Main Menu

Anwyn

Novus 2nd Edition

Novus 1st Edition

Alarum

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: 10’
Duration: 1 Day

Description: Caster creates a 20’ radius area that is centered upon a specific, non-moving point. If any creature of Tiny size or larger crosses the boundary of the warded area, the alarm will sound. The caster chooses, at the time of casting, whether this will be an audible or mental alarm.

If mental, the caster, if within 1,000’ of the alarm spell, will hear a pinging tone in his head if the alarm is set off. This would be enough to instantly wake the caster, but not enough to disrupt any spell casting. If audible, the spell produces the sound of a bell ringing. This sound can be heard quite clearly up to 100’ away, so it could alert others to the caster’s presence. (Base: Illusion)

Casting Options CTN SP
Per Each Additional Day +5 +2
Increased Radius (+10’ radius) +6 +2
Increased Range (to 20’) +2 +1

 

Animate Object

Cost: (Mj 3/Mn 4/N 5)


CTN: 20 SP Cost: 2
Vs: Range: 50’
Duration: 10 Minutes

Description: Caster causes one medium-sized non-magical object that does not weigh more than 10 lbs. to animate and be able to move on its own. Alternatively, the caster can animate 2 small objects or 4 tiny objects.

The animated objects are imbued with the ability to move (not fly, but they can “walk” and “jump”) at a rate of up to 10’ per round and a semblance of life, and they may be ordered to attack a person. The objects will have an Attack Bonus of 1 for every 3 points above the CTN the caster’s roll was in casting this spell. The object, if a weapon will do its normal Damage Rating as its Base Damage, but no Scaled Damage. If it isn’t a weapon, then it will do 1 point of Base Damage per size increment (i.e. tiny = 1, small = 2, etc.).

The animated objects may be ordered to perform tasks other than attacking a person. For example, an animated broom or mop could be ordered to sweep or mop a room. In order to change its given task, the caster must spend a round concentrating and make a basic Save vs. Will or else the object will continue on its last given task.

If the casting option, Per Additional Object, is used, larger objects may be animated. It takes 2 additional uses of the casting option to animate a large object, and 4 uses to animate a huge object. Each use of the option may also be used to animate 2 additional small objects or 4 additional tiny objects. (Base: Animate)

Casting Options CTN SP
Per Additional Object (medium-sized) +2 +1
Increased Duration (to 1 hour) +2 +1
Increased Movement (per +10’/rnd) +3 +1
Object Can Fly (10’/rnd) +6 +2
Increased Flight (per +10’/rnd) +6 +2

 

Charm Person

Cost: (Mj 4/Mn 5/N 6)


CTN: 24 SP Cost: 3
Vs: Will (TN 17) Range: 10’
Duration: 1 Hour

Description: Target believes that the caster is a good friend. So
long as the caster is friendly towards the target or takes no action
against him, the target will behave in a friendly manner. If the
caster or others are in combat with, or acting in a threatening
manner towards the target when the spell is cast, the target gains
a +5 mod to his Save. If the caster or others of his party attacks
or acts threatening towards the Charmed being, he will get a
second Save with a +3 mod. (Base: Influence)

Casting Options CTN SP
Increased Range (to 20’) +2 +1
Increased Range (to 50’) +8 +3
Increased Duration (to 1 day) +3 +1
Area Affect (5’ radius) +8 +3
Increase Area (per +5’ radius) +6 +2

 

Conjure Missiles

Cost: (Mj 2/Mn 3/N 4)


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

Description: Caster creates and fires a dart (i.e. a small javelin) at the target. If the attack is successful, the dart does a Base Damage of 4 + the caster’s Intelligence Bonus.

If the casting option, Dart Swarm, is used, the attack may be used to hit a specific person or to hit a location. The attack looks like a normal dart until just before it strikes its target, at which time it explodes outwards into hundreds of tiny darts filling the area 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 Dart Swarm 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, Cone of Darts, 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
Dart Swarm (5’ radius) +5 +2
Increased Radius (per +5’ radius) +3 +1
Cone of Darts +10 +4

 

Haste

Cost: (Mj 3/Mn 4/N 5)


CTN: 20 SP Cost: 2
Vs: Range: 20’
Duration: 1 round

Description: The target of this spell gains an extra 2 Action Points to use in the round following the one in which this spell is cast. (Base: Movement)

Casting Options CTN SP
Per additional +2 AP +6 +2
Per additional round duration +2 +1
Increased Range (to 50’) +4 +2

 

Identify

Cost: (Mj 3/Mn 4/N 5)


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

Description: When this spell is cast, the caster must concentrate on an object that he is touching for 2 minutes. At the end of this time, he will have determined the magical abilities of the object as long as it was not an artifact. He also learns how to operate the item, and how often it may be used and/or how many charges it contains.

