As another note, I am somewhat disappointed to see that they are sticking with subclasses for wizard themed around each school of magic. I was in the camp that OneD&D presented a perfect opportunity to make school focuses be some secondary customization option for wizards while the subclasses focused on what type of wizard you are rather than what type of magic is your specialty. So I was hoping for the return of Scribe, Bladesinger, War Mage, and maybe some new subclasses like a Ritualist or Summoner (conjuration currently kind-of supports this playstyle, but is torn between buffing summons and teleportation)
Although evocation is a School..... It is also a archetype. specifically a mage focused on "evoking" the elements for blasting away at problems. I still see it as a potential deviation from "spell schools" if i were to make 4 groups of mages I would probably still have 1. evoker/ 2. summoner(neco/fiends/familars ect all rolled up) 3. mentalist/illusion mage 3. reality altering magics Time/transmutation/abjuration all rolled up. This doesn't nearly cover everything but it does cover common play styles and archetypes.
Its a decent perk but I'm not really seeing any gap between mages and martials being closed with it.
Maybe that’s not the intent. For all the teeth gnashing about underpowered martials, (and I’m guilty of some of that myself) the developers seem pretty comfortable with the power difference. They are reigning in casters a little and boosting martials a little, but it doesn’t seem like they’re trying to reach parity.
JCraw said in one of the earlier videos, they’re trying to make the classes better for people who like those classes. For me, I love playing fighters, and I like the changes. And the power difference never really bothers me. So, maybe they hit their internal mark.
Its a decent perk but I'm not really seeing any gap between mages and martials being closed with it.
Maybe that’s not the intent. For all the teeth gnashing about underpowered martials, (and I’m guilty of some of that myself) the developers seem pretty comfortable with the power difference. They are reigning in casters a little and boosting martials a little, but it doesn’t seem like they’re trying to reach parity.
JCraw said in one of the earlier videos, they’re trying to make the classes better for people who like those classes. For me, I love playing fighters, and I like the changes. And the power difference never really bothers me. So, maybe they hit their internal mark.
I agree with this and I am only a little disappointed with SOME of the mastery effects. Like Nick I really liked as just part of light weapon property, I feel they could have done something else there. Flex also seems really boring. Like I much prefer vex for a light weapon thing over Nick. But other than that a lot of these just WORK. I hit so x happens is good, a fighter with Push +slow hits with Slow and if they hit again push and move away and the creature now can't move toward.
If we compare the proposed Warlock (Wp) to the existing Warlock (We), if we get two short rests a day:
Level 1. Wp gets 2 slots a day, We gets 3 slots a day.
Level 2. Wp gets 2 slots a day, We gets 6 slots a day.
Level 3. Wp gets 3 slots a day, We gets 6 slots a day.
Level 5. Wp gets 6 slots a day, We gets 6 slots a day.
Level 7. Wp gets 7 slots a day, We gets 6 slots a day.
Level 9, Wp gets 9 slots a day, We gets 6 slots a day.
Level 11, Wp gets 11 slots a day, We gets 9 slots a day.
Level 15, Wp gets 12 slots a day, We gets 9 slots a day.
Level 17, Wp gets 14 slots a day, We gets 12 slots a day.
Level 19, Wp gets 15 slots a day, We gets 12 slots a day.
If Wp expends their invocations for Mysic Arcanum from 5th level on, they can gain another 7 spells, cast once per long rest. We gains 4 spells, cast once per long rest. There's not much else worth spending those invocations on for casting dedicated Warlocks.
Having a handful of level 1 slots means that, for example, Shield isn't a wasted spell on the Hexblade list.
If you take Lessons of the First Ones you can take Magic Initiate to add another known spell and two cantrips to your selection. Given that Disguise Self is on the Arcane Spell list, unless your character is casting Disguise Self around the clock, that's probably a better option than Mask of Many Faces.
For the most part this is kind of an improvement for Warlock.
