Magic
Spell Lists
There is a wide range of different spell classes on offer, encompassing over 250 different spells. Each class has seven prescribed levels, which any mage of that class can learn. Four spells in each level must be learned in order to complete that level. Each level must be complete before the caster can learn the next level. Casters are able to buy as much or as little of a spell class as they wish.
Magic Restrictions
Race
As mentioned in the player races section, there are a number of races that have restricted use of magic, due to their nature.
Combinations
There are few restrictions on combining spell classes, and casters are welcome to dip into a variety of magic classes should they so wish. However, it is worth noting that there are a few magics that don’t mix. Whilst combining classes will always be at ref discretion, it is unlikely that a caster will ever be able to cast both necromancy and either shamanic or clerical magic. It is also worth noting that it is unlikely that a cleric would be able to channel the specific spells of more than one god at a time.
Your Own Spells
Once a caster has completed level 7 in his chosen discipline he or she is considered to be extremely adept in that magic class. At this point, they may consider developing their own unique spells. All caster-unique spells must be brought to the ref team for discussion and sanctioning. It is worth noting that mages in this position may replace spells lower down their list with spells of their own creation at an equivalent power level. Any caster unique spells will have the XP cost of either a level 8 or 9 spell, regardless of its actual power level.
Targets and Ranges
Aberddu makes use of a standardised list of spell ranges and targets that can be found below with a description of each:
Targets
- Caster - The spell only effects the person casting the spell.
- Individual - The spell can target any individual, including the caster.
- Location - The spell targets a body location.
- Limb - The spell targets a body location excluding the Core.
- Area - The spell targets a specified area.
- Other - This modifier means the spell cannot be used on the caster.
- Group - The spell targets upto 4 individuals, including the caster unless the Other tag is included.
- Item - This spell targets an item, people and living creatures do not class as items.
- Faith - This spell can be used on characters of the same faith as you.
- Undead - This spell targets undead, undead are also classed as individuals.
- Corpse - This spell targets a dead body, this is someone who was once alive and has now expired their death count.
- Minion - This spell targets your summoned or raised creature.
- Willing - This modifier means the target must be willing for the spell to be cast, if a spell is cast on any target which does not wish it they can call No Effect.
- Ally - The spell targets anyone the caster considers an ally. Typically this can be taken to refer to other players.
- Foe - This spell targets anyone the caster considers a foe. Typically this can be taken to refer to non-players.
Ranges
- Touch - You must physically touch the person, a weapon or item does not count.
- Near - The target must be within 10ft of you, a useful way to track this is to extend your arm and single-handed weapon, anyone you can reach you can assume is near.
- Far - The target must be within 30ft of you, or roughly the distance of a room or small clearing. For area spells you can safely assume you will cover the room.