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Anwyn

Novus 2nd Edition

Novus 1st Edition

Cause Fear

Cost: (Mj 4/Mn 5/N 6)


CTN: 22 SP Cost: 3
Vs: Will (TN 16) Range: 20’
Duration: 1 minute

Description: If the target fails his Save, he will flee from the caster at his best possible speed, for 1 minute. A character who is fleeing cannot and will not make any attacks or do anything else except try to flee. (Base: Telepathy)

Casting Options CTN SP
Increased Duration (to 5 minutes) +4 +2
Increased Duration (to 10 minutes) +7 +3
Area Effect (5’ radius) +4 +2
Increased Range (to 50’) +6 +2

 

Dark Omen

Cost: (Mj 2/Mn 3/N 4)


CTN: 16 SP Cost: 1
Vs: Range: Self
Duration: 

Description: Allows the caster to predict if the actions of an individual or party will be beneficial to the individual/party in question. This is accomplished by the caster asking a single question that can have only a yes or no answer. This does not tell whether or not the individual/party will be successful or not, only if taking a particular action or choice will be beneficial for them. The spell presumes that asked about action(s) will be successful. The question is answered by the caster spotting something that serves as an omen within 1 minute of the spell being cast. A favorable omen might be the sighting of a vulture, or a stain that looks like a rat or something similar in nature, while an unfavorable omen might appear as a dove or something shaped like a butterfly. The caster will automatically recognize the omen for what it is.

The option, Multiple Choices, allows the caster to determine the most beneficial of three or more potential options. The caster must concentrate on each option for 30 seconds (6 rounds), and during that time period, he will see a good omen for the most beneficial choice, seeing nothing with the other choices. (Base: Divination)

Casting Options CTN SP
Multiple Choices (up to 3 choices) +3 +1
Additional Choices (per each choice) +6 +2

 

Evoke Spirit

Cost: (Mj 2/Mn 3/N 4)


CTN: 17 SP Cost: 1
Vs: Range: 10’
Duration: 

Description: Caster summons forth a spirit of the most minor sort. This type of spirit is so minor that it does not even receive a Save vs. Will against this spell (Summoning Spells & Rituals, p. 82).

This spirit must then perform a single service for the caster. Boon Points for this spell may result in more spirits being summoned, not more services being performed by any spirits that are summoned. (Base: Summon)

The service may be one of three things:

  • Identify any single rune, symbol, sigil, or spell.
  • Deliver a message of up to 12 words to any single person or creature.
  • Identify the last owner of an item currently in the caster’s possession
Casting Options CTN SP
Additional Service (per extra service) +3 +1

 

Hex

Cost: (Mj 5/Mn 6/N 7)


CTN: 27 SP Cost: 4
Vs: Will (TN 18) Range: 10’
Duration: 1 Day

Description: Target receives a -1 to all Saves and other actions for 1 day. (Base: Ward)

Casting Options CTN SP
Increased Hex (per additional -1) +2 +1
Increased Duration (per +1 day) +5 +2
Increased Range (to 50’) +5 +2

 

Infernal Bolt

Cost: (Mj 2/Mn 3/N 4)


CTN: 18 SP Cost: 1
Vs: DEF Range: 50’
Duration: 

Description: Caster shoots forth a bolt of energy from the infernal planes from the palm of his hand. It does a Base Damage of 4 + the caster’s Wisdom Stat Bonus. This attack automatically does double its Base damage against spirit creatures and creatures or beings from the upper planes, also known as the Celestial Planes. Against demons, devils, or undead, this attack will only do half its normal damage.

If the casting option, Infernal Ball, is used, the attack may be used to hit a specific person or to hit a location. The attack looks like a normal bolt until it strikes its target, at which time it explodes outwards to the edges of its radius if that is possible. If it cannot reach the edge of its radius on one side, it does not backblast or rebound to make the area it does fill more dangerous.

If used to hit a location, the caster will have to attack the location and beat a DEF of 15, total damage will be figured from there. All who are within the radius of the spell when it hits are automatically hit, but they may make a Saving Throw vs. Dex (TN 15), with success meaning that they take half damage from the attack. A character’s Armor Rating (AR) may then be applied against the remaining damage. In this sort of attack, a shield’s bonus to DEF is counted as additional AR.

If the ball attack targets a specific person, the attack will be against the target’s DEF and he will not get a Save for half damage. All others within the radius of the attack will be treated as if the attack were against a specific location (this uses the same roll as against the targeted person, the total damage is simply figured separately).

