do fairly well with a less powerful replacement. Paladins and Rangers have the same thing and spells to back them up.
A bard without his instrument can still cast spells.
A druid without spell components can wild shape.
A magus is okay in a fight without his spellbook or weapon as long as he has his other.
An inquisitor without his weapon has spells, without his material components has his weapon.
A monk, oracle, summoner, or rogue has no single item he needs to be useful. Almost anything they have can be easily replaced with something else of similar value.
An alchemist without his spellbook can still make bombs.
Even other item focused class aren't as limited. A gunslinger or cleric can carry a back up gun or holy symbol.
In fact the only other class even close is the witch, and the witch has a built in way to get it back without a roll or huge amounts of time.

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It used to be that wizards only had one master spellbook that was way expensive, when they traveled they had to carry smaller subsets of spells and were limited in the total number available. So there used to be a point.
All of this is handwaved now and you are considered a dick GM if you attack a wizard's spellbook or do anything other than coddle it. Sort of like they took rust monsters out of the game so fighter's wouldn't lose their most critical possession for the class abilities, and monks don't take damage from attacking oozes and slimes... oh wait...

Democratus |

No, the point I'm making is this is so horrible a draw back they live without fear now. No sane runner will turn a Wizard into a supped up commoner. Bookless a wizard can try to get by on scrolls, wands, potions, and what ever his school powers are. In short gutted.
It's not that horrible. Recovering from a lost spellbook is not difficult at all. It is a temporary inconvenience at worst and a great development in the character's story at best.

dunelord3001 |

So essentially, you're advocating that the wizard's spellbook get metagame plot immunity.
I think what he is saying is that currently it enjoys metagame plot immunity since it is such a huge slow down. By making it a little more resilient, and how is a huge question if you go that way, you could make wizards have to worry about it more.

dunelord3001 |

The thing I think a lot of you are missing is that without a huge chunk of dumb luck or DM intervention you just won't be a PC. You'll leave the party to go on a huge sidequest.
Say you loose your spellbook and your DM decides to go about having you replace it close to RAW/RAI and make sense in character.
- Must find a way to some places that sells/rents spellbooks (used) and/or sells scrolls. If you are too low level to have teleport and/or don't have it in memory this can be several weeks. If you do have teleport it can go wrong, adding even more time the whole endeavor. If you go it alone odds of death should go up. A lot.
At this point you can pick either
A)Do the job right and role up a new PC for quite a while
- When you get to any place you only have a 75% chance of getting anyone one spell back, before you have to make rolls.
- Assuming that all of the above goes quickly, and that is a huge if, you still have to copy the spells down. That doesn't sound that bad until you stop to realize it takes 26 man hours to replace the 26 spells (20 core cantrips and the six first levels spells) for a 1st level universalist wizard with a 16 intel. I won't/have never said that a smart wizard won't have some back ups, but those can be several levels behind so this is still a lot of time.
- Try to find your party, this will probably take some divinations by this point.
B)Quick and dirty if you want to miss 1 or 2 sessions
- Do a smash and grab/beg, borrow, and steal every used spellbook (wizard or magus) and scroll on your list you can get
- Put just enough spells in your book to reach the party, using other means if practical
- muddle through with the borrowed spellbook rules copying when you get the chance.
- Both of the above assumes an almost unlimited supply of money. If like most PCs it has been converted to gear, and funny enough a lot of it was likely the now defunct spell book. The PC will either have to steal, borrow, get help from the party, sell gear, or who knows what to get the gold to get there spells replaced.
This doesn't sound that bad until you stop and think about the fact it isn't even counting games that have some time limitation. Sometimes the party just can't take off even the two days to go on a quick shopping trip, much less the weeks to wander back into town if you can't teleport/whatever. Also,it gives the DM the problem of trying to catch you up on gear.
The point I'm getting at is that if you have something like the Witch has, a system for returning it that is a big, but not crippling, draw back (the need to keep 500GP per level set aside to perform the ritual and 24 hours useable at any location) it is much easier for the runner to work in the threat of the spellbook being destroyed.
If you guys happen to enjoy some combo of being a Wizard who is a drain on the party for several sessions or huge chunks of cheese like 'oh look been long enough to be annoying and now I found a spellbook/I only loose my spellbook when it can be replaced without derailing the game/timetables change for no reason to fit in the sidequest' I'm not knocking you. I enjoy things/do things I don't think you'd like in my games, so whatever. I'm saying maybe it isn't best to lock the ruleset into that. There are lots of ways to limit a wizard without a spellbook short of the nuclear option in RAW as is; no bonus spells for high intel/school without the spellbook, concentration check to cast without it, negative to caster level/concentration checks, can't cast highest spell level, count as having a few negative levels, can't use metamagic feats, or some combination of them.
I admit I prefer the favor of the spellbook being something the wizard does/built/use to better themself, not something they need, but that is just my two cents.
@Democratus - You are right that it is temporary, but that isn't relevant. It is such a slow down to game play as to make a PC wizard who doesn't make sense to be with the party if they keep adventuring after the loss of spellbook. You can have a great story about the struggle to over come the loss of a spellbook a lot easier and a lot more fun if you have more options with it. Right now the rules don't have them.

