Re: Spell Books
I liked the idea of a wizard being able to bring books to cast utility spells (Detect Magic, Scrying, etc) that have no urgency of combat. But having to bring a wizard's chest and books is a burden (backpack or wheelbarrow?) and the $2500 cost is too high. And the DX -2 is a pain specially for spells like Detect Magic that can give you a false read instead of just obviously failing. Scrying is nice since it avoids the DX-2 as it is an IQ roll.
On a separate note I thought it would be fun the set up an adventure where competing Wizard Guilds in neighboring towns have different subset of spells in their library. They could hire adventurers to steal books from their rival's library. Note that the last paragraph on ITL pg 144 makes it possible for guilds or your adventurers to just research the missing spells. Thus making the dangerous quest to sneak into a Wizard Guild pointless.
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