If the option, Infernal Cone, is used the attack will form a cone attack. The cone starts at the caster’s location and has a width of 5’ and it ends at the maximum range of the spell and has a width of 3’ for every 10’ in length. Thus a 50’ long cone has a width of 15’ at its distant end. Cone attacks are resolved in the same manner as area attacks against a location for all potential targets within the cone. (Base: Attack)

Casting Options CTN SP
Increased Base Damage (per +1 hit) +4 +2
Increased Range (per +50’) +4 +2
Infernal Ball (5’ radius) +5 +2
Increased Radius (per +5’ radius) +3 +1
Infernal Cone +10 +4

 

Minor Disguise

Cost: (Mj 4/Mn 5/N 6)


CTN: 22 SP Cost: 3
Vs: Range: Touch
Duration: Touch

Description: Target is cloaked in a minor illusion that makes them appear to be of any race of the caster’s choosing. The illusion allows the target’s size to appear up to 20% larger or smaller than normal. This spell affects nothing more than how the target looks, not how he smells, sounds, or feels.

Any character that interacts with the disguised character will get a Save vs. Int (TN 15) to realize that the target is disguised by an illusion. Adding extra senses (such as touch, sound, or scent) to the disguise makes it harder to penetrate by increasing the TN of the Save by 2 points per added sense. Boon Points may be used to increase the TN of the Save vs. Int by 2 points. (Base: Illusion)

Casting Options CTN SP
Add Extra Sense (+2 to Save TN) +4 +2
Increased Duration (to 1 day) +3 +1

 

Mists

Cost: (Mj 5/Mn 6/N 7)


CTN: 25 SP Cost: 4
Vs: Range: 50’
Duration: 10 Minutes

Description: Caster is able to summon a dark, thick mist that fills a 10’ radius. Anything or anybody within the mist will be unable to see further than 1’. If they attempt to move faster than 1’ per round, they risk stumbling or falling over objects in the mist (roll 1d10, 1-5 results in fumble-like incident). Once created, the mist will hold its shape for one minute and then move according to normal wind conditions, completely disappearing at the end of its duration. (Base: Change Environment)

Casting Options CTN SP
Increased Radius (by 5’) +4 +2
Increased Duration (to 20 minutes) +3 +1
Increased Duration (to 1 hour) +5 +2
Increased Range (to 100’) +3 +1

 

Protection from Good

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: Self
Duration: 10 Minutes

Description: Caster is able to create a 5’ radius circle of protection around himself that will keep out any summoned or invoked creatures or beings from the Celestial planes if they fail a Save vs. Will. (Base: Ward)

Casting Options CTN SP
Increased Radius (per +5’) +3 +1
Increased Duration (to 20 minutes) +2 +1
Target other than Self (range: Touch) +5 +2

 

Shadowed Circle

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: 50’
Duration: 10 minutes

Description: Caster creates 5’ radius circle of magical darkness centered upon a point up to 50’ away. All vision within the circle and into the circle is completely blocked by the darkness. However, nothing impedes those caught within from leaving. If the spell is cast upon an object, the darkness will move when the object is moved. (Base: Change Environment)

Casting Options CTN SP
Increased Range (per +50’) +3 +1
Increased Radius (per +5’) +4 +2
Increased Duration (to 20 minutes) +3 +1
Increased Duration (to 1 hour) +5 +2
Increased Duration (to 1 day) +7 +3

 

Skeletal Guardian

Cost: (Mj 5/Mn 6/N 7)


CTN: 27 SP Cost: 4
Vs: Range: 10’
Duration: 

Description: This spell requires that the caster use 4 drams (half an ounce) of bone from the type of Skeleton that he is trying to summon (i.e. human bone for human skeletons, dog bone for dog skeletons, etc.). This spell also takes 2 full minutes to cast.

Upon casting, this spell summons a Skeleton Warrior from the Shadow Realms (see p. 110 for more information). It appears within 10’ of the caster at the end of the casting time. This Skeleton Warrior will then stand guard over any room, vault or any other structure. This guardian will remain and keep guard over it designated location until it is destroyed or until the caster specifically releases it from service. Even the death of the caster will not release the guardian from its service. (Base: Summon/Influence)

Casting Options CTN SP
Summon Additional Skeleton +6 +2

 

Speak with the Dead

Cost: (Mj 2/Mn 3/N 4)


CTN: 19 SP Cost: 2
Vs: Range: Touch
Duration: 1 Question

Description: Caster is able to speak with any one dead sentient individual or being that he is touching, so long as it has not been dead for more than 24 hours (this is known as the Window, when communication is still possible). He may ask a single question and he will always receive a truthful answer. The target of this spell cannot provide information that it does not have. (Base: Communication)

Casting Options CTN SP
Increased Range (to 10’) +2 +1
Increased Range (to 20’) +4 +2
Per Additional Question +2 +1
Increased Window (per 24 hours) +2 +1

 

Touch of the Grave

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Range: Self
Duration: 1 Minute

Description: Caster’s hands are imbued with the chill cold of the grave. Upon touching a foe (treat as a normal brawling or unarmed attack), the caster does 5 points of Base Damage from the unnatural cold, in addition to any damage dealt by the attack itself. (Base: Attack)

Casting Options CTN SP
Increased Duration (per +1 minute) +5 +2
Increased Base Damage (per +1 hit) +4 +2
Target other than Self (range: Touch) +5 +2