Welcome to the sixth issue of Libram Novus. In this issue, we have decided to offer a few optional rules that could be used to enhance your game in various ways.
To start off, we give you a section entitled, Casting Options, and in this section, we present you with several options for spell casting. First up is Spell Drain, which gives you a couple of options for having spell casting without using Spell Points. Then we present a rule for Overcasting, the casting of spells when you do not have enough Spell Points.
Next up is an article on Commerce. In this option, we provide you with a table that the GM can use to determine how well your character was able to make a deal on buying or selling certain goods.
Then to round things out, we present you with a few more options. The first is guidelines on how to play Novus without using Levels, and then we provide you some Alternative Resolution methods that can be used to enhance your game.
Enjoy!
Table of Contents
Casting Options
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2
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Spell Drain
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2
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Drain Resolution Method
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2
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Save vs. Drain
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2
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Single Roll
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3
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Drain Type
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3
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Hit Points
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3
|
Spell Points
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3
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Skill
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4
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Fatigue
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4
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Final Notes
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4
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Overcasting
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4
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Commerce
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5
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Commerce Modifiers Key
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6
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Commerce Table Key
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7
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Novus Without Levels
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8
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Spending Character Points
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9
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Alternative Resolutions
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10
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Welcome to the 5th issue of Libram Novus. Inn this issue, we start off with a large article called Playing with Skill that covers both many types of Crafting and Herbcraft. Additionally, we add a new type of magical item, Herbal Elixirs, that is also created using herbs.
Next up, we introduce the concept of Training Paths. These are goals that players can use to unlock Talents and other benefits. We have given a sample mages Guild, with 4 different levels of Training Paths, and another Training Path, this time for Martial Artists and Monks as examples of how Training Paths could be built.
We hope that you will enjoy this issue!
Table of Contents
Playing with Skill
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2
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Craftmanship
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2
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High Quality Items
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6
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Herbalism
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7
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Herbal Classifications
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7
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Searching for Herbs
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8
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Herb Locations
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9
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Preparing Herbs
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11
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Sample Herbs
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12
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Herbal Elixirs
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14
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Sample Elixirs
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14
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Training Paths
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15
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Background
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15
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What is a Training Path?
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15
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Creating Training Paths
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16
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Sample Training Paths
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16
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The Tyrosian Mage's Guild
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16
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Junior Apprentice
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17
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Senior Apprentice
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17
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Journeyman
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18
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Master
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18
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Shan K'Tyr Warrior
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19
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In the fourth issue of Libram Novus we present you with 4 new Classes for your enjoyment!!
We have:
- Beastmaster - he has the uncanny ability to speak with and control animals.
- Monk - The Monk has the ability to channel his Chi energy into spells in interesting ways.
- Ranger - This guardian of the outdoors makes for the perfect wilderness guide!
- Warrior Mage - This is thee deadly result of mixing magic with skill at arms!
Not only do we give you these guys, but we also show you how they were made using the Class Creation rules ([[Libram Novus #3]]), but we also give you 30 brand new spells to support the spell users among these 4 Classes.
Enjoy!
Table of Contents
New Classes
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2
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Beastmaster
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2
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Monk
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3
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Ranger
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3
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Warrior Mage
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4
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Building Blocks
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4
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Beastmaster
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4
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Monk
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5
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Ranger
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5
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Warrior Mage
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5
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Monk Spells
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6
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Ranger Spells
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9
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Warrior Mage Spells
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12
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This issue was a major undertaking and took much, much longer to write than I had originally thought it would. However, it was well worth it, and it allows for Players and GMs to have a deeper understanding of how Novus works.
The issue starts off with rules for creating new Character Classes. It then presents you with examples comprised of all of the core Character Classes at the time of its writing (at the time of my writing this page, I have added one additional Character Class to the core Novus rules, but, if you compare it to the other classes, you will be able to see how it is built).
Then we move on to provide you with new options for Novus. These options include guidelines for playing without Character Classes and for Multi-Classing.
