There are three main types of spell casters in Novus. They are the Major Adept, the Minor Adept, and Non-Adepts. Here is a fuller description of each:
Major Adept (Mj): This is the most powerful type of spell caster. Major Adepts have the lowest cost on all Codified spells, using the “Mj” CP costs instead of the normal “N” CP costs paid by those who are not Adepts. This effectively works out as a 2 CP discount on the cost of learning spells (i.e. if a Codified spell is listed as costing 5 CP for a Non-Adept, the Major Adept only pays 3 CP for it). Major Adepts start off with 15 Spell Points and gain 1 Spell Point for each rank they have in their best Spellcasting skill. Major Adepts may learn and cast Universal Spells and spells from their School of Magic.
Minor Adept (Mn): This type of spell caster is a bit more versatile than a major Adept. He often ends up learning, and casting spells from two different Schools of Magic. When purchasing Codified spells, the Minor Adept uses the “Mn” CP costs instead of the normal “N” CP costs paid by those who are not Adepts. This effectively works out to be a 1 CP discount on the cost of learning spells (i.e. if a Codified spell is listed as costing 5 CP for a Non-Adept, the Minor Adept only pays 4 CP for it). Minor Adepts start off with 10 Spell Points and gain 1 additional Spell Point for each rank they have in their best Spellcasting skill. Minor Adepts may learn and cast Universal Spells and spells from their School(s) of Magic.
Non-Adept (N): This classification refers to all characters that are not already Adepts of one sort or the other. Non- Adepts may purchase and learn how to cast Universal spells; however they have to pay the full Character Point cost (the “N” CP cost) for the spell. They normally are not allowed to learn spells from a specific School, only Universal Spells. Non-Adepts start off with zero Spell Points and gain 1 Spell Point for each rank that they have in their best Spellcasting skill.
There are many possible Schools of Magic. In this product we cover the six most common Schools found in many settings. We also provide you with a small list of Universal Spells. Universal Spells are known as such because they are the most common spells and are often learned by casters from many different schools. Universal Spells are also the only spells that a character who is not an Adept may ever attempt to learn.
The Schools are as follows:
Note: Some of the following School descriptions mention other planes. A slightly fuller explanation of how the planes relate to one another can be found in [Libram Novus #2.
Black Magic
Black magic is the study of the darker side of magic. It is often associated with hexes, curses, and evil in general. Many people believe that Black Magic is all about blood-letting and sacrifice, but that is not true. It is about focusing the darker aspects of the universe and making them bend to the caster’s will.
Mana Source: Those who practice Black Magic draw their mana from the energy of the Infernal Planes (see p. 96, p. 99, and p. 110).
Casting Style: Black Magic spells are often cast with the aid of a focus item, such as a dagger or a wand that is specially consecrated to the darker powers of the universe. If the caster is unable to cast his spells with his focus item, then he receives a -4 modifier to all of his Spellcasting rolls.
Divine Magic
Divine Magic isn’t so much a study of a specific field of magic as it is the collected disciplines and doctrines of Priests and Clerics that allows them to shape their mana into a number of similar results. Each Priest or Cleric is dedicated to the ideals and values of one or more gods, and the focus of the deity’s interests and powers will help, in the end, to shape how spells are cast and even what spells are actually available to be learned by their followers.
Mana Source: Clerics and Priests use the Holy Symbol of their deity as a focus for drawing mana from the Celestial Planes and in shaping it for the spells that they cast.
Casting Style: Holy Symbols come in many shapes, sizes and forms, but quite often the religious order to which the Cleric belongs will dictate the shape and physical composition (i.e. what it is made of) of the Holy Symbol. Practitioners of Divine Magic are required to either clasp their Holy Symbol, if it is worn as a brooch or amulet, or to hold it forth in front of them when they are casting spells. If the caster does not have his Holy Symbol, then he receives a -6 modifier to all Spellcasting rolls. If the caster is able to create a Holy Symbol out of lesser materials (such as weaving a Holy Symbol out of straw when it is supposed to be made from silver), then he only receives a -3 modifier to all spells cast with that improper Holy Symbol.