If we compare the proposed Warlock (Wp) to the existing Warlock (We), if we get two short rests a day:
Level 1. Wp gets 2 slots a day, We gets 3 slots a day.
Level 2. Wp gets 2 slots a day, We gets 6 slots a day.
Level 3. Wp gets 3 slots a day, We gets 6 slots a day.
Level 5. Wp gets 6 slots a day, We gets 6 slots a day.
Level 7. Wp gets 7 slots a day, We gets 6 slots a day.
Level 9, Wp gets 9 slots a day, We gets 6 slots a day.
Level 11, Wp gets 11 slots a day, We gets 9 slots a day.
Level 15, Wp gets 12 slots a day, We gets 9 slots a day.
Level 17, Wp gets 14 slots a day, We gets 12 slots a day.
Level 19, Wp gets 15 slots a day, We gets 12 slots a day.
If Wp expends their invocations for Mysic Arcanum from 5th level on, they can gain another 7 spells, cast once per long rest. We gains 4 spells, cast once per long rest.
Having a handful of level 1 slots means that, for example, Shield isn't a wasted spell on the Hexblade list.
If you take Lessons of the First Ones you can take Magic Initiate to add another known spell and two cantrips to your selection. Given that Disguise Self is on the Arcane Spell list, unless your character is casting Disguise Self around the clock, that's probably a better option than Mask of Many Faces.
For the most part this is kind of an improvement for Warlock.
Yeah. Just give warlocks an extra slot at 5th, 9th, and 13th levels and they’re fine.
This pretty much my stance. Literally just give the class a few more spell slots.
And maybe - maybe - make eldritch blast/hex class features. But that's never something I've been passionate about. With the suggestion above, warlocks get 4 spell slots from 5th-8th levels, 5 from 9th-12th, and 6 from 13th to 20th. Which, IMNSHO, fixes the problems with the class.
If we compare the proposed Warlock (Wp) to the existing Warlock (We), if we get two short rests a day:
Level 1. Wp gets 2 slots a day, We gets 3 slots a day.
Level 2. Wp gets 2 slots a day, We gets 6 slots a day.
Level 3. Wp gets 3 slots a day, We gets 6 slots a day.
Level 5. Wp gets 6 slots a day, We gets 6 slots a day.
Level 7. Wp gets 7 slots a day, We gets 6 slots a day.
Level 9, Wp gets 9 slots a day, We gets 6 slots a day.
Level 11, Wp gets 11 slots a day, We gets 9 slots a day.
Level 15, Wp gets 12 slots a day, We gets 9 slots a day.
Level 17, Wp gets 14 slots a day, We gets 12 slots a day.
Level 19, Wp gets 15 slots a day, We gets 12 slots a day.
If Wp expends their invocations for Mysic Arcanum from 5th level on, they can gain another 7 spells, cast once per long rest. We gains 4 spells, cast once per long rest. There's not much else worth spending those invocations on for casting dedicated Warlocks.
Having a handful of level 1 slots means that, for example, Shield isn't a wasted spell on the Hexblade list.
If you take Lessons of the First Ones you can take Magic Initiate to add another known spell and two cantrips to your selection. Given that Disguise Self is on the Arcane Spell list, unless your character is casting Disguise Self around the clock, that's probably a better option than Mask of Many Faces.
For the most part this is kind of an improvement for Warlock.
This is also not accounting for the one free cast of a patron spell. So technically you get 4 slots at level 3. Also, in my experience, people rarely do 2 short rests between combats at level 1,2 and 3. the two short rests don't really start kicking in till level 5 until than you are probably only getting one short rest.
There's not much else worth spending those invocations on for casting dedicated Warlocks.
Sure, but a melee-based warlock is basically a core subclass, made even more so by the latter introduction of the hexblade subclass.
Warlocks were never intended to be 1:1 equivalents of wizards and sorcerers.
Certainly.
