The best way for the wizard to defend a spellbook is the same as the best way for you to protect your precious computer files - have multiple backups.
But, if he hasn't had time to make a copy, if he knows someone is trying to steal the book back, he wouldn't leave the book in the shop overnight. He'd keep it on himself, likely guarded by as many guards as a 7th level wizard can afford to hire on a temporary basis.
If he must leave the book in the shop for plot points, he'd certainly have the book very well protected and secured. He's 7th level, so he knows 4th level spells. He might, for example, use Stone Shape to fabricate a 'doorless' safe in a wall or floor block. And he'd certainly know to keep the book in a lead box to block scrying and detection attempts. He could also use illusions to hide/conceal the book. And decoy books and safes to waste the thieves' time. And of course, a 1st level Alarm spell on the shop would work wonders. He might hire a dozen men at arms who hang out in a neighboring building waiting for the alarm to go off.
You say he can't use anything too damaging in terms of traps. Well, poison gas doesn't cause much physical damage and dissipates after a while. And while you say its illegal for him to create fatal traps, a) he may not care, b) bribes and Charm Person can get the well-to-do out of trouble, and c) dead thieves can't report you to the town guard. If you don't want to do that, you can always fill the shop with a Web.
Beyond defending his shop, since he knows there's likely going to be a break-in, he might have a familiar watch the shop from a distance and follow the thieves back to their home/inn/hideout. And when they aren't looking, he can rob them blind.
Yes. And oh my the role playing options you are going to experience with creative player's like this!
One of the great things about 5e is how little information they decided to put into the Player's Handbook about crafting. This leaves it entirely in your lap as DM, and more importantly, for your player to discuss with you. Your player has stated that what they want is to:
- Create a magical item
- Use the wand as a component
- Use a Kris as a component
- Have the item function as basically a Dagger of the War Mage.
So, we have a couple of handy tools to help you with this. For starters, we'll take the components for this spell as your player detailed them.
DMG pg. 212 - Wand of the War Mage
Wand, uncommon (+1), rare (+2), or very rare (+3)
(requires attunement by spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.
PHB. pg 149 - Dagger (Kris)
1d4 piercing, finesse, light, thrown (20/60).
Then we'll take the two items and consider the "weight" of adding the ability to do melee damage would be to this. To do so, we'll take another magical weapon with similar benefits and compare it's capabilities. You'll find that in the DMG, the general rule of thumb for magical items and rarities is: 1 magic effect = uncommon, 2 = rare, 3 = very rare, 4+ = legendary.
DMG pg. 166 - Dragon Slayer
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type.
So, we have a sword capable of dealing damage, that also has a bonus to attack rolls and damage, and also deals additional damage in specific circumstances. The DMG lists this item as rare, and as I said before, you will find that it is often the case that when a magical item has 2 properties it will fall in the rare category.
So, we can go to the DMG pg. 135 and see the Magic Item Rarity table which lists Rare items as targeting 5th level or higher for the character, and costing between 501 to 5,000 GP.
Since a Wand of the War Mage requires an attunement slot (which you are limited to 3 of), I would personally make this a less valuable item, and drop it down into the 501 to 1,000 GP range. In fact, I may even make it uncommon considering the attunement requirement (but that's a personal choice). However, since your player is commissioning somebody else to use it as a material in an attempt to craft a Kris of the War Mage, I would personally double whatever price you set as the price the Wizard is charging for creating the item.
Bottom line, to craft this using the information I provided, I would do the following:
- 2,000 to 2,500 GP cost to the Wizard crafting it
- Wand of the War Mage +1.
- Kris
- Onyx Gemstone (or other black gem) worth at least 100 GP (you said he wanted it to be a black Kris right? What better way to be magical about this than making a gem part of the material component cost or even a part of the final design as the focal point for the arcane energy?)
- 1d4 weeks to complete it
And that's it. At the end, you've given the player a rare item that has an additional function, but at the cost of an attunement slot. It's also opened the door to creative crafting options at your table.
Have fun!
Best Answer
The 6th-level spell Flesh to Stone would achieve the desired effect, typically requiring an 11th-level warlock or wizard to cast.
More practically (if this isn't a level 11+ game) the GM could work out a sensible price for embalming/taxidermy tools and allow the players to use those to produce a trophy. The prices for artisans tool on page 154 of the Player's Handbook can act as a guide for the value of the tools. If you treat the trophy as a 25 gp art object, it would take 5 person-days of work to craft.