High Magic
High Magic is what most people think of when they think of magic. It encompasses all of the most iconic forms of magic, such as conjuration, illusions, etc. Practitioners of High Magic use words, gesture, and physical components to draw and focus and shape the mana into spells.
Mana Source: It is theorized that the astral planes are filled with raw mana and that the way that the planes interact, that mana bleeds over into the mortal realms. Some scholars still debate whether casters of this School are pulling mana directly from the astral or if they are tapping into the mana that bleeds over into the mortal world.
Casting Style: Casters of this School of Magic always carry with them a pouch of material components. The components within this pouch often seem to be chosen for their color and the caster’s affinity for that color. One caster may prefer items that are green and so collect leaves and moss and green-hued stones and bits of cloth, while another might prefer shades of red or yellow. More rarely, there are casters who have an affinity for two or even three colors. If the caster is unable to draw upon his material components when casting a spell, he suffers a -4 modifier to all of his Spellcasting rolls until he can collect new items to use as material components.
Mysticism
Mysticism is the study of the inner self. The caster focuses on utilizing his own inner strength and spirit, focusing it through his mind and through a crystal focus. Many who are not of this School often think that the caster creates spell effects through the manipulation of his chi energy. While the processes are similar, they are not the same and they are often mistaken for one another.
Mana Source: The caster taps into ambient mana in his own body and from nearby, and focuses it through his crystal to cast spells.
Casting Style: As mentioned, each practitioner of Mysticism has a special crystal to which he is attuned that serves as a focus for his casting. This crystal is often worn as the setting in a piece of jewelry and it will glow softly when a spell is being cast through it. Should the caster be without his focus crystal, he will have a -4 modifier to all Spellcasting rolls until he can reacquire it or attune to (Magecraft skill roll, TN 15) a new crystal. A caster of this School may only have one attuned crystal at a time, and if he attunes to a new crystal, the old will crumble to dust.
Natural Magic
Natural Magic encompasses the study of magic concerning plants, animals and the four basic elements; fire, earth, air and water. Natural Magic is all about living in harmony with these natural forces, and protecting nature from those who seek to destroy it for greedy purposes.
Mana Source: Those who practice Natural Magic believe that there is mana in all things, that it is the force of creation in the universe.
Casting Style: Practitioners of Natural Magic cast spells using material components. These components are natural objects that have an esoteric relationship to the effects of the spells that they cast. A practitioner of Natural Magic will always be gathering bits and pieces to add to his pouch of components. If attempting to cast spells without his pouch of components, the caster will receive a -4 modifier to all Spellcasting rolls until he can spend at least an hour collecting new components in the wild.
Wizardry
Words have power and Wizardry is the study of magical languages and their usage. Wizardry also focuses on spells of command and on spells cast using little more than those words and a wand or staff to focus their magical energy.
Mana Source: Practitioners of Wizardry tap into the mana of the astral, pulling on it as needed to cast their spells.
Casting Style: Those who study Wizardry cast spells using the power of the spoken word and the focus of a wand, rod, or staff. This focus device is what allows them to direct their spells properly. If attempting to cast a spell without his proper focus device, the caster receives a -4 modifier to all Spellcasting rolls.
Magic in Novus is divided into Schools. Each school has its own unique spells and its own unique way of looking at and casting magic.
In order to cast spells in Novus, a character needs 2 things. A Spellcasting skill for the appropriate School of Magic and knowledge of a specific spell. Both of these are purchased using Character Points. Spellcasting is a skill and the individual spells have a single, one-time cost that must be paid for them to be learned.
In addition to the various Schools of Magic, there are also Universal Spells which any character, and even non-casters may learn.
Having the Spellcasting skill does not automatically teach the character any spells, those must be purchased separately. A character may only purchase Universal Spells and spells from the School of Magic that he knows.
