Spellbook

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A spellbook teaches the reader a single spell, which (s)he will then always remember. Only player characters with the appropriate skill and mastery of that skill are able to read a spellbook. After read by a single character, the spellbook dissipates and the spell is added to the character's personal spell screen. If reading fails, the book remains.

Spellbooks can be bought in guilds and in magic shops, where the shop level and magic specialization determine what books can be found in such a location. They can also be found as treasure or loot. The grandmaster spellbooks of the path magics Light, Grey and Dark will not be available to the party until certain conditions are met.

All spellbooks can be identified by any player character that knows the Identify Item skill, and repaired by any character with the Repair skill, and have size 2x2 in the inventory.


Spellbooks

There are spellbooks for each spell in the game.

Spellbook Flavour text Value
Spellcasting
Book of Mana Bolt A Mana Bolt is a blast of magical energy cast to hurt a single opponent. The bolt always hits and the damage takes the most favourable form from one of the 10 magic schools (Fire Bolt, Lightning Bolt, Ice Bolt, Rock Shard, Spirit Arrow, Shock Wave, Mind Blast, Dark Bolt, Shadow Dart, Light Bolt), depending on the caster's ID Monster and magic skills. 200
Book of Mana Shower Mana Shower spell shoots forth two spinning blades that each does 1 point + 1 point per level in spellcasting of physical damage if they successfully penetrate the armor of the opponent. For every additional magic skill the caster becomes an expert at, two additional blasts, sparks, spikes or sprays are added. They do 1 point + 1 point per spellcasting skill of damage of the type corresponding to the magic skill that produces them. 200
Book of Illuminate Illuminate combines the effect of a Torch Light and a Wizard Eye spell, illuminating the caster in a twofold sense. Duration is half an hour per point of spellcasting skill. Knowledge of the elemental magics determines the strength of the spell in various locations: Fire Magic indoors, Earth Magic underground, Air Magic outdoors and Water Magic underwater and out to sea, and allows the spell to differentiate between friend and foe. Expert level increases brightness and reveals treasure. Master level shows points of interest and has the brightest light, while grandmastery adds to the party's perception. 300
Book of Cure Cure heals 2 hp and attempts to cure any condition from which the target is suffering. Conditions can be cured 3 minutes after they are inflicted per point of skill in spellcasting. Initially, only sleep, drunk, fear and weakness are cured, each for an additional 1 SP. More severe conditions can only be cured if the caster has knowledge in the self magics. Expert Spirit enables the removal of curses, expert Mind removes paralysis and expert Body cures poison, each for an additional 6 SP. A master in Spirit magic can turn stoned characters back to flesh, master Mind can cure insanity and master Body cures diseases, each for 12 SP extra, while mastery of spellcasting is also required. 300
Book of Magic Shield With each magic school the caster has knowledge of, Magic Shield increases the corresponding resistance by 2 points per level of spellcasting. The casting cost of the spell also increases with 2 spell points per additional magic skill known. The duration of the spell is half an hour per point of spellcasting skill. At master level, the spell also grants Protection from Magic and at grandmaster level a Preservation effect is added for the duration of the spell. 500
Book of Mana Pool 1000
Fire magic
Book of Fire Aura 200
Book of Oil Skin 200
Book of Immolation 500
Book of Fireball 750
Book of Fork 1000
Book of Inferno 2000
Book of Meteor Shower 3000
Book of Incinerate 5000