Difference between revisions of "Book of Minor Magic"
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Revision as of 19:25, 25 April 2013
Type | Book |
---|---|
Name | Book of Minor Magic |
A spellbook containing a variety of simple but useful magical incantations. Many prominent spellcasters used this book to begin their arcane studies. First published three centuries ago, it is one of the most well-known grimoires in the world, and is currently on its eighty-eighth printing. |
Spells
Spell | Type | Level |
a - Magic Dart | Conjuration | 1 |
b - Blink | Translocation | 2 |
c - Call Imp | Summoning | 2 |
d - Repel Missiles | Charms/Air | 2 |
e - Slow | Hexes | 2 |
f - Conjure Flame | Conjuration/Fire | 3 |
g - Mephitic Cloud | Conjuration/Poison/Air | 3 |
This is the starting book of the Wizard background.
Trivia
Before 0.8, players could choose from three versions of the starting book: flame, frost and summoning.
(New Player) Strategy
The Wizard, like its Dungeons & Dragons equivalent, is very powerful in situations it is prepared for. Each spell has its own tactical uses, but this section will be about Mephitic Cloud and Call Imp. With careful play, you can survive until you begin (usually, with luck) finding other spellbooks to learn spells from.
Call Imp gives the versatility of a summoner, and a Necromancer through the use of shadow imps. Imps are highly effective at taking down larger foes when you have the mana to support casting for reinforcements.
Mephitic Cloud is very useful for most of the early game, before enemies begin gaining resistances. Beware undead and player ghosts, especially other wizards! A useful beginner's strategy consists simply of confusing the targets through the use of Mephitic Cloud, and then summoning/directing a swarm of imps to attack the targets.
It is not a strategy that will win you the game, but it will work to get you started. (Note: I am by no means saying this is the only way to play, just a tactic that helped me learn to be a better player.)--Seringol 18:57, 29 July 2012 (UTC))