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Anwyn

Novus 2nd Edition

Novus 1st Edition

Arcane Bolt

Cost: (Mj 2/Mn 3/N 4)


CTN: 16 SP Cost: 1
Vs: DEF Range: 50’
Duration: 

Description: Caster shoots a bolt of magical energy from his palm at a target. This bolt, if it strikes, does a Base Damage of 4 hits. (Base: Attack)

Casting Options CTN SP
Increased Base Damage (per +1 hit) +4 +2
Increased Range (per each 50’) +4 +2

 

Beam of Light

Cost: (Mj 2/Mn 3/N 4)


CTN: 16 SP Cost: 1
Vs: Range: Self
Duration: 10 Minutes

Description: Caster has a beam of light shoot out of the palm of his hand. The beam is 10’ in length and has a 6” radius at its far end. If the caster closes his hand into a fist, the light will go out until he re-opens his hand, as long as it is within the duration of the spell. (Base: Illusion)

Casting Options CTN SP
Increased Duration (to 20 minutes) +3 +1
Increased Duration (to 1 hour) +6 +2

 

Clean

Cost: (Mj 2/Mn 3/N 4)


CTN: 18 SP Cost: 1
Vs: Range: Touch
Duration: 

Description: One non-magical object or person is cleaned of any dirt or corrosion. (Base: Transform)

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

 

Count

Cost: (Mj 3/Mn 4/N 5)


CTN: 19 SP Cost: 2
Vs: Range: 10’
Duration: 

Description: When cast, this spell counts the number of objects in a single pile. Boon Results for this spell can include giving separate counts for various different objects in the pile. (Base: Reveal)

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

 

Detect Hidden

Cost: (Mj 3/Mn 4/N 5)


CTN: 20 SP Cost: 2
Vs: Range: Self
Duration: 1 Minute

Description: The caster sees any hidden opening or secret doors as if they were outlined by a bright glow. This does not inform the caster of how such may be opened. The caster may inspect a 10’ square area each round, so long as that area is within a maximum sensing distance of 50’. (Base: Reveal)

Casting Options CTN SP
Increased Sensing Distance (per 10’) +2 +1
Increased Duration (to 5 minutes) +4 +2

 

Detect Magic

Cost: (Mj 3/Mn 4/N 5)


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

Description: The caster sees all magical items and spells within a 5’ radius shine as if they were glowing. Spells will glow one color while items will glow a different color. The caster may inspect a different radius within a maximum sensing distance of 30’ each round. (Base: Reveal)

Casting Options CTN SP
Increased Sensing Distance (per 10’) +2 +1
Increased Duration (to 5 minutes) +4 +2

 

Dispel Magic

Cost: (Mj 2/Mn 3/N 4)


CTN: 17 SP Cost: 1
Vs: SP (TN 15) Range: 50’
Duration: 

Description: The caster is able to dispel any existing spell that required up to 3 Spell Points to cast. This is not a Counterspell, it only affects spells after they have taken effect.

The targeted spell is allowed to make a Saving Throw against being canceled. It has a bonus to its roll equal to 5 + the number of Spell Points (SP) used to cast the spell. If the spell came from an item, the GM should determine what the equivalent number of Spell Points would be. (Base: Conjure)

Casting Options CTN SP
Increased Save TN (per +1 to Save) +2 +1
Increased Dispel Power (per +3 SP) +3 +1
Increased Range (per +10’) +4 +2

 

Flash

Cost: (Mj 3/Mn 4/N 5)


CTN: 20 SP Cost: 2
Vs: Con (TN 16) Range: 10’
Duration: 1 Round

Description: Target sees a bright flash of light before his eyes. If he fails his Save, he is disoriented (at -4 to all actions) for 1 round. (Base: Flash)

Casting Options CTN SP
Increased Duration (to 2 rounds) +2 +1
Area Effect (5’ radius) +5 +2
Increased Radius (per +5’ radius) +3 +1
Increased Effect (target Stunned) +5 +2

 

Heal Bruise

Cost: (Mj 2/Mn 3/N 4)


CTN: 18 SP Cost: 1
Vs: Range: 10’
Duration: 

Description: Target is healed a number of hits equal to the caster’s Wisdom Stat Bonus + 5 (minimum of 1 hit).

