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This system was extrapolated from rules available in the core books and UA. We judge UA's system to unpleasant; the system on this page is used instead.
All spellbooks must be clearly detailed on the character sheet, including which spells are in which books. Spellbooks of any kind which are to be brought on an expedition must be declared by the player before departure.
Type | Spells | Cost | Enc (cn) | Notes |
---|---|---|---|---|
Standard | Unlimited, of one level only | Free, 1,000 gp for replacements or backups | 300 | |
Auxiliary | 48 points of mixed level (see below) | 1,000 gp | 300 | |
Travelling | 20 points of mixed level (see below) | 500 gp | 150 | Saves at -2 |
Classes that keep spellbooks obtain and maintain one spellbook per level of spells available to them. The initial costs of these books and the maintenence thereof is included in upkeep and need not be tracked.
Auxiliary spellbooks contain 48 “points” worth of spells of mixed level, unlike standard spellbooks which can only contain spells of a single level.
1st-3rd level spells cost 2 points, 4th-6th level spells cost 3 points, and 7th-9th level spells cost 6 points. Are otherwise identical to standard spellbooks.
Travelling spellbooks are akin to auxiliary spellbooks, except they cost and weigh half as much, hold only 20 points of spells, and save at -2.
Costs 100 gp in materials and 1 day per spell level. For example, a 3rd level spell costs 300 gp and 3 days. The to-know check can be made before paying these costs.1)
The spell gained by a magic-user on level-up costs nothing2), but does take the normal amount of days to write.
Same costs in gold and time as adding spells: 100 gp in materials and 1 day per spell level. For example, a 3rd level spell costs 300 gp and 3 days.
See Selling Treasure.
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