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I have looked all over this site & Google but I can't seem to get a good answer to this.

When creating a Wizard over level 1, how many spells should he have in his spellbook? I'm speaking in addition to his starting spells and his 2 free spells per level. Since Wizards can learn spells from scrolls, or even other spellbooks they relieve of dead wizards or borrow/rent from friends/libraries/guilds etc. Effectively this means he could have dozens of each level of spell which I think is a bit much. Has anyone found a good means to determine the amount of spells to give them when starting at higher levels?

Specifically I'm trying to accommodate a new lvl 15 wizard but this could apply to any upper level wizard.

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3 Answers

up vote 7 down vote accepted

"Pay a price based on spell level"

Note: I use the term "Pay" repeatedly. In this post this simply means to deduct from their starting cash according the published Wealth By Level (WBL) chart.

The chart at the bottom of this answer is the base amount of spells a wizard gets for free. The only answers for "how many additional spells a wizard has learned at upper levels" I've found so far are to charge 150gp for each spell. Supposedly this is to cover the 100gp price of the page plus the sell price of the spell in a wizards spellbook.

This is flawed on its face since it costs 100gp per page, but each spell takes 1 page per level of the book. So a level 2 spell would cost 200gp to add to a book. Using the intended logic this would cost 250gp. So this is the only answer I could come up with.

However, the biggest drawback to this system is that by upper levels the WBL table has them starting with so much coin they could effectively have nearly any spell. (level 15 starts with 200K GP) They would have to have additional spellbooks to hold over the 100 page limit but big deal at this point.

The other drawback is that it rediculous to assume that anyone has killed this many wizards or convinced that many wizards to share their books. The rulebooks make this sound like a rarity due to how wizards safeguard their research..and the normal charge is 50gp*spell level (+the cost of writting the spell into their own spellbook). A way around this is to have them pay full price for scrolls. While this solves the "found too many wizard books" problem, it may make the price go too far in the other direction.

Ways to overcome the drawbacks:
1) Set an arbitrary number of how many additional spells they could have. I don't like this b/c how do you fairly pick an arbitrary number?
2) Set a limit of how many spells they get at the "found spellspook" price (100gp per spell level +50gp) and then allow them to get how many ever scrolls they want. (100gp per spell level + retail price of scroll)
a) This still has the problem of how to pick a fair arbitrary number?
b) Give them a set amount they can use on learning new spells. Still an arbitrary number, but atleast one that is more feasible. ie, you can set a max of 30% of wealth be spent on a single item, so the same principal or even cap could be set on learning spells.

01: 3+Int
02: +2 (1st lvl)
03: +2 (any combo of 1st or 2nd lvl)
04: +2 (any combo of 1st or 2nd lvl)
05: +2 (any combo of 1st 2nd or 3rd lvl)
06: +2 (any combo of 1st 2nd or 3rd lvl)
07: +2 (any combo of 1st 2nd 3rd or 4th lvl)
08: +2 (any combo of 1st 2nd 3rd or 4th lvl)
09: +2 (any combo of 1st 2nd 3rd 4th or 5th lvl)
10: +2 (any combo of 1st 2nd 3rd 4th or 5th lvl)
11: +2 (any combo of 1st 2nd 3rd 4th 5th or 6th lvl)
12: +2 (any combo of 1st 2nd 3rd 4th 5th or 6th lvl)
13: +2 (any combo of 1st 2nd 3rd 4th 5th 6th or 7th lvl)
14: +2 (any combo of 1st 2nd 3rd 4th 5th 6th or 7th lvl)
15: +2 (any combo of 1st 2nd 3rd 4th 5th 6th 7th or 8th lvl)
16: +2 (any combo of 1st 2nd 3rd 4th 5th 6th 7th or 8th lvl)

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Great answer; might be worth mentioning how to handle the Blessed Book of Boccob, though. – KRyan Jan 24 at 5:07
@KRyan, 1st I would make sure they are still keeping a backup book..otherwise if something happens to the Blessed Book they'd be hosed.) So they'd still pay full price for that book. Plus I would say the earliest they could get it is lvl 9 (based on 30% of PC WBL table) Any spell they learned in this fashion before lvl 9 would be at the normal rate. However, after that they could ignore the per page limit (they'd have to spend over 12K GP for the book anyway so at that point I figure it's good) (+whatever it costs for their spare books) – Ben-Jamin Jan 26 at 2:06
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The pre-9 book only counts toward their wealth if they still have it. If they copied everything over to their Blessed Book and sold/trashed/lost the original ages ago, it doesn't count as wealth. – KRyan Jan 26 at 14:35
Good point! As I sais I hope they have a 2nd book but it could also be a magical book – Ben-Jamin Jan 26 at 18:54
@Ben-Jamin: And why can't the backup be a Blessed Book also? – Loren Pechtel Feb 21 at 22:22
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By the rules, the following are all valid ways to acquire the spells:

  1. The Wizard gains 2 spells per level, as per normal, and the initial spells for character creation of course.
  2. The wizard must spend money for any additional spells. This might come in various forms, such as:
    • Scrolls to be scribed (Buy a Blessed Book of Boccob first to reduce costs!)
    • Enemy spellbooks. Spellbooks with spells in them have a defined price:

http://www.d20srd.org/srd/magicOverview/arcaneSpells.htm

Captured spellbooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the spells within (that is, one-half of 100 gp per page of spells).

