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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 Edit

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.

Staffs Edit

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.

Image Name Description Cost Tier Skill
Forcebolt New
Force Bolt A novice offensive spell, and a default Arcanist spell, requires 0 MP at legend level casting 5 MP I Novice
Light New
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 New
Sleep A basic affliction spell that sends the target into a deep slumber 4 MP II Basic
Fireball New
Fireball A basic offensive spell that also ignites enemies, and a default Wizard spell 7 MP II Basic
Confuse New
Confuse A basic affliction spell that confuses the target, inverses the controls for players 16 MP II Basic
Slow New
Slow A basic affliction spell that slows down the target, but does no damage 4 MP II Basic
Opening New
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 New
Locking A basic utility spell that locks a door, or chest, does not close portcullises 11 MP II Basic
Healing New
Healing A basic aid spell that restores a small amount of health to the caster, and allies 10 MP II Basic
Cureailment New
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 New
Cold A skilled offensive spell that also slows enemies, and a default Wizard spell 6 MP III Skilled
Dig New
Dig A skilled utility spell to break through walls, similar to a Pickaxe 21 MP III Skilled
Summon-0
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 New
Lightning An expert offensive spell, fires a ball of lightning, high damage 6 MP IV Expert
Magicmissile New
Magic Missile An expert offensive spell, blasts enemies with explosive magic, wide radius 7 MP IV Expert
Removecurse New
Remove Curse An expert utility spell that removes curses from items 20 MP IV Expert
Identify New
Identify An expert utility spell that appraises one item from your inventory 10 MP IV Expert
Magicmapping New
Magic Mapping An expert utility spell that reveals the unexplored portions of the current level on the mini map 40 MP IV Expert
Extrahealing New
Extra Healing An expert aid spell that restores a large amount of health to the caster, and far away allies 40 MP IV Expert
Bloodlust
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 New
Invisible A master utility spell that renders the caster invisible, continually draining mana 2 MP V Master
Teleport New
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 New
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
Bleed
Bloodletting A master offensive spell, does massive damage and inflicts bleed. 11 MP V Master
Acidspray
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
Reflect magic
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
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
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
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.

Image Name Description Cost Tier Skill
Ratform
Rat Form Shapeshift temporarily into a rat

Grants bonus DEX, INT and PER while active.

8 MP I Novice
Spiderform
Spider Form Shapeshift temporarily into a spider

Grants bonus STR, CON and PER while active.

16 MP III Skilled
Trollform
Troll Form Shapeshift temporarily into a troll

Grants bonus STR and CON, lowers DEX while active.

24 MP IV Expert
Impform
Imp Form Shapeshift temporarily into a flying imp

Grants bonus INT and PER while active.

32 MP V Master

Unobtainable Spells Edit

These spells aren't obtainable through regular game play, they must be cheated in as Spellbooks.

Image Name Description Cost Tier Skill
Slow New
Drain Soul An expert offensive-aid spell that drains both mana and health from the target. Used by Vampires. 18 MP IV Expert
Magicmapping New
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
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