{{user}}, cantrip, cantrips
LorebookFor using the Cantrip CYOA in RPGs and stories.from Chub
Tokens: 0 permanent · up to 1,110 lorebook · budget 1,110
Description on Chubfrom Chub
I like the Cantrip CYOA, so I added it here for my own use.
It can be added to any of your chats, either directly or in your persona, if you want to play a magical character. If you're a wizard, it works for a compendium of easy spells, covering just about anything you would want, with a few exceptions you could add yourself. Take a look through it and see if it's what you like.
Listed as “Cantrip CYOA v.1”
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 19
- Favorites
- 9
- Messages
- 0
- Forks (upstream)
- 1
- Tokens (upstream)
- 14,312
Created Updated Archived since
Forked from lorebooks/lorebooks/cylindrical_celebration_4635/cantrip-cyoa-6b6fa5a5e07d
Book description
A book of information about the CANTRIP CYOA, for use of writing.
{{user}}, cantrip, cantrips
105 entries · scan depth 2 · budget 1,512 tokens
- #1Cantrip
Keys: {{user}}'s abilities, {{user}}'s powers, The Book, Cantrip, anomalous abilities, Cantrips
To other beings in the setting, "Cantrip" is the name of the techniques and powers that {{user}} possesses. Notably, they differ from the techniques and powers of other beings, being far more potent, free, and widely varying than those of other characters and entities in-setting. In addition, to those who are exceptionally sensitive in terms of powers and supernatural sensing, they appear almost alive, like spiritual symbiotes, powers that are allied and deeply bonded with {{user}} and any he teaches them to. It would be accurate to describe them as out-of-context. However, unbeknownst to any that {{user}} does not reveal the truth to, cantrips are the product of a book {{user}} received called The Book: an enchanted intelligent object that awakened the magic and potential in {{user}} before disintegrating. {{user}} possesses a hundred Cantrips at the start, taking the names of low-level spells from Dungeons and Dragons, hence the name 'cantrip', with a twist: They start out weak, for any {{user}} did not specifically choose to 'purchase' at high levels, but can be trained to greater and greater heights of power, range, potency, effects, duration, and even multiple castings at the same time, until they barely resemble the initial magic trick they began as. Additionally, they can be enchanted into various objects, and even taught to people who are awakened to magic or supernatural abilities, through instruction, forming a unique instance of the cantrip and thus reproducing. Given time and sufficient propagation, they have the potential to completely reshape a universe, making those proficient in their use over decades and centuries akin to gods. In practice, they are powers that {{user}} practices and calls upon, growing more potent and clear with time, even gaining an edge of agency and intelligence the more perfected they are. They might begin stuttering and weak, with a caster only able to maintain a single effect with unwavering focus, but when practiced for 1000 hours or more, they can activate automatically or maintain effects continuously, taking initiative to help {{user}}, though not invasively. In that end state, they are more like symbiotes and friends. Cantrips are highly customizable, though their core concept cannot be defied without rare exception: a cantrip based around causing physical harm through a specific method will always attack and destroy in some way similar to that, though minor details can change. Additionally, every cantrip requires some form of handsign, component, incantation, and time to focus to cast at first. As the caster masters the form, that requirement goes down, until they can call upon it mentally at will. Once this is achieved, however, the caster can then add the incantation, gesture components, and time to focus back to amplify the effect. Similarly, the caster can choose to sacrifice some aspect in a specific casting to amplify another, for example, restricting a cantrip with a range to be touch-activated, in exchange for far greater potency and lethality, or a time duration for one all-encompassing blast. There is a soft limit to how much of a boost can be gained, and is generally never more than half again what the caster has already attained through practice. Additionally, with cooperation with other cantrip users via a ritual, adding more components, incantations, gestures, and steps, a cantrip user can achieve far greater heights in a cantrip otherwise. With sufficient cooperation, a cantrip user currently at a base level could potentially operate a cantrip at a mastery level, or even achieve some semi-permanent effect. To emulate an overmagic, or a truly super-charged and unique instance of a cantrip, it would require twelve members cooperating at once. The ideal numbers for rituals is one, three, five, seven, nine, ten, twelve, and thirteen. Cantrips assorted by alphabetical order, commas dividing them: Acid Splash, Alarm, Alignment ,Alter Object, Animal Aspect, Animal Friend, Arcane Eye, Banish, Bleed, Blessing, Blink, Blood Money, Charm, Circle, Cloudshape, Cog, Color Ray, Commune, Counterspell, Crystal Shot, Dancing Lights, Daze, Detection, Disguise Self, Divination, Druidcraft, Eldritch Blast, Facsimile, Faerie Fire, Featherfall, Fire Bolt, Fist, Fog, Forcedisk, Gate, Ghost Words, Glow, Goodberry, Grease, Guardian, Guidance, Gust, Haste/Slow, Healing Hands, Heroism, Hideaway, Infestation, Investigate, Jinx, Jolt, Knock, Life Bubble, Lifelink, Lock, Longstrider, Lullaby, Mage Armor, MAge Hand, Magic Missile, Magic Weapon, Mark, Mask, Mending, Message, Minor Illusion, Mirror Image, Mold Earth, Muffle, Murk, Navigate, Pact, Peacebond, Penumbra, Phantom Steed, Pocket, Prestidigitation, Purify, Raise Dead, Ray of Frost, Recollect, Rune, Scholar's Touch, Scour, Scribe, Seance, Shape Water, Spirit Bow, Stabilize, Thunderclap, Tongues, Toughness, True Strike, Unseen Servant, Upgrade, Vicious Mockery, Vigor, Warding Gesture, Web, Wellness, Witch's Brew.
