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Spell Books are type of gear in Tiny Tina's Wonderlands that allow Fatemakers to cast spells. Spells are just as important to the Fatemaker's damage output as weapons and Action Skills.
Summary
Spells come with a reasonably short cooldowns, you can consistently light up your foes with some razzle-dazzle and alaka-BLAM!
Spells come in many forms, but there are ten basic spell types:
- Fireballs
- Elemental hawks
- Summoned hydras
- Ice spike
- Magic missiles
- Lightning blasts
- Elemental eruptions
- Fissures
- Meteors
- Circles of protection
Each type of spell has variations for its effects or damage-dealing function, so it's worth experimenting with a wide range of spells to see which ones best fits your build.
Casting methods are often determined by their manufacturer, with four houses supplying the Wonderlands with a steady stream of spell books:
- Conjura Simple Cast - Fire and forget.
- Arken Channel Cast - Hold and release to cast.
- Miraculum Self Cast - Casts around the owner.
- Wyrdweaver Repeating Cast - Hold to cast repeatedly. Repeat spell in a large radius around the initial blast.
Spell books spawn with varying number of stats modifying slots:
- Common (White - 0
- Uncommon (Green) - 0 or 1
- Rare (Blue) - 1 or 2
- Epic (Purple) - 2 or 3
- Unique and Legendary - 2 or 3
Stat modifiers:
- Spell Damage
- Cooldown Rate
- Status Chance
- Status Damage
- Critical Damage
- Critical Chance
- Damage Radius
- Extra Projectile
- Spell Charge
All stat modifiers can occur up to thrice tripling the stats effectiveness.
Spell books can spawn with various Enchantments and Chaos grades.
Spell Books List
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