But what is the invocation tax for PotB now? Improved Pact Weapon, which presumably will be edited to also allow you to summon Heavy weapons, and Lifedrinker. You no longer have the Thirsting Blade tax to get extra attack, and overall Warlocks have an extra invocation slot. That means even melee Warlocks will have two extra invocations which could be Mystic Arcanum.
There's not much else worth spending those invocations on for casting dedicated Warlocks.
Sure, but a melee-based warlock is basically a core subclass, made even more so by the latter introduction of the hexblade subclass.
Warlocks were never intended to be 1:1 equivalents of wizards and sorcerers.
Certainly.
But what is the invocation tax for PotB now? Improved Pact Weapon, which presumably will be edited to also allow you to summon Heavy weapons, and Lifedrinker. You no longer have the Thirsting Blade tax to get extra attack, and overall Warlocks have an extra invocation slot. That means even melee Warlocks will have two extra invocations which could be Mystic Arcanum.
I am probably taking false life on a melee lock just for the extra survival personally, but either way, when all is said and done, there are a lot of things you can do. Warlock is still one of the most customizable classes in the game.
Does anyone else think it's really weird to call the Sorcerer and Warlock Spells "prepared" instead of "known." Really weird to me to keep the mechanic the same, but re-use the "prepared" term. I mean, it's so different than the cleric/bard/wizard "prepared" meaning...
Prepared daily from a list of spells, vs prepared at level-up.
Don't get me wrong, I'm glad they kept the restrictions on the sorcerer's "known" spells, and that the wizard still effectively has "known" and "prepared" spells. Just don't see how this makes it simpler.
False Life is cast at base level. 1d4+4 THP is nice at low levels, but you're not going to be using it at level 5. You're better off taking False Life as one of your known spells and upcasting it. But then, of course, Armor of Agathys exists.
I'm surprised there's two things nobody has mentioned:
That Wizards now prep less spells and no longer have unique spell lists : the whole reason they were limited by their spell book was because of the Wizard spell list being the more expansive than any other. Now, the spellbook limitation is still there, you prep less spells than before (capping at 22 instead of 25) and your spell list - is the exact same as any other arcane caster (which is most of them). In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
Sorcerers have had a massive bump from more spells and now being able to cast Wish twice a day (admittedly once is just spell replication and uses base level of replicated spell instead of 9th level) and also never has to risk losing the spell if using a non-replication choice.
Sorcerers have basically now overshot Wizards by a massive margin as the biggest Arcane caster. By massive I mean an oh-my-freaking-god level. Take a couple of weeks off adventuring and you can basically give the entire party permanent resistance to all the main damage types.
This is like the most broken thing ever dreamt up in 5th UA and nobody is talking about it. Am I missing something here?
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- I'm unsure of my opinions on new Warlock since it's just so changed overall
- I like that Wizards (the class not the company) are leaning into heavy preparation contributing towards heavy success while Sorcerers lean more towards less long term planning more in the moment.
- The weapon mastery system missed the mark a bit. I feel as if just giving all martials maneuvers would have been a lot better. With the attack action's rules with item interaction you can't really switch between weapons much to combo different effects for tactical gameplay
- I also feel like WOTC is trying to change the game more around the 1 fight per long rest format that infamously favors caster classes, without buffing short rest classes properly to do so (the new warlock is long rest based but martials aren't at all). Like yes, fighter's second wind changes are a slight boost, but nothing that could compete with casters. The weapon mastery system could have been a good way to boost martials to be good in that format, but there's no scaling whatsoever. In addition, it seems like a lot of caster classes got buffed further, not really helping in the divide
False Life is cast at base level. 1d4+4 THP is nice at low levels, but you're not going to be using it at level 5. You're better off taking False Life as one of your known spells and upcasting it. But then, of course, Armor of Agathys exists.
