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Anwyn

Novus 2nd Edition

Novus 1st Edition

Bless Water/Oil

Cost: (Mj 7/Mn 8/N 9)


CTN: 31 SP Cost: 6
Vs: Range: Touch
Duration: 

Description: Caster blesses 4 ounces of pure water or specially prepared oil turning it into a single application of Holy Water or Holy Oil. This spell takes 2 minutes to cast, and it may only be cast once per day. If the water/oil is not immediately placed within a clean receptacle, the water/oil will lose its potency.

Holy Oil may be used to coat weapons. It takes one ounce to coat a tiny weapon, 2 ounces to coat a small weapon, etc. The oil coating will last up to 1 hour or until the weapon makes 3 hits (i.e. deals damage 3 times), whichever comes first. Weapons coated in Holy Oil are treated as magical for being able to hit Demons, Devils, and Undead. They will also deliver an additional 5 + 1d10 hits of Holy damage in addition to their normal damage. Holy damage only affects Demons, Devils, and Undead.

Holy Water may be used to temporarily bless a weapon by pouring the Holy Water over the weapon. It takes one ounce of Holy Water per weapon size, the same as Holy Oil, and a weapon that has been blessed by Holy Water will be treated as magical when it comes to hurting Demons, Devils, and Undead. The blessing from Holy Water will last for 5 minutes, but it does not do any extra damage. Holy Water, unlike Holy Oil, may be thrown directly upon Demons, Devils, and Undead. Each full ounce that hits such a creature will deal 5 + 1d10 hits of Holy Damage. (Base: Transform)

Casting Options CTN SP
Increased Amount Blessed (per ounce) +4 +2

 

Blessing

Cost: (Mj 4/Mn 5/N 6)


CTN: 24 SP Cost: 3
Vs: Range: Touch
Duration: 10 Minutes

Description: Caster bestows the blessing of his deity upon a single target. The target gains a +1 to all actions and Saves for the duration of the spell. (Base: Aid)

Casting Options CTN SP
Increased Blessing (per +1 increase) +6 +2
Additional Targets (Range: Touch) +4 +2
Increased Duration (to 20 minutes) +3 +1
Increased Range (to 10’) +2 +1

 

Circle of Light

Cost: (Mj 4/Mn 5/N 6)


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

Description: Caster is able to create a 5’ radius circle of radiant light centered upon any point within 50’. If the spell is cast upon an object, the light 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

 

Detect Undead

Cost: (Mj 3/Mn 4/N 5)


CTN: 23 SP Cost: 2
Vs: Range: Self
Duration: varies

Description: Caster is able to detect the aura that surrounds all undead within a 50’ radius. The amount of information gained depends upon how long the caster concentrates on this spell.

If the caster spends only 1 round concentrating on this spell, he will detect whether or not there are undead within the radius, and he will also get a sense of their direction. If the caster spends 2 rounds concentrating on this spell, he can tell how many undead, and the strength (level) of the strongest one within range. If the caster spends 3 rounds concentrating, he will know the strength of all undead and have a general idea of their distance. (Base: Reveal)

Casting Options CTN SP
Cast on Other (Range: Touch) +2 +1
Increased Range for Other (to 10’) +2 +1
Increased Range for Other (to 20’) +4 +2
Increased Sensing Range (per +10’) +2 +1

 

Divine Bolt

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: DEF Range: 50’
Duration: 

Description: Caster shoots a bolt of divine energy from the palm of his hand. It does a Base Damage of 4 + the caster’s Wisdom Bonus. Against demons, devils and undead, this bolt will do double its Base Damage if it strikes. Against creatures from the upper planes or spirit creatures, if it strikes, it does only half damage.

If the casting option, Divine 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, Divine 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/Transform)

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

 

Faith Healing

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Range: Touch
Duration: 

Description: Caster heals target of 10 + his Wisdom Stat Bonus hits of damage. Alternatively, this spell could be used to remove up to 3 points of a negative modifier or heal up to 3 points of bleeding or remove 1 round of Stun that a character might have. The desired effect must be chosen at the time of casting.