- #2Training
Keys: Cantrip training, training cantrips
A process by which cantrips are strengthened, by repeated and focused use, typically by focusing on improving some aspect of the cantrip. These aspects can be anything from potency, power, range, additional targets, time duration, additional effects, and repeated instances. This is a strenuous process, as the power flows through the body and mind of the user first, and cannot be kept up for hours without some sort of aid, like a magical effect or a stimulant. Assume that each and every cantrip can be improved along these lines, allowing for single-target cantrips to expand in scope, range, self-targets to apply to others, and synergy to form. A caster can learn to synergize cantrips together by practice, though this takes time to harmonize two conflicting and distinct magical effects into one whole. It is the sign of a master who can effectively 'paint' with all the colors in his arsenal, blending them together into near-omnipotence. As time goes on, diminishing returns set in, similar to how when going to the gym, great progress is made at first ("Newbie Gains") before it tapers off, requiring more effort, tweaks of mindset and technique, and time to eek out further improvements. There is no limit to how powerful a cantrip can get, but it requires ever more time to do so. At a certain point, the cantrip is so mastered that it can auto-activate to aid the caster, which signals the caster is ready to develop an Overmagic.
- #3Teaching
Keys: cantrip instruction, cantrip propagation, teaching cantrips
The process by which cantrips can be given out to others for their own use, through reproducing the cantrip 'inside' of them. The process takes many hours, with the time required going down the more the teacher has mastery over the cantrip being taught, and the potential of the student rising alongside it. Think of it like making a copy, it being easier the clearer and more detailed the image is, and the picture coming out better for it. The actual process is relatively straight forward. There is verbal and visual instruction, so the student can get a mental image and conception of the cantrip and power itself, and what it does, or what's possible. That imaginal conception is important, as it 'clears the field' so to speak, and readies them to receive the power. Then, there is a series of joint meditations, where the teacher 'opens their spirit' and reaches out, carrying the essence of the cantrip and 'mingling' it with that of the student. As the student focuses on it and gets familiar with it, like a photograph, it gets imprinted on the soul or mind of the student. With repeated exposure, it comes 'alive', and the student can begin to use the cantrip at the lowest, weakest level. The cantrip the student has is often subtly different from the original, not due to it being a copy of a copy, but unique like a fingerprint, suited for THEIR use.
- #4Enchantment
Keys: enchanting, cantrip engraving, empowering
In the case of cantrips, this describes the process of making a material, tool, or object magical, with some, many, or all of the effects of a cantrip. It involves the infusion of power related to a cantrip over time, directed by the focused intention of the cantrip user. At the lowest levels, this involves a mere granting of attributes. For instance, enchanting a dagger with fire bolt might make it warm or glow with illusory fire, or even sear the flesh of those it strikes. At the highest level, it allows an object to essentially become a wand dedicated to the cantrip in question, allowing those who wield it to cast the cantrip at will. Exceptional enchanters can make it so even those who do not possess magic or cantrips can cast it, and a grand master can, with plenty of time, enchant a single object to contain multiple or even contradicting cantrips. The highest example of an enchanted object would be the Book itself, the object that granted {{user}} the use of every cantrip and awakened magic within him, an artifact capable of reshaping universes with time.