Remember that the difference between a d10 health and a d8 is 1 per level. 8 health will cover 5 levels at least. In addition, armor of agathys exists sure, but it is now much more expensive to upcast. At level 5 you can only cast it at level 2. My suggestion gives you extra health, saves you a slot and saves you a spell prep, but again in general warlocks are very customizable so it is going to be up to each individual what they value.
In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
Empowered Spell + exploding dice - clarification for exploding dice and rerolls? I understand that you have to choose all the dice to reroll at once, rather than being able to choose the same die multiple times. But I will assume you can choose to reroll dice either before or after rolling the bonus dice, your choice. For example let's say I have 18 CHA (+4) on a lvl 2 Sorcerer, so I can reroll (a max of) 4 dice when I cast the Sorcerous Burst cantrip with the Empowered Spell metamagic. I am only rolling one damage die to start, but let's say I roll a 6, then another 6 on the bonus die, then a non-6 value on the second bonus die. I assume I can then roll all 3 dice via Empowered Spell, and add more bonus D6's for each 6 I roll on the rerolls (up to the max, which would be 4 total bonus dice). Or do you think the rerolls have to be done on the initial roll only with the bonus dice only added after the results are final/accepted?
EMPOWEREDSPELL Cost: 1 Sorcery Point When you roll damage for a spell, you can spend 1Sorcery Pointto reroll a number of the damage dice up to your Charisma modifier (minimum of one), andyou must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
SORCEROUSBURST EvocationCantrip (Sorcerer) Casting Time:Action Range:120 feet Component:V, S Duration:Instantaneous You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d6 damage. If you roll a 6 on a d6 for this spell, you can roll another d6, and add it to the damage. Whenever you cast this spell, the maximum number of these d6s you can add to the spell’s damage equals your spellcasting ability modifier.
You choose the damage type each time you cast this spell: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder. Cantrip Upgrade.This spell’s damage increases by 1d6 when you reach certain Sorcerer levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
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In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
Scribe spell is a spell you know, not a spell in your spellbook. Wizards can prepare from the entire arcane list, but their spell book is for the spells they create and using memorize spell to swap them out. The only spells you can really lose is the custom spells you make past level9.
In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
Scribe spell is a spell you know, not a spell in your spellbook. Wizards can prepare from the entire arcane list, but their spell book is for the spells they create and using memorize spell to swap them out. The only spells you can really lose is the custom spells you make past level9.
You may want to re-read.
The part if known spells says the Scribe Spell is added to your spellbook. You don't automatically just "know" it - it's a spell in your spell book same as the rest.
Known Spells. Your spellbook contains the spells you know of 1st level and higher. It starts with the following spells: Scribe Spell, and six other 1st-level spells of your choice
There is nothing saying Scribe Spell is always prepared or that you always know it. It is only added to your spell book. That's it. So if you didn't prep it, and you lose your book, you have lost Scribe Spell.
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Although evocation is a School..... It is also a archetype. specifically a mage focused on "evoking" the elements for blasting away at problems. I still see it as a potential deviation from "spell schools" if i were to make 4 groups of mages I would probably still have 1. evoker/ 2. summoner(neco/fiends/familars ect all rolled up) 3. mentalist/illusion mage 3. reality altering magics Time/transmutation/abjuration all rolled up. This doesn't nearly cover everything but it does cover common play styles and archetypes.
Maybe that’s not the intent. For all the teeth gnashing about underpowered martials, (and I’m guilty of some of that myself) the developers seem pretty comfortable with the power difference. They are reigning in casters a little and boosting martials a little, but it doesn’t seem like they’re trying to reach parity.
JCraw said in one of the earlier videos, they’re trying to make the classes better for people who like those classes. For me, I love playing fighters, and I like the changes. And the power difference never really bothers me. So, maybe they hit their internal mark.
I agree with this and I am only a little disappointed with SOME of the mastery effects. Like Nick I really liked as just part of light weapon property, I feel they could have done something else there. Flex also seems really boring. Like I much prefer vex for a light weapon thing over Nick. But other than that a lot of these just WORK. I hit so x happens is good, a fighter with Push +slow hits with Slow and if they hit again push and move away and the creature now can't move toward.
