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CANTRIPS
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Due to annoyance over the 2nd edition cantrip spell, Shar began research to regain use of his 1st edition
cantrips. This was the result of the research.
Once this spell is cast, it opens a gateway into the mana flow (magical energy), and for the duration
slight magical effects can be used with little activity, other than a few verbal or somatic gestures to guide
its energy.
Since cantrips are minor spells studied by wizards during their apprenticeship and can make a
character much more interesting and versitile, it is a shame to lose them.
Therefore these spells are known to cause slight damage, possible cause a target to hesitate, and so
forth. It can and does duplicate spell effects to a minor degree, as it is a minor spell. Wizards generally
use cantrips to impress common folk, amuse children, and brighten dreary lives.
The main disadvantage of this spell over the standard 2nd edition cantrip is that it reuqires the caster to
learn the desired cantrip. These cantrips are learned as normal spells, except there is no maxmimum to
the number that can be learned. Cantrips require a few books to attempt to research (usually in a mentor's
library), but it takes little time to create new ones. Each day of researching the chance of success is 30%
base + researcher's intelligence + researcher's level. Experience gained for creating a new cantrip is 100
xp.
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However while researching the spell, Shar came upon a new branch of knowledge that shocked him.
Many mages can cast cantrips as often as they want, without need for the spell, just they have never
attempted it. See each mage is born with a talent for magic, and since the mana exists all around them,
mages have the ability to tap into it normally, without need for the fancy spells, they just act as conduits.
Once a person actually becomes a mage it then becomes much easier to manipulate the mana because they
have had ample training in it.
Compass (Divination)-- -- This cantrip causes a glowing arrow to appear where indicated by the
caster. It is a light green colour, and points directly north. Will work underground, as well as on sea, and
is not affected by lodestones (magnets).
Verbal= north Somatic=none
Appearing Ink (Alteration)--1 vial of ink--This cantrip turns a small amount of ink (up to one pint)
into water. The ink remains clear and colourless until it dries, at which time it reverts to its normal state.
The material component is the ink itself.
Verbal=None Somatic=wave hand over ink
Disappearing Ink (Alteration)--1 pint of water--This cantrip turns up to a pint of water into an inky
liquid that evaporates like water, leaving no trace when it dries.
Verbal=None Somatic=wave hand over water
Stepping Stones (Evocation)-- --This cantrip creates 4 spheres of force approximately 1' in
diameter.
They can be place anywhere within 20' of each other, and last approximately one segment per level of the
caster. Magical combat of just about any sort will destroy these very useful discs so try not to use them in
combat.
verbal=none Somatic=point to location
Umbrella (Abjuration)-- 1 person --As with all cantrips this one can be very useful though not very
powerful. It manifests itself as a field of force that resembles an umbrella. It lasts for up to one hour per
level of caster as a maximum though if the concentration of the caster is broken for more than 1 minute it
will fade away. Protects those shielded from the dampness of rain, and shields from wind.
verbal=none Somatic=gestures like unfolding something
Vision (Alteration)-- 1 person --Allows the caster to see things in the distance up to three times better
for the duration of this spell. It will also allow him/her to see things more clearly as they appear to be only
one third of the distance from them. It does cause some problems though with trying to see things close
up. The spell duration may be ended at any time.
Verbal=a hawk's screech Somatic=cup eyes
Color Glass (alteration) -- 1 glass object -- This cantrip causes an object of glass to change colors
several times during the day. The spell need not be maintained.
Verbal=none Somatic=wave of hand
Amaze (illusion)-- --The effect of this spell is to beguile passers-by's with simple magical tricks
similar to contemporary stage magic. Anyone whose level is less than that of the caster will be so beguiled.
The function
of the spell is to provide an income for low-level Mage's in towns; if cast in a market-place or similar, the
astonished crowds will donate 1d10 GP/level as a reward for the entertainment.
Follower (illusion) -- 1 creature --This spell causes the creature cast on to believe they are being
followed by someone. The follower can never be found, caught or destroyed.
Verbal=None Somatic=thump
Unfollow (illusion) -- 1 creature --If being followed, the caster creates an illusion of self and the
follower is chasing a Phantasm that he can't catch. The phantasm is all is the victims mind and is never
really there.
Verbal=begone Somatic=thump
Pass gas -- 1 creature -- This spell causes the target to pass a lot of gas. This will bring attention to that
individual.
Phantom Cloths (illusion) -- -- When this spell is cast the illusionist creates a quasi-real portion of
clothing from a hat to a pair of boots or at higher levels a full set of clothing. This clothing is semi-
illusory and
at 1st and 2nd level it is black, but at higher levels the caster can add additional colors. This spell
remains in duration until the spell duration runs out or the spell is dispelled.