Spells in Novus do not have a level. They have a Casting Target Number, and Spell Point Cost. Spell Points are a measure how much magic may be cast before the character is required to rest. Spell Points regenerate fairly quickly, but it is possible to run out of them during an encounter.
Like with Combat, exceeding the Casting TN will earn the caster Boon Points that can be used to enhance the spell being cast in a limited fashion. The Casting Boon Points can be used to extend the range, number of targets, radius, make it more difficult to resist, etc.
Casting Options
Novus 1st Edition introduced something new to the magic of Novus, and that is Casting Options. Most spells, but not all, will have their basic attributes, and then they will also have a list of options that may be employeed by the cast at the time that the spell is cast. These options will increase the Casting TN of the spell as well as how many Spell Points are required to cast it.
Libram Novus #1
Libram Novus #1 (Link to Store) contains an expansion to the magic system of Novus. In it, you can find the rules for Spell Bases. Spell Bases are the core components from which the spells found in the Novus core rules are built. They may also be used to cast spells on the fly.
The spells found in the core rules are pre-made, formulaic spells and are referred to as Codified Spells. Codified Spells are easier to cast (lower Casting Target Numbers), and require fewer Spell Points. Many Codified Spells also come with Casting Options that a spell user may select at the time of casting.
As spell users gain in experience, they will be able to learn Spell Bases. As they learn the Spell Bases, they will learn how to alter their known spells at the time of casting. Modifying spells using the Spell Bases is less expensive than the Casting Options that most spells have.
Additionally, casters will also learn how to use the Spell Bases to create and cast new spells on the fly. This is known Improv Casting.
A spell cast on the fly will have a higher Casting Target Number and requires more Spell Points than a Codified Spell. However, casting spells on the fly allows the character to tailor the spell to the situation better and allows the caster to show off his creativity.
The Spell Base rules also allows for the caster to take any Improv Spell and turn it into a Codified Spell by simply paying the Character Points needed to learn is as a Codified spell.
Combat Styles are Combat Skills that pertain directly to specific weapons or weapon combinations, and which exploit the weapon to its fullest in combat.
Combat Styles give discounts to the cost of Combat Moves. If the Combat Style requires that the character have an equal or greater number of ranks in another Combat Skill, then this discount will be 2 points. If the Style does not require ranks in a prerequisite skill, then the discount will only be 1 point. Every Combat Style will have a minimum of 5 Combat Moves that comprise the Style. Combat Styles have an upper limit of 15 Combat Moves. Most styles will have somewhere between these two extremes.
How quickly a character may learn Combat Moves that are associated with a Style is based on the level of Combat Training that the character has. If the character has no Combat Training, then they may only purchase 1 Combat Move for every 5 ranks that they have in the Combat Style/Skill. If the character has Combat Training I, then he may purchase 1 Combat Move for every 3 ranks that he has in the Combat Style/Skill. If the character has Combat Training II, then he may purchase 1 Combat Move for every rank that he has in the Combat Style/Skill.
As with the regular Combat Skills, when a character learns a Combat Style, he also automatically knows all of the appropriate Basic Combat Moves (those with a zero cost). These zero cost Moves are not listed in the individual Styles since they are not counted against how many Combat Moves a character may know.
Archery
The character is required to have an equal or greater number of ranks in the Bows skill as he has in this Style. For this Style, the character has to choose a specific Bow (Compound, Long, or Short), and the benefits of this style will apply only when using this Style. This style contains the following Combat Moves:
Combat Move | Cost |
Brace | 2 |
Defensive Shot | 1 |
Double Shot | 2 |
Far Shot | 2 |
Moving Shot | 3 |
Ranged Disarm | 2 |
Set | 1 |
Well Aimed Shot | 3 |
Boxing
This is the ancient art of fisticuffs. Many practitioners often wear cesti (using Weapon Kata). This is often a brutal and savage sport where the contestants do not wear armor of any kind.