If we compare the proposed Warlock (Wp) to the existing Warlock (We), if we get two short rests a day:
Level 1. Wp gets 2 slots a day, We gets 3 slots a day.
Level 2. Wp gets 2 slots a day, We gets 6 slots a day.
Level 3. Wp gets 3 slots a day, We gets 6 slots a day.
Level 5. Wp gets 6 slots a day, We gets 6 slots a day.
Level 7. Wp gets 7 slots a day, We gets 6 slots a day.
Level 9, Wp gets 9 slots a day, We gets 6 slots a day.
Level 11, Wp gets 11 slots a day, We gets 9 slots a day.
Level 15, Wp gets 12 slots a day, We gets 9 slots a day.
Level 17, Wp gets 14 slots a day, We gets 12 slots a day.
Level 19, Wp gets 15 slots a day, We gets 12 slots a day.
If Wp expends their invocations for Mysic Arcanum from 5th level on, they can gain another 7 spells, cast once per long rest. We gains 4 spells, cast once per long rest. There's not much else worth spending those invocations on for casting dedicated Warlocks.
Having a handful of level 1 slots means that, for example, Shield isn't a wasted spell on the Hexblade list.
If you take Lessons of the First Ones you can take Magic Initiate to add another known spell and two cantrips to your selection. Given that Disguise Self is on the Arcane Spell list, unless your character is casting Disguise Self around the clock, that's probably a better option than Mask of Many Faces.
For the most part this is kind of an improvement for Warlock.
But they’re a half caster.
This pretty much my stance. Literally just give the class a few more spell slots.
And maybe - maybe - make eldritch blast/hex class features. But that's never something I've been passionate about. With the suggestion above, warlocks get 4 spell slots from 5th-8th levels, 5 from 9th-12th, and 6 from 13th to 20th. Which, IMNSHO, fixes the problems with the class.
Sure, but a melee-based warlock is basically a core subclass, made even more so by the latter introduction of the hexblade subclass.
Warlocks were never intended to be 1:1 equivalents of wizards and sorcerers.
This is also not accounting for the one free cast of a patron spell. So technically you get 4 slots at level 3. Also, in my experience, people rarely do 2 short rests between combats at level 1,2 and 3. the two short rests don't really start kicking in till level 5 until than you are probably only getting one short rest.
Certainly.
But what is the invocation tax for PotB now? Improved Pact Weapon, which presumably will be edited to also allow you to summon Heavy weapons, and Lifedrinker. You no longer have the Thirsting Blade tax to get extra attack, and overall Warlocks have an extra invocation slot. That means even melee Warlocks will have two extra invocations which could be Mystic Arcanum.
I am probably taking false life on a melee lock just for the extra survival personally, but either way, when all is said and done, there are a lot of things you can do. Warlock is still one of the most customizable classes in the game.
Does anyone else think it's really weird to call the Sorcerer and Warlock Spells "prepared" instead of "known." Really weird to me to keep the mechanic the same, but re-use the "prepared" term. I mean, it's so different than the cleric/bard/wizard "prepared" meaning...
Prepared daily from a list of spells, vs prepared at level-up.
Don't get me wrong, I'm glad they kept the restrictions on the sorcerer's "known" spells, and that the wizard still effectively has "known" and "prepared" spells. Just don't see how this makes it simpler.
False Life is cast at base level. 1d4+4 THP is nice at low levels, but you're not going to be using it at level 5. You're better off taking False Life as one of your known spells and upcasting it. But then, of course, Armor of Agathys exists.
I'm surprised there's two things nobody has mentioned:
That Wizards now prep less spells and no longer have unique spell lists : the whole reason they were limited by their spell book was because of the Wizard spell list being the more expansive than any other. Now, the spellbook limitation is still there, you prep less spells than before (capping at 22 instead of 25) and your spell list - is the exact same as any other arcane caster (which is most of them). In fact, you're even more reliant on the spellbook because if you didn't keep Scribe Spell prepped and lost your book -- you are beyond ****ed because you can no longer make a new one.
