Spells are a group of magical utilities found in Barony that the player and a select few enemies can use to combat enemies, assist themselves or even alter portions of the dungeons.
Description[]
While varying extensively in effect and use, spells are defined as any ability that consumes MP (Mana Points) and does so in exchange for a magical ability. Some spells consume mana a single time, releasing their magical effect once their mana cost has been met, while others cast a magic which lingers until the player runs out of MP or cancels the effect. There are many different spells found throughout Barony, but they can all be separated into one of four distinct spell archetypes:
- Affliction - Causes a negative status effect onto the struck target.
- Aid - Casts a positive status effect or bonus onto the caster or an ally.
- Offense - Damages a struck target, as well as afflicting any relevant status effect. (See Damage Modifiers for a guide on offensive spells' effectiveness against various races and objects in the game)
- Utility - Interacts with the layout and aspects of the dungeon.
Obtaining Spells[]
When entering a dungeon, the average class begins without any source of spells and cannot cast any kind of magic. In order to begin using spells, the player must find a spellbook and learn its spell to begin casting that spell. Certain classes do begin their adventure with one or more spellbooks, allowing them to begin casting those spells once they read the books that contain the spells. Other classes, as well as some monster races, also start the game with innate spells, skipping the need for their spellbooks.
While reading from a spellbook is often sufficient to start using its spell, more complex spells require escalating skill barriers to be met in order to master those spells. Some like Light or Forcebolt require no prior skill training, while Dominate requires a large quantity of Magic Skill to use. INT also contributes to the learning of spells, with each point equating to a point of Magic Skill.
Spellcasting Beginner[]
Spellcasting Beginner is a penalty applied to new adventurers who have insufficient casting skill. If this is applied, the character has a chance to "fizzle" their spell. Fizzling a spell will not only use up the mana and fail to produce a spell, but will also cause the character to lose a little bit of mana alongside the base cost of the spell.
Magic Staffs[]
Magic Staffs are an alternative method of casting spells that allow players to cast without mana. They also are not based on the characters skill level, allowing for skills to be cast above the characters Magic level and without fear of fizzling.
A player can also equip spell books in their off hand and cast the spell within using the block/sneak key. Blessed spell books will yield strong and more potent outputs, so collecting high enchantments prove to be most useful.
Using staffs still contributes to both Magic and Casting skills, but can also degrade when used. This makes their utility finite, where a learnt spell can be cast as long as the player can spend the mana and had enough skill to learn the spell. There is also a distinct lack of spells, most notably aid-type spells, from the potential pool of staff types.
Numerical Value | Tier | Numeral |
---|---|---|
0 | None | . |
1-19 | Novice | I |
20-39 | Basic | II |
40-59 | Skilled | III |
60-79 | Expert | IV |
80-99 | Master | V |
100 | Legendary | VI |
Common Spells[]
Below is a list of spells that can be learned by any class, they are learnt through reading spellbooks randomly found throughout the dungeon; with the exception of Dominate which is learned via legendary magic skill.
Spell | Description | Cost | Skill Tier |
---|---|---|---|
Light |
A utility spell that creates a ball of light which follows the player. Continually draining mana, Monk, Wizard and Arcanist have this spell book by default. | -1 MP to cast, -1 MP every 15.0 seconds to sustain | None |
Force Bolt |
An offensive spell, and a default Arcanist spell, requires 0 MP at legend level casting. | -5 MP | None |
Revert Form |
An aid spell that reverts Shaman forms and polymorph back to their original form. | -5 MP | None |
Sleep |
An affliction spell that sends the target into a deep slumber. | -4 MP | Basic |
Slow |
An affliction spell that slows down the target, but does no damage. | -4 MP | Basic |
Arcane Mark |
An affliction spell that marks a target with an arcane seal, Nullifies damage resistances/weaknesses on target, Teleportation spells cost less MP and are refocused to target. | -5 MP | Basic |
Salvage |
A utility spell that salvages nearby equipment, turning them to metal and magic scrap; works similar to the tinkering kit. | -6 MP | Basic |
Opening |
A utility spell that unlocks a locked door, chest, or portcullis. Sexton players start with this spell by default. After "Eat my hat" update mimics recive damage from that spell. | -6 MP | Basic |
Fireball |
An offensive spell that also ignites enemies, and a default Wizard spell. | -7 MP | Basic |
Healing |
An aid spell that restores a small amount of health to the caster and allies. | -10 MP | Basic |
Cure Ailment |
