Spell Casting

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Casting a spell in the Aberddu system requires an expenditure of spell points equal to the spell level (sometimes more, sometimes permanently), great concentration from the magic user, and for all classes except Coercer, vocalisation. The latter point of vocalisation being incomprehensible to anyone incapable of casting the spell themselves or possessing too little Magic Lore; this does not mean characters cannot recognise the effects of a spell, but they will not know what will happen until the spell is completed.

Especially paranoid adventurers may find hitting a strange spell caster very beneficial to their health, as most spell casters cannot hurl magic around when being stabbed repeatedly. This does not hold true for "By My Nature" and sometimes "By My Power" casters.

Spell Points are renewed every midnight during the Magic Rush unless permanently lost (No one likes a Worser). Occasionally though this doesn't happen, most likely due to some cataclysmic event in progress.

Contents

Summary

Spells cost 1 Spell Point per Level, with certain spells potentially costing extra or even permanent points

Non-Coercer spells are vocalised and hence hampered by mute effects

Spell Calls are normally "By the <Whatever> <Spell Name> <Save ... (if needed)>".

Coercer spells are cast with the call "By My Mind <Whatever> <Spell Name> <Save ... (if needed)>"

Clerical spells have the option of either the call "By <Insert God Name>" or "By My Faith"

Most spell calls can be interrupted by offensive or distracting actions, will waste the caster's spell points

Spell Targeting

Most spells require a target e.g. Caster, Individual, Item, Area, or Position.

When using a spell the caster must be able to select the target through touch or sight within the limits of the spells range.Mass effect spells centred on the caster do not require targets.

Obscured (Evoker Fog, Necromantic Darkness etc) or invisible (e.g. Cloak of Shadows) targets can normally only be targeted by ranged spells if the caster can make physical contact, spells that do not require this will state so in their spell description.

Spell Saves

If a spell has a Save a random letter from a range determined by the spell level of the caster in that magic class is chosen and called.

Level 1 : A-E

Level 2 : A-H

Level 3 : A-K

Level 4 : A-N

Level 5 : A-Q

Level 6 : A-T

Level 7 : A-W

Level 8 : A-X

Level 9 : A-Y

Level 10: A-Z

It is recommended that players who need to call a large number of saves in a session use a save deck (deck of cards with letters written on them) to randomly determine the saves they call in advance.

It is considered extremely unfair practice to repeatedly use the same save in succession without the aid of a save deck.

Mastering a Spell List

When a spell caster has bought all of the spells from levels one to four of their spell lists they may begin to write new spells. Only four spells are permitted at each level per spell casting class, but a character is permitted to replace lower level spells with spells of equivalent power as required. All spells purchased in this way may only be taken with Game Team (ref) approval.

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