Sorcerers have had a massive bump from more spells and now being able to cast Wish twice a day (admittedly once is just spell replication and uses base level of replicated spell instead of 9th level) and also never has to risk losing the spell if using a non-replication choice.
Sorcerers have basically now overshot Wizards by a massive margin as the biggest Arcane caster. By massive I mean an oh-my-freaking-god level. Take a couple of weeks off adventuring and you can basically give the entire party permanent resistance to all the main damage types.
This is like the most broken thing ever dreamt up in 5th UA and nobody is talking about it. Am I missing something here?
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- I'm unsure of my opinions on new Warlock since it's just so changed overall
- I like that Wizards (the class not the company) are leaning into heavy preparation contributing towards heavy success while Sorcerers lean more towards less long term planning more in the moment.
- The weapon mastery system missed the mark a bit. I feel as if just giving all martials maneuvers would have been a lot better. With the attack action's rules with item interaction you can't really switch between weapons much to combo different effects for tactical gameplay
- I also feel like WOTC is trying to change the game more around the 1 fight per long rest format that infamously favors caster classes, without buffing short rest classes properly to do so (the new warlock is long rest based but martials aren't at all). Like yes, fighter's second wind changes are a slight boost, but nothing that could compete with casters. The weapon mastery system could have been a good way to boost martials to be good in that format, but there's no scaling whatsoever. In addition, it seems like a lot of caster classes got buffed further, not really helping in the divide
Remember that the difference between a d10 health and a d8 is 1 per level. 8 health will cover 5 levels at least. In addition, armor of agathys exists sure, but it is now much more expensive to upcast. At level 5 you can only cast it at level 2. My suggestion gives you extra health, saves you a slot and saves you a spell prep, but again in general warlocks are very customizable so it is going to be up to each individual what they value.
You'll still have whatever spells you last prepped, you just won't be able to change them until you find another spellbook. No different than a 5e wizard really, and better off than every wizard before 5e. So long as you prepare good spells - you know, that thing you should be doing anyway - you'll be fine in the meantime.
Empowered Spell + exploding dice - clarification for exploding dice and rerolls? I understand that you have to choose all the dice to reroll at once, rather than being able to choose the same die multiple times. But I will assume you can choose to reroll dice either before or after rolling the bonus dice, your choice. For example let's say I have 18 CHA (+4) on a lvl 2 Sorcerer, so I can reroll (a max of) 4 dice when I cast the Sorcerous Burst cantrip with the Empowered Spell metamagic. I am only rolling one damage die to start, but let's say I roll a 6, then another 6 on the bonus die, then a non-6 value on the second bonus die. I assume I can then roll all 3 dice via Empowered Spell, and add more bonus D6's for each 6 I roll on the rerolls (up to the max, which would be 4 total bonus dice). Or do you think the rerolls have to be done on the initial roll only with the bonus dice only added after the results are final/accepted?
But... what "meantime" - you can no longer prep scribe spell, even if you get a new blank spellbook - you can't put anything in it.
Even in past editions you could replace spellbooks. Now.. You can't. You're ****ed. What made you a wizard is gone forever.
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Scribe spell is a spell you know, not a spell in your spellbook. Wizards can prepare from the entire arcane list, but their spell book is for the spells they create and using memorize spell to swap them out. The only spells you can really lose is the custom spells you make past level9.
You may want to re-read.
The part if known spells says the Scribe Spell is added to your spellbook. You don't automatically just "know" it - it's a spell in your spell book same as the rest.
There is nothing saying Scribe Spell is always prepared or that you always know it. It is only added to your spell book. That's it. So if you didn't prep it, and you lose your book, you have lost Scribe Spell.
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