AD&D Exploring Magic-User Spellbook Rules..
There are some interesting rules about spellbooks in Unearthed Arcana. They go into much detail about traveling, the size and weight.
Magic-user spell books are essential for spellcasters, typically consisting of one or two books upon completing their apprenticeship. There are two types: standard books, containing a higher number of spells, and traveling books with fewer spells. Costs for these books vary based on spell levels, and new spellcasters often receive their initial books from their masters. Standard spell books are made of durable materials and have specific dimensions, with protections against damage.
Highlights -📚
Types of Books: Two kinds—standard (36 cantrips, 24 spells of 1st-3rd level, etc.) and traveling (one-fourth of standard).
Costs: Standard books cost 1,000 gp plus 100 gp per spell level.
Initial Books: New spellcasters typically receive their first books from their masters.
Composition Time: Composing a new standard book takes 4-7 weeks during training.
Physical Specs: Standard books measure around 16"x12"x6" and weigh 150 gp.
Durability: Made of heavy leather and vellum, providing durability and security.
Protection: Standard spell books have a saving throw against various damage types.
Key Insights -🔑
Spell Book Types: Understanding the difference between standard and traveling books is crucial for spellcasters. Standard books allow for more versatility in spell choices, making them more valuable for higher-level play. 🪄
Financial Considerations: The cost structure emphasizes the importance of resources in a spellcaster’s development, as initial support from a master is essential but later self-sufficiency is required. 💰
Training and Composition: The lengthy composition process highlights the dedication required from spellcasters to advance, making each new book a significant milestone in their journey. ⏳
Physical Attributes: The size and weight of spell books suggest a level of encumbrance that could impact a character’s mobility, encouraging careful consideration of inventory management. 🎒
Material Durability: The materials used in spell books signify their importance; they are not just functional but also serve as protective artifacts against environmental threats. 🛡️
Saving Throws: The saving throw mechanics for spell books underscore the need for spellcasters to protect their knowledge, as losing spells can significantly impact their capabilities. ⚔️
Cantrips as Spells: Treating cantrips as first-level spells indicates their fundamental role in a spellcaster’s arsenal, making them crucial for both early-game and advanced strategies. ✨
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I devised an alternative to spell books, and that is to just use scrolls, the ones found in treasure, the Spellcaster can use a spell from a scroll to either memorise, as they would from a spell book, with the spell level limits as normal, or to cast regardless of spell level, as they would normally for a scroll, but in the latter case the spell disappears as per normal rules.
Scrolls would usually be accumulated from treasure, with maybe an increased chance, and also from any enemy Spellcasters defeated, if the big bad boss launches a fireball at the party, then it's a sure bet they'll have a fireball scroll somewhere.
This could create a number of interesting conundrums, should the Spellcaster use a scroll with a higher level spell and lose it, or save it until they are a level where they can memorise it, or when the Spellcaster is out of spells and needs to cast in a hurry and lose it forever.
In cases where a Read Magic spell is needed before a scroll can be read, every Spellcaster will have a scroll with this spell on they got at level one, and they'd better not lose it!
As possession of scrolls is riskier than spell books, the usual limits on the number of spells a Spellcaster may know is ignored, they are only limited by the spells they have on scrolls they own and can read, this is particularly important if the Spellcaster intends to take the scrolls on an adventure and risk losing them.
It may be possible for several Spellcasters to use the same scroll to memorise from, as long as each had previously cast Read Magic on it, or you could rule the Read Magic negates any previous casting so the scroll can only be used by one Spellcaster at a time.
The copying of scroll may be allowed, but this could be restricted by having rare materials, like the ink is from ancient dragon blood and the vellum is from the underbelly of a unicorn.
How does that sound?