If the caster uses any of the casting options, Increased Range, and the item is being held by another person, then the person will get to make a Save vs. Will (TN 17+), with a successful Save meaning that the caster learns nothing. (Base: Reveal)

Casting Options CTN SP
Increased Range (to 10’) +2 +1
Increased Range (to 20’) +4 +2
Increased Range (to 50’) +10 +4

 

Mage Armor

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: Touch
Duration: 5 Minutes

Description: Target is encased in an invisible force field that grants him a bonus of +2 to his DEF. This force field also reduces all damage received by 2 points (i.e. AR 2) and it does not impede spell casting or have any penalties like worn armor does. This Mage Armor does not impede the flow of gases such as air. When a blow strikes the Mage Armor, it becomes momentarily visible through a short series of ripples radiating out from the point of impact. (Base: Defend)

Casting Options CTN SP
Increased AR (per +1) +5 +2
Increased DEF (per +1; max +5 total +4 +2
Increased Duration (10 minutes) +2 +1
Increased Range (from Touch to 10’) +2 +1
Increased Range (from Touch to 50’) +4 +2

 

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

 

Minor Illusion

Cost: (Mj 4/Mn 5/N 6)


CTN: 22 SP Cost: 3
Vs: Range: 10’
Duration: 1 Hour

Description: Caster is able to create a static, non-moving illusion that is no greater in size than a 5’ radius. This illusion is visual only. Any character that interacts with the illusion, will know that it is not real if they can touch it. Using only sight, if a character is suspicious that he is facing an illusion, he may make a Save vs. Int (TN 15) to determine whether or not he realizes that it is an illusion. Every 10’ that the character is from the illusion increases the TN of the Save by 2 points (i.e. if the character is 15’ from the illusion, his Save has a TN of 17).

If the illusion includes other senses, such as touch, then that also increases the TN of the Save. Illusions cannot support weight unless the proper casting option has been selected. Thus, while an illusion of a wall will feel real, a person could pass right through it unless it also uses the casting option, Support Weight, to allow persons to press against it without passing through. (Base: Illusion)

Casting Options CTN SP
Add Extra Sense (+2 to Save TN) +4 +2
Increased Duration (to 1 day) +3 +1
Support Weight (per +25 lbs) +2 +1
Increased Radius (per +5’) +6 +2

 

Shield*

Cost: (Mj 3/Mn 4/N 5)


CTN: 20 SP Cost: 2
Vs: Range: 5’
Duration: 5 Minutes

Description: Caster creates a floating disk of translucent magical force 2’ in diameter that floats in front of him, up to 5’ away. The caster may move the disk by moving his hand and the disk acts like a shield, and provides the caster with a +2 to his DEF against all frontal attacks. This is a Fast Cast spell. (Base: Defend)

Casting Options CTN SP
Increased DEF (per +1; max +5 total) +4 +2
Increased Duration (10 minutes) +2 +1
Moves on its own to defend caster +5 +2

 

Sleep

Cost: (Mj 4/Mn 5/N 6)


CTN: 24 SP Cost: 3
Vs: Will (TN 17) Range: 20’
Duration: 1 Minute

Description: Caster puts target into a magically induced slumber, and nothing will waken him during the first round that he is asleep (thus, falling to the ground will not awaken him). Beyond that first round, normal noises will not wake the targets, but loud noises, such as screaming, or slapping or wounding the target will wake him up. Once the duration of the spell has expired, the sleep becomes non-magical, and the target will awaken at whatever would normally awaken him. (Base: Influence)

Casting Options CTN SP
Additional Target +4 +2
Area Effect (5’ radius) +8 +3
Increased Radius (per +5’ radius) +6 +2
Increased Range (to 50’) +6 +2

 

Tongues

Cost: (Mj 3/Mn 4/N 5)


CTN: 19 SP Cost: 2
Vs: Range: Self
Duration: 1 Hour

Description: Upon casting this spell, the caster will learn how to speak the native language of any one person. The caster must be touching this person when casting the spell and he absorbs his knowledge of it from this source. This language simply fades away at the end of the spell’s duration.

A Non-Native Language is a living language that the source of the language has learned, other than his native language. A living language is a language that is spoken by a group of people on an everyday basis as their normal language. A dead language is an ancient or old language that is not commonly used by any group of peoples, meaning that it is stagnant and cannot grow anymore. Latin would be considered a dead language. (Base: Transform)

Casting Options CTN SP
Learn Non-Native Language +6 +2
Learn Dead Language +8 +3
No need to absorb language +8 +3
Increased Duration (to 1 day) +6 +4