In our last adventure my Wizard looted a spellbook from an NPC. This was from a printed adventure, not a homebrew. The NPC was a "Thayan Necromancer" and it had a spellbook in it's inventory. The DM let me copy it's spells into my notebook but now that i'm home i'm trying to find this spellbook to add yo my character sheet. I can't see any "spellbooks" that can be added, nor do I see any way to add these spells to my character. The DM said it would cost me 50g and take 2 hours for me to copy a spell from the NPC's spellbook into my own... but in DnDBeyond I don't see how I can actually do this. Is there a way to find a spell and manually add it to a character sheet overriding normal limits?
There are no limits as to how many spells you can learn as a Wizard. There is a limit as to which spells (they have to be on the Wizard spell list, and they must be of a level you can cast). On the character sheet, you should be able to add spells: under the "spells" area, there are three sections: prepared spells, spellbook, and add spells. Use the "add spells" section to search for and learn new spells, which should then appear under the "spellbook" area. From there, you can prepare them, but there is a limit as to how many spells you can have prepared at a time.
Ok, I guess a couple of things occur to me. One, you can go in and add personal items under the Personal Possessions section and type out whatever you need. You can also add in the Spellbook as an item. What has me puzzled, is if you looted another spellbook from someone, why would you need to pay to add it to your spellbook? Wouldn't they now both be your spellbook? It's not like the one you start with is unlimited. It typically has 100 pages. If you need more, you add another spellbook... now if you are copying it from some friendly wizard or from a scroll, yes you have to pay the fee. But to me, looted spellbook means I have new places to add spells including learning those same spells...
You still need to pay to learn the new spells but I would be alright with writing them and new spells into the new spell book. The reason you need to pay is as follows from the basic rules about wizard spell books:
Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
Extra notation and interpretation makes sense. Thanks...
If you don't want just a note on a character sheet, you could certainly create an item, call it what you want and then add it in through the homebrew system.
Extra notation and interpretation makes sense. Thanks...
If you don't want just a note on a character sheet, you could certainly create an item, call it what you want and then add it in through the homebrew system.
Ooooo that's actually a brilliant idea. Thanks
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In our last adventure my Wizard looted a spellbook from an NPC. This was from a printed adventure, not a homebrew. The NPC was a "Thayan Necromancer" and it had a spellbook in it's inventory. The DM let me copy it's spells into my notebook but now that i'm home i'm trying to find this spellbook to add yo my character sheet. I can't see any "spellbooks" that can be added, nor do I see any way to add these spells to my character. The DM said it would cost me 50g and take 2 hours for me to copy a spell from the NPC's spellbook into my own... but in DnDBeyond I don't see how I can actually do this. Is there a way to find a spell and manually add it to a character sheet overriding normal limits?
There are no limits as to how many spells you can learn as a Wizard. There is a limit as to which spells (they have to be on the Wizard spell list, and they must be of a level you can cast). On the character sheet, you should be able to add spells: under the "spells" area, there are three sections: prepared spells, spellbook, and add spells. Use the "add spells" section to search for and learn new spells, which should then appear under the "spellbook" area. From there, you can prepare them, but there is a limit as to how many spells you can have prepared at a time.
Ok, I guess a couple of things occur to me. One, you can go in and add personal items under the Personal Possessions section and type out whatever you need. You can also add in the Spellbook as an item. What has me puzzled, is if you looted another spellbook from someone, why would you need to pay to add it to your spellbook? Wouldn't they now both be your spellbook? It's not like the one you start with is unlimited. It typically has 100 pages. If you need more, you add another spellbook... now if you are copying it from some friendly wizard or from a scroll, yes you have to pay the fee. But to me, looted spellbook means I have new places to add spells including learning those same spells...
You still need to pay to learn the new spells but I would be alright with writing them and new spells into the new spell book. The reason you need to pay is as follows from the basic rules about wizard spell books:
In other words, the act of transcribing is necessary for a wizard to "know" the spell.
So to just "have" the book, i need to add it to possessions manually? No way to add a "spellbook" and give it a custom title?
Extra notation and interpretation makes sense. Thanks...
If you don't want just a note on a character sheet, you could certainly create an item, call it what you want and then add it in through the homebrew system.