[RPG] Can a Wizard identify the spells in another spellbook without copying them into their own

dnd-5eequipmentspellswizard

If a Wizard finds the spellbook of the evil Wizard they discovered, how does the process of finding out which spells are in the spellbook work? (Assume the evil Wizard didn't simply write the spells' names in common at the top of the pages or create an index.)

  • Does the Wizard have to spend 2 hours per spell level "deciphering
    the unique system of notation" to be able to tell that the spell
    they've been studying is detect magic? Or can they tell at a glance
    that it's detect magic before spending the 2 hours?
  • Does it require the 50gp per spell level cost just to figure out what
    the spell is, or do they get to choose whether to spend it after
    figuring out what spell it is, as part of deciding whether to copy
    the spell into their spellbook?

From the 5e Basic Rules, Chapter 3, pg. 31 (emphasis mine):

Copying a 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.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Best Answer

Rules As Written: It's unclear


Rules As Intended: You likely know which spell it is

5th edition has tried to stay away from "GOTCHA!" moments, so it feels against the spirit of the game that they would make you spend time and money, only to find out that you don't want to copy "Pete's Portable Outhouse" into your spellbook, or whatever.

There are various modules wherein players find a spellbook "with X,Y, and Z spells" and no mentions of "after the wizard deciphers part of the spellbook, they realize that these are the spells in the book."

Additionally, that you could potentially start trying to copy down a spell that you can't prepare (a level 2 spell, while you're still level 1) would potentially be possible if you didn't know what the spell was. Would that mean that you've wasted the 2 hours per level and 50 GP per level up to what you could potentially prepare? Would the DM just tell you "You try to decipher the spell and fail."? Neither of those seem to be keeping with game intent.

Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it. (emphasis mine)


Rules As Fun (and Rules As Common Sense, likely): You definitely know what the spells in the book are

It is neither fun, nor interesting, nor interactive in any way to make players decipher what the spell is before they can decide whether or not they want it.

Just imagine being a first-level wizard and your DM telling you "You find a dusty tome in the abandoned wizard's tower. You have to spend at least 50 gold pieces each to find out what the ten spells within can do."

You'd sell the book for what you could and walk away (or at least I would).

...

Another interaction occurs to me. If you want to pay to copy a spell out of a wizard's book, you wouldn't actually know what spell you were copying until you were done. While hilarious once, it would be a huge jerk move on both the side of the wizard and the DM allowing it.