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 Range (up to 20’) +2 +1

 

Ignite/Douse

Cost: (Mj 2/Mn 3/N 4)


CTN: 18 SP Cost: 1
Vs: Range: 20’
Duration: 

Description: Caster is able to light or douse any one object capable of and designed for burning (a torch, a candle, a pile of wood laid in a hearth, etc). This spell may not be used to injure another person or to start fires other than for the objects indicated. (Base: Conjure)

Casting Options CTN SP
Ignite/Douse All Objects in Range +4 +2
Increased Range (per every 10’) +4 +2

 

Jump

Cost: (Mj 3/Mn 4/N 5)


CTN: 21 SP Cost: 2
Vs: Range: 10’
Duration: 1 round

Description: Target is able to jump up to 30’ horizontally or 15’ vertically. The type of jump is chosen at the time of casting. (Base: Movement)

Casting Options CTN SP
Increased Horizontal Jump (per +10’) +5 +2
Increased Vertical Jump (per +5’) +5 +2
Increased Range (to 20’) +3 +1

 

Protection from Cold

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: Touch
Duration: 1 day

Description: The target and his equipment are protected from natural extremes of cold (down to -50°) for the duration. This spell does not protect the character from magical attacks, natural attacks or the natural abilities of creatures that use cold. (Base: Ward)

Casting Options CTN SP
Increased Range (to 10’) +2 +1
Increased Duration (per +1 day) +5 +2

 

Protection from Heat

Cost: (Mj 4/Mn 5/N 6)


CTN: 23 SP Cost: 3
Vs: Range: Touch
Duration: 1 day

Description: The target and his equipment are protected from natural extremes of heat (up to 150°)for the duration. This spell does not protect the character from magical attacks, natural attacks or the natural abilities of creatures that use heat. (Base: Ward)

Casting Options CTN SP
Increased Range (to 10’) +2 +1
Increased Duration (per +1 day) +5 +2

 

Repair

Cost: (Mj 3/Mn 4/N 5)


CTN: 20 SP Cost: 2
Vs: Range: Touch
Duration: 

Description: One non-magical object has any small tears, cracks, nicks, or other very minor damage repaired. The object to be repaired must be in one piece for the most part.

Medium Damage includes small amounts of missing material and complete breaks. Major Damage includes large amounts missing material or shattered items. Items that have been “destroyed” cannot be repaired.

Repairing damage to a magical item does not take into account the amount of damage to be repaired, that has to be added in separately. However, when a magical item is repaired, all of its magical abilities will be restored as well. (Base: Transform)

Casting Options CTN SP
Increased Range (to 10’) +2 +1
Repair Medium Damage +7 +3
Repair Major Damage +12 +4
Repair Magical Item +10 +4

 

Safe Landing*

Cost: (Mj 3/Mn 4/N 5)


CTN: 19 SP Cost: 2
Vs: Range: 10’
Duration: 1 round

Description: The target of this spell, be it a person or object, will slowly fall to the ground and safely land without taking damage from any fall of up to 100’ in distance. This distance is removed from longer falls. This is a Fast Cast spell. (Base: Movement)

Casting Options CTN SP
Increased Safe Fall Distance (per +50’) +2 +1
Increased Range (to 20’) +3 +1
Increased Range (to 50’) +7 +3

 

Summon Familiar

Cost: (Mj 2/Mn 3/N 4)


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

Description: This spell may only be cast once per year, and then only if the caster does not already have a familiar. Familiar Spirits are usually neutral in their outlook and attitudes, often adopting those of the spell caster that this spell bonds them to.

Once the spell is actually cast, the player must roll 2d10 on the Familiar Spirits table and the result is the type of familiar that responds to the summons. Boon Points earned in casting this spell may be used to adjust the roll on the Familiar Spirits table by up to +/-2 for each Boon spent on this purpose. The use of these Boon Points are the only way for a caster to gain one of the Special Familiars listed at the bottom of the table.

Regardless of what responds to the summons, the familiar will serve the caster loyally for an indefinite period of time, or until dismissed by the caster. The caster may dismiss a familiar at any time, and it will return to where it came from. Unlike other summoning spells (Summoning Spells & Rituals, p. 82), the creatures summoned by this spell are already willing to serve as a Familiar for the caster.

This spell has no casting options available. (Base: Summon)

Familiar Spirits
2 Disembodied Spirit
3 Ant, Giant
4 Bat
5 Bee, Giant
6 Butterfly, Giant
7 Cat (House Cat)
8 Chameleon
9 Fox
10 Goat
11 Hound
12 Lizard
13 Owl
14 Raccoon
15 Rat
16 Raven
17 Spider
18 Squirrel
19 Weasel
20 Wolf
  Special Familiars
  Nature Spirit Demons Devils
21 Wind Spirit Gremlins Grimalkin
22 Wood Spirit
23 Water Spirit Alastor
24 Fire Spirit Mane Imp
25 Earth Spirit

Errata

The following Casting Option should be considered as errata for this spell.

Casting Options CTN SP
+/-1 to roll on Familiar Spirits table +3 +1