An aid spell that removes any kind of status ailment, such as poison, burning, bleeding, drunk, etc; also affects nearby allies. | -10 MP | Basic |
Locking |
A utility spell that locks a door, or chest; does not close portcullises. | -11 MP | Basic |
Confuse |
An affliction spell that confuses the target, inverses the controls for players. | -16 MP | Basic |
Poison |
An affliction spell, deals 10 magic damage and inflicts poison status. | -5 MP | Skilled |
Dash |
A utility spell, propels the caster in their current moving direction Instantly breaks doors on impact, performs a backwards leap if stationary. | -5 MP | Skilled |
Cold |
An offensive spell that also slows enemies, and a default Wizard spell. | -6 MP | Skilled |
Spray Web |
An affliction spell that sprays a wave of spider webs. Webbed targets are slowed and are knocked back by melee strikes. Each instance (max 3x) increases the effectiveness. | -8 MP | Skilled |
Magic Reflect |
A defensive spell that emits a cloak around the caster to reflect spells, much like a cloak or amulet of magic reflect, continually draining mana | -1 MP to cast, -6 MP every 6 seconds to sustain; each reflected spell costs additional mana. | Skilled |
Detect Food |
A utility spell, reveals food sources left on the current dungeon floor. | -14 MP | Skilled |
Dig |
A utility spell to break through walls, similar to a Pickaxe. | -21 MP | Skilled |
Troll's Blood |
An aid spell that grants additional health regeneration for a duration to the caster and nearby allies. | -25 MP | Skilled |
Lightning |
An offensive spell, fires a ball of lightning, high damage. | -6 MP | Expert |
Magic Missile |
An offensive spell, blasts enemies with explosive magic, wide radius. | -7 MP | Expert |
Identify |
A utility spell that appraises one item from your inventory. | -10 MP | Expert |
Flutter |
A utility spell that grants the castor levitation for a brief duration. | -10 MP | Expert |
Teleport Other |
An affliction spell, teleports a target towards the caster and disorients the target for a duration proportional to the distance traveled. | -20 MP | Expert |
Remove Curse |
A utility spell that removes the curse from a single item. | -20 MP | Expert |
Magic Mapping |
A utility spell that reveals the unexplored portions of the current level on the mini map. | -40 MP | Expert |
Polymorph |
An aid spell that changes the caster into a random race (If Human) or a Human (If any non-human race). Succubus players start with this spell by default. | -40 MP | Expert |
Extra Healing |
An aid spell that restores a large amount of health to the caster, and far away allies | -40 MP | Expert |
Levitation |
A utility spell that allows the caster to float off the ground and over pits, continually draining mana, dispelling over a pit causes instant death. Vampire players start with this spell by default. | -1 MP to cast, -1 MP every 0.6 seconds to sustain | Master |
Invisible |
A utility spell that renders the caster invisible, continually draining mana. | -2 MP to cast, -1 MP every second to sustain | Master |
Vampiric Aura |
An aid spell that turns all attacks into HP draining attacks, boosts HP & MP regen; has a slow casting time. Used by enemy Vampires, and Enslaved Ghouls. Accursed. Players start with a special form of this spell afflicted upon them by default. Will always be found in the Mystic Library if an Accursed player is present. | -5MP to cast, -1MP every 0.33 seconds to sustain | Expert |
Elemental Focus |
An aid spell that augments Fire, Cold, Lightning, and Magic Missile spells; increases damage and reduces range while sustained. | -7 MP to cast, -1 MP every 0.25 seconds to sustain | Master |
Spray Acid |
An offensive spell that sprays a wave of acid forward and to the sides, acid can destroy various items in an inventory and has a wide range. Insectoid players start with this spell by default. | -11 MP | Master |
Bloodletting |
An offensive spell that does massive damage and inflicts bleed. Vampire players start with this spell by default. | -11 MP | Master |
Teleport |
A utility spell that warps the caster to a random location on the map. Succubus and Incubus players start with this spell by default. | -20 MP | Master |
Stoneblood |
An affliction spell that sprays out a magical wave that turns blood into stone, paralyzing all those affected by it. Fires forward and to the sides, very wide range but shorter distance. | -21 MP | Master |
Charm Monster |
An affliction spell that turns enemies friendly, used innately by Succubi enemies. Certain enemies are immune to this spell. Mesmer starts with this book by default, otherwise the spellbook is unobtainable. If a creature cannot be recruited it is still "befriended", and will end hostility. | -50 MP | Master |
Dominate |
An affliction spell that converts an enemy to a friendly follower depending on the targets HP; will drain the players health if they do not have enough MP. Awarded automatically upon reaching legendary magic skill. (There is no spellbook of dominate.) | -21 MP + the current health points of the target | Legend |
Innate Spells[]
These spells are class specific spells, they are innately known by certain races/classes. Some of them may be found as spell books randomly.