Assay Compound (evocation)-- 1 object -- This is used to determine the nature of drugs, herbs and
other mixed compounds. The information revealed to the caster depends on
the thier knowledge of the type of compound being indentified. If a magic user attempts to use this spell
on a drug, herb or compound which he has not previously encountered, he will gain no information. If he
has previously tested a sample of the same material, knowing what the material is, he will be able to
identify it easily.
Bait (Conjuration/Summoning)-- 1 cubic inch --This spell will cause any small object to radiate the
smell
and taste of the animal type that the caster specifies.
Verbal=here fishy, fishy Somatic=none
Clamp (conjuration) -- 2 peices of wood --This spell allows the caster to clamp and hold two pieces of
wood in a designated spot for the duration of the spell. The spell
has an effective strength equal to the casters level +5.
Alter Clothes (alteration) -- 1 set of clothes --This spell will allow the caster to adjust the size of one
piece of non-magical clothing to fit and individual. It won't change the size of the clothing by more than
30%.
Avoid Solicitation (charm) -- 1 creature --The cantrip allows the spell caster to cause solcitators to
leave thier presence. The caster may then direct the them towards another person within 6". The material
component is 1 sp.
Burn (evocation) -- 14 sq. ft --This spell starts a fire on flammable materials. The fire will cause 1pt
per level of caster to any who are foolish enought to enter it.
Verbal= burn baby burn
Somatic= gesture of working a tinder box
Catch fish (charm/enchantment) -- 1 fish --This spell allows the caster to place a charm on thier
hook. When the hook is placed in the water it begins to attract the largest fish within the area effected, not
to exceed 12 (1d12) lbs. A fish can be caught every other round on a roll of 1-4 on a d6. The spell requires
a fish hook as the material
component.
Firm Grip (Charm) -- 1 person or item --This causes the person and 1 item or creature touched to be
grasp firmly within the person's grip. This acts as a wizard lock between the person and item or person
grasp until duration ends ( 5 rounds) or person wishes to let go.
Verbal= ugh!! Somatic=grasping
Floating Object (alteration) -- 1 object -- This cantrips keeps afloat up to 40 lbs. of any object.
Make Edible (alteration)-- 1 object --This spell allows the caster to alter the context of
food, so as to make it edible. Thus, an crispy fried troll's
foot can be made edible, though the taste would probably be
horrible. (Any spell caster that has this spell is 75%
likely to have the SEASON spell.)
Season (alteration) --1 object -- This spell allows the caster to alter the taste of food so as to make it a
bit more edible. Thus, a burnt orc's leg can be made to taste like a finely prepared dinner.
White Tornado (Conjuration/Summoning)--2" x 2" x 2" --This spell removes all dirt, grime and other
unwanted
materials from the area cast on. The spell will leave anything that the caster wants left, but require
something to put the garbage in.
Flash (Evocation) -- 1 creature --Range: 12"--This cantrip causes a bright flash. Victims failing their
saving throw are blinded for the next round due to a flash of light that appears in their eyes. All to-hit
rolls for the next two rounds are made at -2 due to spots in their eyes.
Verbal = lights, camera, action Somatic=None
Painting (Illusion/Phantasm) -- 2" --By the means of this spell the caster can create an illusion of
whatever he wants, as long as he concentrates and the illusion remains in the area of effect. It is usually
easy to recognise what the illusion is supposed to be of, but any creature that can do so can also recognise
that it is an illusion.
Protection from Rain -- caster --After casting this spell, the wizard will remain dry even if standing
in the midst of a torrent. The caster is protected from splashes and falling drops, but he is not protected
from more concentrated bodies such as puddles. The water will simply bead and flow down an invisible
field which surrounds the caster and his clothing at a distance of
about one inch. An oiled leather rag is the material component of this spell.
Snapshot -- 1 page --With this spell, the wizard causes an image of whatever he sees, even
thermal images and magical auras, to appear on a sheet of parchment or vellum (the material component
of the spell).
Counter -- -- This spell creates a small demon whose job it is to count the number of objects.
Moneychanger -- a number of coins --This cantrip creates a small demon who is summoned to find
change for the coins that you give it. He replaces the coins with its proper conversion rate from someone
else's coins within a mile radius.
Change Smell -- 1 creature -- This cantrip makes the target smell like something else, so hunting
monsters won't track them.
Hide Scent -- 1 creature --This cantrip cause the target to give off absolutely no smell that could be
used by a hunting beast.
Perfume -- 1 creature --This cantrip causes the perfume or collogne of choice to be the odor the target
gives off for as long as normal perfume would last.
Bane -- 1 creature --This spell causes the target to feel very uneasy, but otherwise does nothing.
