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.
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.
- Utility - Interacts with the layout and aspects of the dungeon.
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 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 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 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.
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.
Spells to learn via Spellbooks.
|Force Bolt||An offensive spell, and a default Arcanist spell, requires 0 MP at legend level casting.||5 mp||Novice|
|Light||A utility spell that creates a ball of light which follows the player. Continually draining mana, Monk, Wizard and Arcanist have this spellbook by default.||1 mp
|Fireball||An offensive spell that also ignites enemies, and a default Wizard spell.||7 mp||Basic|
|Sleep||An affliction spell that sends the target into a deep slumber.||4 mp||Basic|
|Confuse||An affliction spell that confuses the target, inverses the controls for players.||16 mp||Basic|
|Slow||An affliction spell that slows down the target, but does no damage.||4 mp||Basic|
|Opening||A utility spell that unlocks a locked door, chest, or portcullis. Sexton players start with this spell by default.||6 mp||Basic|
|Locking||A utility spell that locks a door, or chest, does not close portcullises.||11 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|
|Cold||An offensive spell that also slows enemies, and a default Wizard spell.||6 mp||Skilled|
|Dig||A utility spell to break through walls, similar to a Pickaxe.||21 mp||Skilled|
|Poison||An affliction spell, deals 10 magic damage and inflicts poison status.||5 mp||Skilled|
|Speed||An aid spell, grants speed status to caster and nearby allies.||11 mp||Skilled|
|Detect Food||A utility spell, reveals food sources left on the current dungeon floor.||14 mp||Skilled|
|Magic Missile||An offensive spell, blasts enemies with explosive magic, wide radius.||7 mp||Expert|
|Lightning||An offensive spell, fires a ball of lightning, high damage.||6 mp||Expert|
|Remove Curse||A utility spell that removes the curse from a single item.||20 mp||Expert|
|Identify||A utility spell that appraises one item from your inventory.||10 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, disspelling over a pit causes instant death. Vampire players start with this spell by default.||1 mp
|Invisible||A utility spell that renders the caster invisible, continually draining mana.||2 mp
|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, fires out magic 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|
|Bloodletting||An offensive spell, does massive damage and inflicts bleed. Vampire players start with this spell by default.||11 mp||Master|
|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||10 mp
|Spray Acid||An offensive spell, sprays a wave of acid forward and to the sides, acid can destroy various items in an inventory, wide range. Insectoid players start with this spell by default.||21 mp||Master|
|Vampiric Aura||An aid spell that turns all attacks into HP draining attacks, and boost HP & MP regain, slow casting time, used by Vampires, Ghouls, and Accursed players start with a special form of this spell afflicted upon them by default.||30 mp||Expert|
|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.||50 mp||Master|
|Dominate||An affliction spell that converts an enemy to a friendly follower depending on the targets HP, also drains HP in exchange of missing MP points, awarded automatically upon reaching legendary magic skill. (There is no spellbook of dominate.)||21 mp
These spells aren't learned from Spellbooks, but are innately known by specific races/classes.
|Image||Name||Description||Cost||Race or Class||Skill Tier|
|Salvage||A utility spell, transmutes nearby items on the ground into metal and magical scrap for crafting.||6 mp||Automaton||Basic|
|Arcane Mark||An affliction spell, marks a target with an arcane seal, Nullifies damage resistances/weaknesses on target, Teleportation spells are refocused to target.||5 mp||Incubus||Basic|
|Flutter||A utility spell, grants the castor levitation for a brief duration.||10 mp||Insectoid||Expert|
|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||Insectoid||Skilled|
|Conjure Skeleton||A utility spell, 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||A affliction spell, 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, 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% max hp
|Rat Form||An aid spell, shapeshift temporarily into a rat. Grants bonus DEX, INT and PER while active. Also grants the castor the the detect food spell.||8 mp||Shaman||Novice|
|Spider Form||An aid spell, shapeshift temporarily into a spider. Grants bonus STR, CON and PER while active.||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, shapeshift temporarily into a troll. Grants bonus STR and CON, lowers DEX while active.||24 mp||Shaman||Expert|
|Power Strike||An offensive spell, charges a powerful physical strike that inflicts 4x ATK damage at close range. Casters cannot move while charging.||23 mp||Troll Form||Master|
|Fear||An affliction spell, strikes fear into the hearts of all nearby enemies. Affected enemies are unable to attack and draw their focus to the caster.||28 mp||Troll Form||Master|
|Troll's Blood||An aid spell, grants additional HP regeneration for a duration to caster and nearby allies.||25 mp||Troll Form||Expert|
|Imp Form||Shapeshift temporarily into a flying imp. Grants bonus INT and PER while active.||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
|Revert Form||An aid spell, removes active shapeshift effects from the caster returning them to normal.||5 mp||Shaman||Novice|
These spells aren't obtainable through regular gameplay; they must be cheated in as Spellbooks.
|Drain Soul||An offensive/aid spell that drains both mana and health from the target. Used by Vampires.||18 mp||Expert|
|Steal Weapon||A utility spell to disarm your enemy, by stealing it and placing it into your inventory, slow casting time, used by Incubi.||81 mp||Legend|
|Weakness||An affliction spell, inflicts magic weakness status Increases magic damage taken from other spells.||2 mp||Legend|
A player can obtain the Steal Weapon spell by having a magic reflection item active, and if the Incubus uses 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.