Cantrips

Under the rules of my Lore skill, Magic-Users gain unique mini-spells as they advance. Each time they gain a level of the skill, the Ref and the player collaborate to customize a cantrip that will be for that character only, reflecting their talents and discoveries of the occult. I gave several examples in the original post, but here are some more to help Referees flesh out NPC Magic-Users or roll on if a player would rather progress randomly.

Details such as range, duration, and other variables have been intentionally omitted and are up to the Ref to determine based on any relevant factors such as distance, level, skill level, hit dice, or other circumstances. This table will be added to periodically, and readers are welcome to make their own suggestions as well.

d20 Cantrips 
1
Bond: Create a strong static bond between objects, causing them to resist gravity or attempts to separate them. A successful ability check can pull the objects apart, and the effect end on its own after a short time. The caster must be able to touch both objects either with their hands or a held metal object.
2
Commune: Summon the consciousness or soul of a deceased person or creature into the body of an intact undead or summoned creature. The spirit may inhabit the body for a short time, conversing normally, or until they answer a randomly determined number of questions (the answers must be truthful). Performing physical actions with the creature’s body requires a successful ability check for each action performed, and each failed roll shortens the duration of the effect.
3
Confound: Cause a target to forget a random spell unless they make a successful save versus Magic. If the save is successful, the caster is confounded instead, losing one or more randomly determined spells of their own.
4
Mimic: Copy the speech or movement exactly which the caster saw clearly a short period of time prior. This does not allow mimicry of spells or magic effects unless the caster also knows the spell or possesses the necessary object, in which case a successful save versus Magic or Magical Device allows them to mimic the effects without expending a spell slot or magical charge.
5
Mold: Render a small object or substance malleable like clay. This effect may be made permanent with the Craft skill, otherwise the object snaps back into shape like rubber after a short time.
6
Root: Convert the caster’s veins to micro-rhizomes, extending from their fingers, toes, or other extremities, allowing them to draw nutrients for sustenance over a period of hours or leech life-force from plant-based organisms.
7
Seal: Block a portal with a field of swirling energy. The effect lasts a few hours. A successful check can break the barrier, but will disorient those making contact. The caster will be aware if the barrier is broken.
8
Silence: The caster may silence a single action: a spell, an attack, a skill roll, or any other type of action which can be performed in a single round. This prevents any speech by the target from being heard or understood for the duration; it does not allow silent communication between subjects.
9
Speak with animals: Speak and understand the language of a species of animal within sight temporarily.The cantrip must be used each time the caster wishes to converse with an animal of a species they know the language of.
10
Transpose: Switch physical position with a target within sight. The target may save to resist this effect. If successful, the caster suffers damage and is stunned (no save).
11
Transmute: Reconfigure the molecular composition of a small amount of a pure substance into a different pure substance of ½ the volume for a short time, after which it rapidly oxidizes (regardless of the type of material) and falls apart into a greyish, non-reactive and useless powder.
12
Sense: Swap or link two of the caster’s senses, effectively granting the caster synaesthesia for a short time.
13
Erase: Remove memories of the last several minutes of a dim-witted creature.
14
Mask: Conceal the dweomer of a magical object for a few hours. While in effect the object will appear mundane to all methods of detection. The effect ends immediately if the object’s powers are activated.
15
Duplicate: Create an exact illusory double of an inanimate object for several hours.
16
Mindlink: Communicate telepathically with a bonded familiar over long distances.
17
Inhabit: Transfer the caster’s consciousness into an inanimate object within sight. This effect allows 360° visual perception around the object as well as anything touching it, but mobility is severely limited and attack and defense are impossible.  
18
Buoy: Render small objects lighter than air. Objects will rise up or hover at a set height at the caster’s discretion for a short period of time. They move slowly and with limited force.
19
Track: Cause a creature within sight to leave a magical trail visible only to the caster for a short period of time.
20
Lose: Enchant an object the caster is touching to conceal itself from anyone attempting to find it, levitating, blinking, or moving by other means to different hidden locations within the vicinity for a short period of time.

Comments

  1. This is a fantastic collection of mini-spells. As I said before, I really like your skill posts, especially how they make characters unique without making them modern era D&D superheroes.

    ReplyDelete

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