Bug Bane -- 1 creature --This spell causes insects to flee away from the affected creature. Bugs will
be repelled and unable to sting or even get within 5 feet of the person affected. This spell will repel a
single large insect from attacking the affected creature for 1d4 rounds.
Shoo -- 1 creature -- range:30 feet -- This cantrip will shoo away small animals, for 1 hour.
Track -- 1 creature -- This cantrip will causes an individual to track mud or dung across a clean floor.
Fiery eyes -- 1 creature -- This cantrip causes a creature's eyes to suddenly glow.
Shutup -- 1 creature -- The cantrip causes the affected person's mouth to disappear for 1d4 rounds.
Does not happer speech, but instantly alerts the creature affected to the fact the mouth is gone, and the
creature must save vs. intelligence or believe that they can't speak for that time, and promptly won't
attempt to.
Taster's Choice -- 1 creature -- The cantrip causes an individual at a meal to taste whatever they
inwardly desire.
Heart's desire -- 2 creatures -- The cantrip cuases the two affected to see the other one affected as if
that person was their heart's desire.
Cold Spray -- -- range: 10 feet -- Causes a ice cold spray of water to travel up to 10 feet at the target.
Hot Spray -- -- range: 10 feet -- Causes a scalding hot spray of water to travel up to 10 feet at the
target.
Show aura -- 1 creature -- Causes the aura of a person to become visible for all to see for a duration of
1d4 rounds.
No trespassing -- -- For a duration of 1 hour, a small invisible force resides where the caster places
it. The force is 2 inches thick, by up to 5 foot wide, and 2 foot high. This force can be used to mark off a
territory from small animals. And can also slow down pursuit, as they run into the barriers and flip over
them.
Steady -- 1 creature -- This force will hold a caster firmly in a saddle of a horse or similar creature.
Bookworm Bane -- 1 book -- This cantrip will protect a book from bookworms, for a day at a time.
Target -- 1 creature -- Range: 30 feet -- This spell will create a small visble arrow pointing at the
affected person, or a halo around them, or a similar thing marking the precense of the affected person. It
will follow the person for the duration of the spell - 1 hour.
Mineralate -- 1 gem -- This cantrip changes one gem into a like gem of the same size and value,
permanently.
Easy Catch -- 1 creature for a single object -- This cantrip will enable a person to automatically catch
a single object of less than 40 lbs. without even attempting to do so. The cantrip lasts up to 4 rounds, or
until the object is caught, whichever occurs first.
Calm -- 1 small animal -- This cantrip will cause a small animal of any type to feel calm, and
unafraid.
Wolf's Call -- -- This cantrip creates the audible sound of a wolf howling at the moon.
Stop Watch -- -- This cantrip causes a small image to appear over the casters shoulder that starts
making small dashes in the air when the caster says start. And will say the number of dahses when the
caster says stop.
Clock -- -- Upon casting this cantrip, a voice will tell the caster exactly what time of day it is.
Hourglass -- -- Upon casting this cantrip the mage causes a small hourglass to appear hovering at
his right shoulder. The sand will fall through the hourglass and when one hour passes, a small gong will
sound and the hourglass will vanish.
Alarm Clock -- -- This is a variation of the clock cantrip, and will be enacted to sound a loud bell
when a centain time of day occurs.
Gig -- -- The cantrip produces an audible song to be heard by all. None variations include:
Gig: Shot down in a Blaze of glory
Gig: Another one bites the dust
Gig: Chariots of fire
Gig: Eye of the Tiger
Buzzer -- caster -- The spell creates a small shocking grasp affect, like a hand buzzer.
Comprehend Slang -- 1 creature -- This cantrip allows the affected to understand variance of speech
with very little difficulty.
Third eye -- 1 creature -- This cantrip creates a third eye for shock purposes. Lasts up to an hour.
Find Pet -- 1 creature -- This spell calls a normal animal/creature to the mage, like a find familiar
spell, but the animal has no special affects, it is just a normal pet.
Mirror -- -- This cantrip creates a small hand mirror. The mirror is very fragile, but is permanent.
Magic Dart -- 1 creature -- This cantrip causes a magic force like a magic missile (1d4 missiles) to
fly out at the target. Upon impact the missiles cover the target with a bright light, but cause no damage.
Those weak of heart, must make a system shock or die from a heart attack.
Who me?!? -- 1 creature -- The cantrip makes the target seem like someone else, that should be there,
and usually isn't disturbed.
Not Here -- 1 creature -- This cantrip causes people to ignore the person. Requires save vs. spells to
even think about picking up a conversation with the person, let alone attacking them. In combat, this
spell is not affective.
Slumber -- 1 creature -- Keeps those asleep that way unless a lou noise is made. The cantrip put
them into a deep slumber if they are light sleepers.
Ale -- --This cantrip causes a small mug of ale to be summoned from the nearest fount for it.
