I'd be more interested in a book that develops stories around the spells. So, some might be just "random dweomers you find", but others might be the goal of a quest - with the quest included in the book. Or perhaps obtainable only in a deal with a demon - and guidance to the DM of how to set up the encounter and quests to provide it.
As I think about it, perhaps it would best be a book of potions, spells and magical items. So, there really could be something for everyone and each element had a story to go with it.
I would second this. DCC presents a very interesting ideal that I don't think is well covered in previous D&D-esque games and other FRPG's in general: Spells are not "gimmes." Your character receives some at the beginning, but after that, you have to work to find them.
Instead of making more work for the Judge, I'd say, build 2-3 spells, and include a short adventure or encounter where those spells appear. Given that the spells are about a page each, and a short adventure is ~6-7, you'd be looking at about 10 pages per. So, conceivably, you could get about 9 spells in a short book (32 pages) and double that or so in a larger book (~64 pages). 18 truly new spells with context? I'd buy that. 25-30 rehashes of previous XD&D edition spells? I'd probably pass.
What about an _actual_ spellbook -- meaning almost an "art" book with the spell writeup on one page and a "spellbook page" written by some wizard with notations, snatches of personal information, coffee-cup rings, etc. That might work...
AKA Paul Wolfe
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