Spell book

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An arcane textbook containing magical spells of unknown origin.

Spell books are items that allow player to memorise spells.

There are two types of spell books: standard ones with a set name and list of spells, and randomly generated (randart) books that contain multiple random, but often thematically linked, spells.

General

Spell books are identified automatically on sight. Reading a spell book destroys the book and adds new spells to your spell library. Djinn are unable to learn spells from spellbooks but destroy the book anyway.

Besides just finding them on the dungeon floor or in shops, spell books can be obtained by using acquirement or as gifts from Sif Muna.

Strategy

Spell books are not exactly rare, but there are so many different ones out there that finding a specific spell book may be difficult or even impossible in a given game. While book shops provide a large, random assortment to choose from, spell books are also generally on the expensive side. Thus, obtaining a specific spell book that you want can be a hassle, but you can alleviate this by worshiping the right god.

Sif Muna grants spell books as gifts. Sif Muna is the most generous in this regard: since the types of spell books granted depend on magical skills, you can influence them by training specific skills and thus raise your probability of getting the most useful spells for your play-style. Followers of Sif Muna will eventually have access to every spell in the game this way. Kikubaaqudgha and Vehumet both provide spells directly instead of via book; as specialized gods, they provide Necromancy or offensive spells, respectively. Gozag may also help in procuring spellbooks; either with a shop already in the Dungeon, or with a shop you've funded.

Standard books

See also: List of spells by book

History