Combat Move | Cost |
Body Shift | 3 |
Cross | 4 |
Hand Strike/Punch | 3 |
Haymaker | 3 |
Hook | 2 |
Jab | 3 |
Knockout | 5 |
Martial Block | 3 |
Weapon Kata: Cestus | 2 |
Sanju
In the ancient lands of Kithtaka, there was once a warlord who banned his subjects from owning or wielding weapons. Only his soldiers were allowed weapons and they often brutalized the warlord’s subject for sport. In response to this, a group of priests created what eventually became the martial art known as Sanju.
While it was originally designed to be used without weapons, over time, it has expanded to include several different weapon katas. There are now dozens of different versions of Sanju, each being its own style.
To learn the Sanju style, the character must also have an equal or greater number of ranks in the Basic Martial Arts style. The following list of Combat Moves are those that are available to the most common style of Sanju.
Combat Move | Cost |
Body Shift | 2 |
Dancing Dodge | 3 |
Disarming Strike | 3 |
Flying Kick | 3 |
Hand Strike/Punch | 2 |
Legsweep | 2 |
Martial Block | 2 |
Resist | 3 |
Shove | 2 |
Side Kick | 2 |
Snap Kick | 3 |
Stunning Kick | 4 |
Stunning Strike | 3 |
Weapon Kata: Baton | 1 |
Weapon Kata: Dagger | 1 |
Weapon Kata: Quarterstaff | 4 |
Weapon Kata: Sai | 1 |
Sword & Board
This is a basic Combat Style based on using a specific type of sword and a shield together to the best advantage. Once the type of sword is chosen, it cannot be changed. The character is required to have an equal or greater number of ranks in the Combat Skill for his chosen sword. This Combat Style utilizes the following Combat Moves:
Combat Move | Cost |
All Out Attack | 4 |
Cut | 3 |
Feint | 2 |
Parry | 3 |
Probe | 1 |
Riposte | 3 |
Shield Bash | 1 |
Shield Parry | 3 |
Shield Ram | 3 |
Slash | 1 |
Stab | 1 |
Two Weapon Combo
This is the skill of using 2 weapons together in order to make multiple attacks against a foe. This could be 2 Tiny weapons, 2 Small weapons, a Tiny and a Small weapon, or a Tiny and a Medium weapon.
The primary (i.e. larger) weapon of the Combo must be from a weapon group that the character has as a Combat Skill. The character cannot have more skill ranks in the Two Weapon Combo skill than he has in the Combat Skill for the weapon group that his primary weapon is from.
Both weapons use the character’s total skill bonus for this Style as the attack bonus for both attacks. However, the secondary weapon’s attack bonus receives a -3 modifier for being the secondary weapon (this is not the same as the off-hand penalty). If the character is using 2 weapons of the same type, such as 2 daggers, then the secondary weapon is simply considered to be the weapon that is used to make the second attack.
The character can elect to not attack with the secondary weapon and instead use his skill ranks (no stat or other bonuses) in his Melee Combat skill (with a -3 modifier) as a bonus to his DEF while still attacking with the primary weapon.
The character may also use different Combat Moves with each attack. The attack bonus from the Moves apply only to the attack it is being made with. Only the largest of the two DEF modifiers is applied to the character.
This Combat Style has the following Combat Moves:
Combat Move | Cost |
All Out Attack | 4 |
Cut | 3 |
Feint | 2 |
Killing Strike | 2 |
Moving Strike | 3 |
Parry | 3 |
Power Strike | 4 |
Probe | 1 |
Riposte | 3 |
Shove | 2 |
Slash | 1 |
Stab | 1 |
Thrust | 2 |
Trip | 3 |
Wrestling/Grappling
This is a type of unarmed combat that specializes in knocking down and restraining foes. The main type of attack for this Combat Style is called the Hold. There are many different types of Holds, but rather than define each one, it is simpler to say that an attack that results in a successful Hold completely immobilizes the target.