After that, we then splurge on into new Talents for Novus. This PDF adds 56 new Talents, bringing the total number of Talents for Novus up to 94 (including the 38 from the core rules).
One of these new Talents, is the Semi Adept. This Talent will allow for the creation of new Classes that combine minor spell casting ability with other abilities. Some examples, which will appear in later issues of Libram Novus, include the Paladin, Ranger, Monk, Bard, and a whole slew of other potential Semi Adept Classes.
Table of Contents
Class Creation Rules
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2
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Current Classes
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3
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Archer
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3
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Fighter, Mage (Classic), Mage (Dual)
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4
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Martial Artist, Minstrel
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5
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Rogue, Thief
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6
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Options: Playing without Classes
|
7
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Option: Multi-Classing
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7
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New Talents
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8
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Accelerated Mending, Acute Hearing, Acute Smell, Acrobat
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9
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Adherence, Amazing Leaping, Animal Tongue
|
9
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Attack Enhancement, Blazing Speed, Blind Fighting
|
10
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Combat Reflexes, Command
|
10
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Danger Sense, Dense Musculature
|
11
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Dual Weapon Kata, Dwarfism, Far Ranging
|
11
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Flight, Focused Dodge, Geo-Awareness, Gigantism
|
12
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Hammer Throw, Hammerhand, Herbalist, Immovable Will
|
12
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Impedance Reduction, Influence Animals, Infravision
|
13
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Innate Melee Attack (Physical), Innate Melee Attack (Energy)
|
14
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Innate Ranged Attack, Instinctive Defense
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15
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Lightning Reflexes, Many Shot, Mental Link
|
15
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Mnemonic Ear, Mobile Defense, Mounted Archery
|
16
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Natural Archer, Natural Camouflage, Natural Linguist
|
16
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Neutral Odor, Paired Weapon Kata, Point Blank Shot
|
16
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Poison Sack, Precise Shot, Regeneration, Semi Adept
|
17
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Shapeshifter, Spring Attack, Sturdy Build, Taunt, Tough Skin
|
18
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Visions, Zen Archery I, Zen Archery II
|
19
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Master Talent Table
|
20
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In the second issue of Libram Novus, we started off by presenting you with 3 new Character Classes, all Major Adepts.
Something to keep in mind is that this issue was released while Novus was still in Open Beta, and as such, some things have changed in the core rules. The "Class Addendum" portion of this PDF basically points this out, and says that you can use the 3 new Classes as they are, or that you can use the consolidated Mage Class from the core rules to also become Major Adepts of the 2 new Schools of Magic.
Yes, 3 Classes, but only 2 new Schools of Magic. This is because the core rules already contained the School of Magic for Black Magic. What this PDF offers is an expansion of that School, new Black Magic spells that can be used by a core Mage who chooses Black Magic as his School of Magic.
The other two new Schools are Spirit Magic and Sorcery. They also make excellent additions to Novus.
After the new Classes and all of the new Spells, we then introduce you to some basic Cosmology, describing how Novus views the planes and how they work together and fit together, including a slightly more in-depth view of Spirits.
And to top it off, we give a couple of paragraphs to "The Dimensional Nexus". This is actually a slight teaser to one of the main concepts behind Tyrlon (the upcoming setting for Novus).
Updated: November 9th, 2012 - We have updated the PDF on RPGNow with a few improvements.
- Casting Options -- All of the spells in Libram Novus #2 now contain casting options, just like all of the spells in the core rules.
- Spell Lists -- The spell lists for the 2 Schools of Magic, Sorcery & Spirit Magic, have been expanded so that they each contain 12 spells, the same as the Schools of Magic in the core rules.
Table of Contents
New Classes
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2
|
Shaman
|
2
|
Sorcerer
|
2
|
Warlock
|
2
|
Class Addendum
|
2
|
Black Magic
|
3
|
Spirit Magic
|
5
|
Sorcery
|
9
|
Planar Cosmology
|
12
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The Inner Planes
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12
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The Outer Planes
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13
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The Spirit World
|
14
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Types of Spirits
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14
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Spirit Attacks
|
14
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The Dimensional Nexus
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14
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