The casting option, Scaled Healing, allows the caster to heal an additional 1 hit for every point that the casting roll was above the CTN of the spell. (Base: Heal)

Casting Options CTN SP
Scaled Healing +4 +2
Increased Hits Healed (per +5 hits) +5 +2
Increased Modifier Removed (per -1) +2 +1
Stop Bleeding (per +1 point stopped) +2 +1
Remove Stun (per round of Stun) +8 +3

 

Fearless

Cost: (Mj 3/Mn 4/N 5)


CTN: 22 SP Cost: 3
Vs: Will (TN 17) Range: 20’
Duration: 10 Minutes

Description: Target is instilled with courage, granting him a +2 bonus on Saves against any type of fear effect. If the target is under a fear effect at the time of casting, and fails a Save vs. Will against this spell, then the fear effect will be suppressed for the duration. If the target is willing, and not under some fear effect, then no Save is required. (Base: Ward)

Casting Options CTN SP
Increase Range (to 50’) +3 +1
Increased Duration (to 20 minutes) +2 +1
Increased Duration (to 1 hour) +5 +2
Increased Duration (to 1 day) +7 +3
Area Effect (5’ radius) +5 +2
Increased Area Effect (per +5’ radius) +3 +1

 

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. A favorable omen might be the sighting of a dove or something shaped like a butterfly, or something similar in nature, while an unfavorable omen might appear as a rat or something shaped like a vulture.

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

 

Protection from Evil

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 evoked evil creatures or beings from the lower planes (i.e. demons, devils, etc.). (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

 

Purify Food & Drink

Cost: (Mj 3/Mn 4/N 5)


CTN: 20 SP Cost: 2
Vs: Range: 10’
Duration: 

Description: Caster removes any foreign or toxic substances from all food and drink within 10’. This restores it to an untainted condition. This will remove any foreign poisons that might also be in the food or drink. It will not affect any food or drinks that are naturally poisonous (i.e. poisonous mushrooms). (Base: Transform)

Casting Options CTN SP
Neutralizes Natural Poisons +5 +2
Increased Range (to 20’) +2 +1
Increased Range (to 50’) +8 +3

 

Remove Curse

Cost: (Mj 5/Mn 6/N 7)


CTN: 25 SP Cost: 4
Vs: Range: Touch
Duration: 

Description: Caster is able to remove any active curse or hex on the target that had an original Save TN of 20 or less. This spell does not remove curses from items normally.

Removing a curse or hex from an item will require that the caster hold the item and concentrate on it for 5 minutes upon casting of this spell. This concentration is part of the casting time of the casting option, Remove Curse from Item. The item will then get a Save (TN 20) vs. this spell. The item will have a modifier to its Save equal to 3 + a number equal to the Save TN against the curse divided by 5, and rounded off to the nearest whole number.

For example, if we take a cursed item that requires the wielder to make a Save vs. Will (TN 22), it will have a bonus of +7 against this spell (3 [base] + 4 [22 ÷ 5 = 4.4, rounded to 4]). (Base: Transform/Ward)

Casting Options CTN SP
Increased Save TN Threshold (per +1) +2 +1
Remove Curse from Item (Save TN 20) +10 +4

 

Repel Undead

Cost: (Mj 5/Mn 6/N 7)


CTN: 25 SP Cost: 4
Vs: Con (TN 16) Range: Self
Duration: 10 Minutes

Description: Caster channels the power of his deity to repel undead. This spells creates a 5’ radius sphere centered upon the caster. Any undead that attempt to enter the radius of this sphere must make a Save vs. Con or it will be unable to enter the radius. If the undead fails its Save by 5 or more points, it will flee the area for at least 5 minutes. If the undead fails by 10 or more points, it is destroyed. (Base: Ward)

Casting Options CTN SP
Increase Radius (per +5’) +3 +1
Flee (if Save fails, fail by 5+ to destroy) +6 +2
Destroy (if Save fails) +10 +4
Increased Duration (to 20 minutes) +2 +1
Increased Duration (to 1 hour) +5 +2
Increased Duration (to 1 day) +7 +3