There are a few other types of Combat Moves used in Wrestling as well. They are as follows:
Combat Move | Cost |
Body Shift | 3 |
Choke Hold | 3 |
Escape | 3 |
Hold | 4 |
Resist | 4 |
Reversal | 4 |
Shove | 3 |
Slam | 4 |
Takedown | 5 |
Basic Block
Effects: A character may cancel his current action to perform this Combat Move. To perform a Basic Block, the player makes a roll using his Attack Bonus against a TN of 10 + foe’s Attack Bonus. Only the portion of the Attack Bonus that has not been shifted to DEF is used, both for the character’s roll and for the setting of the TN.
Basic Disarm
Effects: The player makes a normal attack roll. If it is successful, the foe must make a Save vs. Str or his weapon will go flying 1’-10’ in a random direction. The TN of the Save is 15 + 1 for every 5 points that the character’s attack roll was above the Foe’s DEF.
Basic Dodge
Effects: The character sidesteps or attempts to move out of the way of the incoming attack. The character may cancel a declared action to perform this Move. The character need not be holding a weapon to perform this Move.
Basic Grapple
Effects: This is a grappling Move where the character grabs and holds the foe. The foe gets a Save vs. Str (TN 15 + character’s Str Bonus) to break free of the grapple. Other Moves, such as Escape or Reversal may also be used to break free. This attack deals no damage normally.
Basic Kick
Effects: This is a simple Martial Arts kick. It has a Damage Rating of 4.
Basic Punch
Effects: This is a simple Martial Arts punch. It has a Damage Rating (DR) of 2.
Basic Throw
Effects: This is a simple Martial Arts Throw. It does no damage on its own, but if successful, the foe has to make a Save vs. Spd (TN 15 + character’s Str Bonus) or be knocked prone (DEF = 12 + magical bonuses while prone).
Body Shift
Effects: The character is adept at stepping out of the way of incoming attacks at the last moment. The character may cancel his declared action to perform this Move.
Choke Hold
Effects: The character grabs the foe around the neck and applies pressure. The foe must make a Save vs. Con (TN 15 + character’s Str Bonus) or receive a -2 penalty to all actions (except Saves). Each round that the character is able to maintain the Choke Hold, the foe must make another Save vs. Con or receive an additional -2 modifier. The round after the foe has a total -10 modifier, if he fails that Save, he will go unconscious for 1-10 minutes. The negative modifiers disappear at a rate of 2 points per round once the hold has been released.
Cross
Effects: This is a type of punch that is made when the foe makes an attack using his off-hand. It has a DR of 4. It is called a Cross because the attack crosses over the incoming attack. A Cross may only be used if the character’s foe is making an attack using their off-hand.
Dancing Dodge
Effects: The character makes an Acrobatics skill roll (TN 15) and he gains a +1 to his DEF for every 3 points over the TN that his roll is. The character also moves 5’ in the direction of his choice for every +1 to DEF from the Acrobatics skill roll. If the character fails the skill roll, he still receives the basic modifier to his DEF. The character may cancel his current action to perform this Move.
Disarming Strike
Effects: The character delivers an attack that has a DR of 4 and that does no Scaled Damage. If the attack is successful, the foe must make a Save vs. Str (TN 18 + character’s Str Bonus) or any object in his hand, such as a weapon, will be sent flying 1’-10’ in a random direction.
Escape
Effects: The character gains a +5 to his Save vs. Str when attempting to get out of any type of grapple or hold. The Move is not any sort of attack, but it does take the place of an attack in the round in which it is used.
Flying Kick
Effects: This Move requires a minimum of 15’ to perform. The character must run a minimum of 10’ and then he jumps into the air for the last 5’ of distance to perform the actual kick. This attack has a DR of 6 and it does an extra 10 points of Scaled Damage. The character may spend 3 of the 5 AP required by this attack in moving (running).