Spell | Description | Cost | Race or Class | Skill Tier |
---|---|---|---|---|
Salvage |
A utility spell that transmutes nearby items on the ground into metal and magical scrap for crafting; works similar to the tinkering kit. | -6 MP | Automaton | Basic |
Arcane Mark |
An affliction spell that marks a target with an arcane seal, Nullifies damage resistances/weaknesses on target; Teleportation spells cost less MP and are refocused to the target. | -5 MP | Incubus | Basic |
Flutter |
A utility spell that grants the castor levitation for a brief duration. | -10 MP | Insectoid | Expert |
Dash |
A utility spell that propels the caster in their current moving direction and instantly breaks doors on impact; performs a backwards leap if stationary. | -5 MP | Insectoid | Skilled |
Conjure Skeleton |
A utility spell that summons a skeleton ally that can be recalled, expert Magic skill summons a second skeleton. Summon level is kept between casts. | -17 MP | Conjurer | Skilled |
Teleport Other |
An affliction spell that teleports a target towards the caster and disorients the target for a duration proportional to the distance traveled. | -20 MP | Punisher | Expert |
Inner Demon |
An affliction spell that exorcises an inner demon that provokes a target, damage dealt to the demon is returned to the attacker. The caster's current stats are imbued into the demon. | -25 MP +10% of the targets max health | Punisher | Master |
Rat Form |
An aid spell that shapeshifts you temporarily into a rat. Grants bonus DEX, INT and PER while active. Also grants the caster, the follow spells: Detect Food and Speed (the latter is unlocked at Level 3) | -8 MP | Shaman | None |
Spider Form |
An aid spell that shapeshifts you temporarily into a spider. Grants bonus STR, CON and PER while active, grants its caster the following spells: Poison and Spray Web. (obtained at level 3) | 16 mp | Shaman | Skilled |
Spray Web |
An affliction spell that sprays a wave of spider webs. Webbed targets are slowed and are knocked back by melee strikes. Each instance (max 3x) increases the effectiveness. | -8 MP | Spider Form | Basic |
Troll Form |
An aid spell that shapeshifts you temporarily into a troll. Grants bonus STR and CON, lowers DEX while active. (obtained at level 9) | -24 MP | Shaman | Expert |
Power Strike |
An offensive spell that charges a powerful physical strike that inflicts 4x ATK damage at close range, also acts as a form of digging. | -23 MP | Troll Form | Master |
Fear |
An affliction spell that strikes fear into the hearts of all nearby enemies; affected enemies are unable to attack and draw their focus to the caster. (this spell is unlocked for troll form when reaching level 12) | -28 MP | Troll Form | Master |
Troll's Blood |
An aid spell that grants additional HP regeneration for a duration to caster and nearby allies, (unlocked for troll form when reaching level 12) | -25 MP | Troll Form | Expert |
Imp Form |
An aid spell that shapeshifts you temporarily into a flying imp. Grants bonus INT and PER while active, grants the caster the power to amplify their magic as well as the lightning and confusion spells. (obtained at level 12) | -32 MP | Shaman | Master |
Elemental Focus |
An aid spell, augments Fire, Cold, Lightning and Magic Missile spells with increased damage and reduced range while sustained. | -7 MP to cast, -1 MP every 0.25 seconds to sustain | Imp Form | Master |
Revert Form |
An aid spell that reverts shaman forms and polymorph back to their original form. | -5 MP | Shaman | None |
Irregularly Learned Spells[]
These spells aren't obtainable through regular gameplay; they must be cheated in as Spellbooks or obtained through special means.
A player can obtain the Steal Weapon spell by having a magic reflection item active, and if the Incubus casts it the magic will reflect and take the spellbook from the Incubus. The player can then learn the Steal Weapon spell from the spellbook and use it on a post-hamlet shopkeep to steal the Drain Soul spellbook, another normally unobtainable spellbook. Finally, this can also be done while a Vampire is casting the Vampiric Aura spell to steal the Vampiric Aura spell book.
Spell | Description | Cost | Skill Tier | Stolen From |
---|---|---|---|---|
Drain Soul |
An offensive/aid spell that drains both mana and health from the target. | -18 MP | Expert | Vampire, Some Hamlet Shopkeepers (random) |
Steal Weapon |
A utility spell to disarm your enemy, by stealing it and placing it into your inventory; has a slow casting time. | -51 MP | Legend | Incubus |
Weakness |
An affliction spell that inflicts magic weakness status Increases magic damage taken from other spells. | -2 MP | Legend | ??? |