  • Pay based on the fee given for borrowing another Wizard's spell book: spell’s level × 50 gp.

This does, as Ben-Jamin noted, lead to incredible number of spells. However, remember that at most levels there are "better things" wizards can do with their money then just spells. A few things:

  1. Backup Spellbooks, in-case everything goes wrong and a Mage's Disjunction (for instance) hits you and destroys your "Boccob's Blessed Book".
  2. Spell Components / Focuses.
  3. Belt of Battle - Because an extra turn is great.
  4. Spell recovery items, such as Pearls of Power.
  5. Craft Contingent spells, to be impossible to harm.
  6. Scrolls for spells with an XP cost - it can be useful to level up quicker to attain higher level spells faster. As such paying to have a spell with an XP cost on hand is not unreasonable.
  7. Scrolls of spells of a higher level then you can normally cast
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It doesn't say you can buy books at half price -- by analogy with other gear, I'd assume that you buy at full, sell at half. – starwed Jan 24 at 5:20

The other answers here are good, but they miss the fact that a wizard's spells known can decrease, as well as increase. Many GMs delight in stealing, burning, temporarily confiscating or damaging player character spellbooks, and I've known more than one wizard who sold off a few spellbook pages in order to make rent. All of those things can happen to NPC wizards, too. An NPC wizard could plausibly have any number of spells from zero and up.

As for how many spells an NPC wizard of a given level should know, my advice is to throw away formulae and ask one simple question: How many spells would the wizard want to know?

Generally, a wizard wants spells that fulfill specific purposes:

  • Self defense
  • Making day-to-day life easier
  • Earning money
  • Entertaining the mage and any guests he might have
  • Making the caster appear awesome
  • Not having any other use for spell slots of the spell's level

On the other hand, learning spells costs money, and money can be spent on other things that a wizard might want:

  • Crafting magic items
  • A comfortable tower by a lake
  • A small force of kobolds to guard the upper levels of the dungeon
  • Next month's protection money
  • Other, more useful spells

What I'm getting at is that wizards have a strong motivation to only learn spells that they actually benefit from. Sure, a conjurer could learn teleport, but if he already knows teleport without error he could save the money.

So, to choose how many spells a wizard should have, start with the ones that they would want. In my experience there's plenty of these. When you run out - or when the new spells overlap with the earlier ones to the point where they don't actually provide the mage with much benefit - stop, and spend the rest of the caster's cash on other things.

EDIT: For some reason I assumed that this question was about creating NPCs wizards, but as has been pointed out to me, it could just as easily be a PC. If you are looking for a guideline as to what spells a PC wizard can know, things get a little trickier.

Artificially limiting the number of spells a wizard player character can know, given that being able to learn an unlimited number of spells is one of the most interesting and unique features of the wizard class, is a little questionable. Fortunately, most players won't try this more than once: Spells cost money, and since a PC can generally only prepare a small number of spells each day, chances are only a few of the spells a PC knows will see regular use; The rest will sit unused in the PC's spellbooks until they get bookworm. As soon as a PC realises that money spent on spells they don't use is money wasted, expect to see some significant cutbacks.

To summarize, whether it's a PC or an NPC, learning every spell isn't as useful as it sounds - So if it's an NPC, have them ignore the spells they wouldn't be interested in, and if it's a PC, point out that they're unlikely to use every spell they start with, and they can always buy extra spells later, when the need arises.

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I would expect any self-respecting wizard to have a backup (or 2 or 3) of his spellbook to minimize the effects of losing one of their books. <br> Why would a wizard tear a page out of his book to sell it when he could charge "rent" to allow someone to learn it while keeping the spell himself? Plus any wizard who buys it will still have to transcribe it into his book paying the associated cost. – Ben-Jamin Jan 25 at 1:44
BTW, does that mean your answer is to allow them to "know" every spell they want? – Ben-Jamin Jan 25 at 1:57
@Ben-Jamin Renting out a page requires the presence of another wizard who's interested in learning at least one spell that the renting wizard knows - and that's not necessarily an option, particularly at lower levels when scrolls are a cheaper origin of copied spells. – GMJoe Jan 25 at 2:38
@Ben-Jamin No, my answer isn't "let them know any spell they want," it's "only let them know spells if they would want them." It's a small but important distinction. – GMJoe Jan 25 at 2:47
ah, I think I see now..the difference is, I don't choose my players spells. I'm letting them pick whatever spells they want on their own. But due to that was wondering what quantity limit I should put on it. – Ben-Jamin Jan 25 at 3:04
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