Hand Strike/Punch
Effects: The character’s attack as a DR of 4. In some Combat Styles, this is simply referred to as a Punch.
Haymaker
Effects: The character takes a little extra time and puts a little extra oomph! into his attack. This attack has a DR of 4 and it also does an extra 10 points of Scaled Damage.
Hold
Effects: The character makes a grappling attack against the foe. If it is successful, the foe must make a Save vs. Str (TN 22 + character’s Str Bonus) in order to escape. The actual attack does no damage.
Hook
Effects: This is special type of punch, one that gives a little more power to the punch due to the manner in which it is made. It has a DR of 5.
Iron Fist
Effects: This attack has a DR of 4. If the attack is successful, the character gains 2 extra Boon Points, in addition to any earned by the attack.
Iron Palm
Effects: The character takes a moment to prepare and then strikes foe with his open hand as if he were pushing him. This attack has a DR of 4. If it is successful, the foe must make a Save vs. Spd (TN 18 + character’s Str Bonus) or be knocked prone (DEF = 12 + magical bonuses while prone).
Jab
Effects: This is a short, quick punch to the foe. It has a Damage Rating (DR) of 3.
Knockout
Effects: This attack has a DR of 2. If the attack is successful, the foe must make a Save vs. Con (TN 20 + character’s Str Bonus) or be knocked unconscious for 1-10 rounds.
Legsweep
Effects: This attack has a DR of 4 and it does no Scaled Damage. If the attack is successful, the foe must make a Save vs. Spd (TN 18 + character’s Str Bonus) or be knocked prone (DEF 12 + magical bonuses).
Martial Block
Effects: A character may cancel his current action to perform this Combat Move. To perform a Martial Block, the player makes a roll using his Attack Bonus against a TN of 10 + foe’s Attack Bonus. Only the portion of the Attack Bonus that has not been shifted to DEF is used, both for the character’s roll and for the setting of the TN.
Resist
Effects: The character gains a +5 to any Saving Throws against Shoves or other similar Moves. The character may cancel his declared action to perform this one.
Reversal
Effects: The character gains +5 to his Save vs. Str to escape any type of grapple or hold and if he breaks free, he is able to make his own Basic Grapple attack against the foe. If the character’s grapple against his foe is successful, the foe must make a Save vs. Str (TN 15 + character’s Str Bonus) or be put into a basic hold that pins both of his arms.
Shove
Effects: The character performs this Move by either pushing his foe with both hands, or by kicking his foe with the intention of pushing him back. The player makes a normal attack, but it does no damage. If the attack is successful, the foe must make a Save vs. Strength (TN 18 + attacker’s Str Bonus) or be pushed back 1’-10’.
Side Kick
Effects: This attack has a DR of 6.
Slam
Effects: The character basically grabs and throws his foe violently into a hard surface. This attack does no Base Damage, but it does an extra 10 points of Scaled Damage. If the attack is successful (i.e. does damage), the foe must make a Save vs. Spd (TN 20 + character’s Str Bonus) or end up prone (DEF = 12 + magical bonuses while prone).
Snap Kick
Effects: This attack has a DR of 6.
Stunning Kick
Effects: This attack has a DR of 6. If successful, the foe must make a Save vs. Con (TN 20 + character’s Str Bonus) or be stunned for 1 round + 1 additional round for every 3 points that the Save is failed by.
Stunning Strike
Effects: This attack has a DR of 4. If successful, the foe must make a Save vs. Con (TN 20 + character’s Str Bonus) or be stunned for 1 round + 1 additional round for every 3 points that the Save is failed by.
Takedown
Effects: This attack has a DR of 4. If it is successful, both the character and the foe end up prone (DEF = 12 + magical bonuses while prone; no Save). If this attack is successful, the foe must also make a Save vs. Con (TN 18 + character’s Str Bonus) or be Stunned for 1 round plus 1 round for every 3 points that the Save was failed by.