Sprinkle -- 1 creature -- This cantrip causes a small rain cloud to center on a person and drizzle.
Flicker -- 1 creature -- This cantrip causes parts of the person's body to turn invisible randomly and
become visible again. Affect lasts 1d6 rounds.
CANTRIPS
SLIDER
this causes a 3' circular are up to 9' distant to briefly (1 sec) become
zero co-efficient. It is of instant effect. Instant banana peel.
PUCKER
This causes a man-sized target's mouth to become "as if alum had been
applied liberally throughout." The net effect is that he cannot speak, only
make "gargly-choking" sounds for the 1-3 sec duration. Affects only
mansized, or smaller. 10'r.
EARS
Allows caster to hear any single source of sound he has "targeted", up to
20'distant. All extraneous noise is blocked/filtered out so that, for
instance, a single person's conversation in a noisy and crowded inn would
be heard clearly for 11-30 sec. Instant effect.
CHILL 1 cu yd --
DUST -- 10'r -- Removes all fine dust and tiny grit particles from
exposed surfaces such as floors, shelves, walls, etc. Material so removed
is transported elsewhere.
verbal= somatic=
verbal= any rhyme using words "blue" and "light" somatic= open palm
UNLOCK -- 1 lock -- Will unlock simple locks of only the most basic
type (ie. using pressure prongs, bolts and pins, bolts and springs). Will
not work w/tumblers, levers, secret combo, or magic locks.
CANDLE -- 10'r -- Will light any one candle, lamp, or treated torch
(only these items) or will douse any one candle or lamp within 10' radius.
TURN PAGE -- within 5' -- Turns one page at a time or opens book to
specified page.
verbal=
somatic= blows out air & waves hand as if fanning out
Cantrips
Blank (illusion/phantasm)
Range: touch
Duration: 1 hour per level
Area: 1 book
Components: V,S
Casting Time: 1 segment
Save: NA
This cantrip covers the print on the pages of a book and replaces it with the
illusion of blank pages. For the blank pages to be convincing, the pages
in the book must be seen by the caster during the casting, otherwise the blank
pages might not match up with the real ones. Also, individual pages may not
be blanked. This is an all or nothing spell. The caster concentrates on
blankness while passing her left hand overthe book and muttering the proper
words. Katrine developed this one, to her master's chagrin, while she was
still an apprentice (heh heh).
This spell removes all small particles from most cloths instantly. All that
is required is that the caster touch the pile of cloths and mutter the short
verbal component.
This spell arranges the target's hair, cleans the face and skin, applies some
minimal amounts of make-up, sprays the target with any desired perfumes, fixes
the target's clothing or minor bits of apparell, etc. The spell cannot
dress the target. The caster must have all the objects needed to perform
these operations on hand (make-up, perfumes, bits of apparell, etc.) and
must mime the initial actions desired while muttering the appropriate arcane
words. It doesn't have to be a great mime, however. Upon casting the spell,
the desired objects begin flying around the target and fixing her up.
This spell applies equally well to males, and can also be used to muss
the target up.
Cantrips
This spell rejoins parted fabric, whether it was torn, cut, ripped, or
shredded. It does not affect leather, nor will it affect a tear that has
been subsequently altered significantly (sewn to something else, or hemmed).
The caster must touch the cloth pieces while muttering arcane words.
This spell regenerates worn out cloth, returning it to its original strength
and texture. Fadeed jeans, for example, would unfade. Any holes in the
cloth must be fixed first, however, for it will not fix anything worse than
wear and rubbing. The caster must touch the article of clothing while
muttering the appropriate words.
This spell removes dirt from all smooth surfaces in the area of effect. This
includes skin, dishes, and stone walls, but not wood (unless highly polished),
a dirt floor, etc. The caster sweeps her arm in a wide arc while muttering
the arcane phrase.
FOULMOUTH (Evocation)
Level: Person-Affecting Cantrip
Casting Time: 1/4 segment
Area of Effect: 1 creature
This cantrip causes the victim to shout a long string of obcenities in his native tongue, or cause a creature
without a
language to snarl, hiss, growl, etc. This lasts for about 10 seconds. A successful save means the victim
mutters a mild obcentity under his breath. The caster must make a stomping motion.
TABASCO (Alteration)
Level: Person-Affecting Cantrip
Casting Time: 1/2 segment
Area of Effect: One Creature
This cantrip causes a horrible spicy burning sensation in the mouth, with accompanying watery eyes and
runny nose.
Though its effect on combat is only minor (-1 on hit rolls), the creature affected will immediately look
about for the
nearest source of liquid to cool off his burning palate. Even a sip of liquid, snow, or ice will dispel the
cantrip. The
caster must pant while bulging his eyes and fanning his tongue.