Spells

**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.

## 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.

## 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.

## 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.

*Drain Soul*
*Steal Weapon*
*Weakness*