Cudmaster |
Not that wizards are really that much different. Sure, you can take their books away, but are you sure they've used up all the spells they had prepared?
True, there used to be rules about losing memorized spells when bashed unconscious, not sure if they still exist... so that's a solution (that could be applied to spontaneous casters as well with a somewhat enhanced number and frequency of blows). ...slapstick!
I think a case can be made that taking away a spellbook can make the captors feel safer, even if it doesn't actually make them safer in all cases; not everyone knows how stuff works/has knowledge(arcane).
On the frontier though, or when captured by orcs, ain't nobody gonna have time to be nice to a spellcaster.
A gm could fix the problem by requiring all casters to have some sort of thing they need to cast spells... which could be taken away and replaced with some difficulty, but not too much.
For a wizard that could just be "the book", for a psionicist it could be some crystal focus thing, clerics obviously their holy symbol... Nothing really fits for sorcerers though so just kill em. :)
I suppose if you are a bleeding heart GM it could just be a wand/staff/rod for all arcane casters, sorcerers included. :(

thejeff |
The thing I think a lot of you are missing is that without a huge chunk of dumb luck or DM intervention you just won't be a PC. You'll leave the party to go on a huge sidequest.
Say you loose your spellbook and your DM decides to go about having you replace it close to RAW/RAI and make sense in character.
- Must find a way to some places that sells/rents spellbooks (used) and/or sells scrolls. If you are too low level to have teleport and/or don't have it in memory this can be several weeks. If you do have teleport it can go wrong, adding even more time the whole endeavor. If you go it alone odds of death should go up. A lot.
At this point you can pick either
A)Do the job right and role up a new PC for quite a while
- When you get to any place you only have a 75% chance of getting anyone one spell back, before you have to make rolls.
- Assuming that all of the above goes quickly, and that is a huge if, you still have to copy the spells down. That doesn't sound that bad until you stop to realize it takes 26 man hours to replace the 26 spells (20 core cantrips and the six first levels spells) for a 1st level universalist wizard with a 16 intel. I won't/have never said that a smart wizard won't have some back ups, but those can be several levels behind so this is still a lot of time.
- Try to find your party, this will probably take some divinations by this point.
B)Quick and dirty if you want to miss 1 or 2 sessions
- Do a smash and grab/beg, borrow, and steal every used spellbook (wizard or magus) and scroll on your list you can get
- Put just enough spells in your book to reach the party, using other means if practical
- muddle through with the borrowed spellbook rules copying when you get the chance.
- Both of the above assumes an almost unlimited supply of money. If like most PCs it has been converted to gear, and funny enough a lot of it was likely the now defunct spell book. The PC will either have to steal, borrow, get help from the party, sell gear, or who...
A lot of this may depend on playstyle. In a classic sandboxy "We have a home base and venture out on short adventures on pretty much our own schedule" game, losing a spellbook isn't a big deal. You head back to base, make another copy from your backup, which you keep up to date at least every level and all it costs you is some cash. And some time, but you're not really on a schedule.
On a more extended quest kind of game, you're much less likely to have a home base to store backups in or to be able to return to it to keep the backup up to date. You're also probably on more of a schedule and less able to spend time doing either updating or going somewhere and replacing.
re Witch: The witch actually gets screwed worse. There's no easy way to make backups (though there might be a magic item?). When you call back your familiar, you only get "all of the 0-level spells plus two spells of every level the witch is able to cast" and the bonus patron spells. That's less than you get just from levelling, to say nothing of any spells you added in play.

thejeff |
thejeff wrote:Not that wizards are really that much different. Sure, you can take their books away, but are you sure they've used up all the spells they had prepared?True, there used to be rules about losing memorized spells when bashed unconscious, not sure if they still exist... so that's a solution (that could be applied to spontaneous casters as well with a somewhat enhanced number and frequency of blows). ...slapstick!
I think a case can be made that taking away a spellbook can make the captors feel safer, even if it doesn't actually make them safer in all cases; not everyone knows how stuff works/has knowledge(arcane).
On the frontier though, or when captured by orcs, ain't nobody gonna have time to be nice to a spellcaster.
A gm could fix the problem by requiring all casters to have some sort of thing they need to cast spells... which could be taken away and replaced with some difficulty, but not too much.
For a wizard that could just be "the book", for a psionicist it could be some crystal focus thing, clerics obviously their holy symbol... Nothing really fits for sorcerers though so just kill em. :)
I suppose if you are a bleeding heart GM it could just be a wand/staff/rod for all arcane casters, sorcerers included. :(
Spell Component Pouch.
Sorcerers don't need it and there are spells that don't require it or feats to avoid it, but it would be the assumption.
"Did I not counsel you, lord, to forbid his staff?"

phantom1592 |

I like the RP fluff of spell books. My only problem is that currently there are TOO MANY casting classes... and frankly needing the book just feels like singling out ONE of them.
We had a wizard in the serpent skull campaign that just got frusterated.. The alchemist could pull formulas out of his spell book... but he could not get any from the alchemist.
We fought witches and clerics and met bards and nobody else in the campaign was tied to a book. Nobody left a book in the loot pile for him to get stuff out of.
In that campaign we didn't really have many options for new spells at all outside of leveling up and eventually getting teleport.
Honestly, I would have less trouble with the book... if everyone needed them. The idea that magic is complex and confusing and needs to be memorized and prepared... by ONLY the smartest of the base classes just seems wrong to me. Bards should totally have music books and clerics should have their prayer books and they should have to resort to them each morning when they prepare...
It's the whole 'Only wizards' things that I think should go away.