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 for as long as the player has mana to sustain the cast or if it is canceled by the player. There are various types of spells found throughout Barony, where each can be separated into several 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.
Obtaining Spells Edit
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 begin their adventure with a spellbook or several, allowing them to begin casting those spells once they read the books that contain the spells.
While reading from a spellbook is often sufficient to start using its spell, more complex spells often 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 Edit
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.
Main Article: Magic Staffs
Staffs are an alternative method to casting spells at enemies and the environment, allowing both for casting without costing any mana, but also to cast spells that could otherwise not be utilized by the current skill level. It also ignores casting skill level, preventing cast spells from fizzling.
Using staffs still contributes to both Magic and Casting skills, but can also degrade when used. This makes their utility finite, where a spellbook can provide its spell for 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.
List of Spells Edit
Learned Spells Edit
Spells to learn via Spellbooks.
|Force Bolt||A novice offensive spell, and a default Arcanist spell, requires 0 MP at legend level casting||5 MP||I||Novice|
|Light||A novice utility spell that creates a ball of light which follows the player. Continually draining mana, both Wizard and Arcanist have this spellbook by default||1 MP||I||Novice|
|Sleep||A basic affliction spell that sends the target into a deep slumber||4 MP||II||Basic|
|Fireball||A basic offensive spell that also ignites enemies, and a default Wizard spell||7 MP||II||Basic|
|Confuse||A basic affliction spell that confuses the target, inverses the controls for players||16 MP||II||Basic|
|Slow||A basic affliction spell that slows down the target, but does no damage||4 MP||II||Basic|
|Opening||A basic utility spell that unlocks a locked door, chest, or portcullis. Sexton players start with this spell by default||6 MP||II||Basic|
|Locking||A basic utility spell that locks a door, or chest, does not close portcullises||11 MP||II||Basic|
|Healing||A basic aid spell that restores a small amount of health to the caster, and allies||10 MP||II||Basic|
|Cure Ailment||A basic aid spell that removes any kind of status ailment, such as poison, burning, bleeding, drunk, etc, also affects nearby allies||10 MP||II||Basic|
|Cold||A skilled offensive spell that also slows enemies, and a default Wizard spell||6 MP||III||Skilled|
|Dig||A skilled utility spell to break through walls, similar to a Pickaxe||21 MP||III||Skilled|
|Summon Skeleton||A skilled spell which creates new skeleton party members that attack enemies and take damage from them. Conjurer players start with this spell by default||17 MP||III||Skilled|
|Lightning||An expert offensive spell, fires a ball of lightning, high damage||6 MP||IV||Expert|
|Magic Missile||An expert offensive spell, blasts enemies with explosive magic, wide radius||7 MP||IV||Expert|
|Remove Curse||An expert utility spell that removes curses from items||20 MP||IV||Expert|
|Identify||An expert utility spell that appraises one item from your inventory||10 MP||IV||Expert|
|Magic Mapping||An expert utility spell that reveals the unexplored portions of the current level on the mini map||40 MP||IV||Expert|
|Extra Healing||An expert aid spell that restores a large amount of health to the caster, and far away allies||40 MP||IV||Expert|
|Vampiric Aura||An expert 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 this spell afflicted upon them by default||30 MP||IV||Expert|
|Invisible||A master utility spell that renders the caster invisible, continually draining mana||2 MP||V||Master|
|Teleport||A master utility spell that warps the caster to a random location on the map. Succubus players start with this spell by default||20 MP||V||Master|
|Levitation||A master utility spell that allows the caster to float off the ground and over pits, continually draining mana, disspelling over a pit causes instant death.||1 MP||V||Master|
|Bloodletting||A master offensive spell, does massive damage and inflicts bleed.||11 MP||V||Master|
|Spray Acid||A master offensive spell, sprays a wave of acid forward and to the sides, acid can destroy various items in an inventory, wide range||21 MP||V||Master|
|Magic Reflect||A master 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||V||Master|
|Stoneblood||A master 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||V||Master|
|Charm Monster||A master 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||V||Master|
|Dominate||A legendary 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 domination)||21 + ?? MP||VI||Legend|
Innate Spells Edit
These spells aren't learned from Spellbooks, but are innately known by specific race/class.
|Rat Form||Shapeshift temporarily into a rat
Grants bonus DEX, INT and PER while active.
|Spider Form||Shapeshift temporarily into a spider
Grants bonus STR, CON and PER while active.
|Troll Form||Shapeshift temporarily into a troll
Grants bonus STR and CON, lowers DEX while active.
|Imp Form||Shapeshift temporarily into a flying imp
Grants bonus INT and PER while active.
Unobtainable Spells Edit
These spells aren't obtainable through regular game play, they must be cheated in as Spellbooks.
|Drain Soul||An expert offensive-aid spell that drains both mana and health from the target. Used by Vampires.||18 MP||IV||Expert|
|Steal Weapon||A legendary utility spell to disarm your enemy, by stealing it and placing it into your inventory, slow casting time, used by Vampires.||81 MP||VI||Legend|