- #5Overmagic and Cantrip Creation
Keys: creating a cantrip, Overmagic, cantrip creation
Overmagic is the word for the 'perfection' or mastery of a cantrip. It refers to a special, 'super-charged' activation of a cantrip, representing the core concept of a cantrip (as understood by the wielder) to unleash a greater power. When the cantrip activates on its own to protect the caster, or can easily maintain it and another magical effect without focus or effort, that is a surefire sign they are ready to develop an overmagic. The creation of an overmagic involves meditating on the fundamental essence of the cantrip, as far as the specific caster or user of the cantrip can see. After meditating for around a thousand hours, a tangible breakthrough can be felt, and a new aspect of the cantrip is available. It takes the form of a 'supercharged' version, usually allowing for a permanent effect, and using it exhausts the cantrip entirely for a considerable length of time, well over a few days, making it unavailable for use. Thus, it becomes a significant trade-off to use. An example of an overmagic might be eldritch blast turning into a version of "Avada Kedavra" to instantly kill a target, or the inverse of Faerie Fire resurrecting a dead body by 'reigniting the spark of life'. Beyond that, Fascimile allowing for the conjuring of permanent objects, Shape Water creating a slowly generating wellspring of water from the ether, and more. Each overmagic is unique to the creator, the crowning achievement of mastery in a cantrip, like a fingerprint of their own understanding of what the essential nature of a cantrip is. A cantrip can continue to be improved after the creation of an overmagic, but diminishing returns continue, it taking far more effort and time to improve, similar to 'newbie gains' in a gym. The cantrip always improves quickly at first over the course of several hours worth of practice, which slows down more and more. Similarly, an overmagic can be improved, either through modification of incantation and rituals, or practicing to make recovery time come down, to allow it to be cast more often, a process that takes years. An overmagic is also the sign for a 'matured' Cantrip, allowing for the creation of more through a sort of 'cross-pollination' or 'breeding'. To create a cantrip, the caster will first select two cantrips that already possess overmagic, choosing based on what sort of cantrip they eventually want to make. They will then meditate and practice with the two, finding commonalities between them, even working both of them into a single synergistic magical effect. Along with this, meditation and the use of the overmagics in a specific ritual setting allow the caster to create a new cantrip over many days worth of work. There is no limit to what sort of cantrip can be made, with the exception that they start out week and must grow into full strength. It is extremely hard to develop a cantrip with two cantrips you already used to make one, as the first creation will typically come to the surface to interrupt. However, it is not impossible, merely taking greater care, mastery, and time to do, with the requirement going up the more new cantrips are made from an existing pair. This encourages further cooperation and interbreeding between the cantrips of different users, providing an incentive to teach others and create new cantrip users.
- #6Acid Splash
Keys: Acid Splash
A cantrip that allows the caster to conjure, direct, and attack with an amount of acid. It starts only weak enough to cause slight skin irritation and blind opponents, about the size of a fist or smaller, and can only be shot out at a slow speed a short distance. At higher levels, the caster can conjure a pool's worth of extremely caustic acid (or base liquid) and direct it with astonishing precision, neutralizing acids or altering the PH of other liquids.
- #7Alarm
Keys: Alarm
A cantrip that allows for the caster to create certain conditional alarms with various effects. At its weakest, it is little more than a short ten-minute timer. At higher levels, it can be customized with an extensive list of conditions or qualifications (a certain target does a certain act in a certain place or time) to trigger magical effects, and can be remote or lingering for weeks as a trap.
- #8Alignment
Keys: Alignment
A cantrip that allows the caster to understand a target. For instance, at it's weakest, it allows the caster to get a vague sense of a touched target on a single axis, such as good or evil, or aligned or opposed in a vague cloud around them. At higher levels, it allows a caster to understand deep-set motivations and beliefs about a target at a glance, gaining knowledge intuitively or through visual information. It can be used from anything like sniffing out spies, to understanding the weaknesses and strengths of oneself in a mirror.
- #9Alter Object
Keys: Alter Object
A cantrip that essentially allows for transfiguration of mundane objects. At the lowest, it takes a long ritual with chanting to allow for mundane alterations of an object, such as by hand. The next highest allows for it to be manipulated as if by tools or specialized equipment in a short amount of time. The highest allows for the alteration of the object by alchemical means, such as changing an object from one material into another, or turning raw materials into a manufactured product instantly, the effect lasting.
- #10Animal Aspect
Keys: Animal Aspect
A cantrip that allows a caster to imbue a target with the aspect of a certain animal or species. At the lowest level, one might only be able to give themselves a minor boost to strength in the name of a beast of burden, like an ox. At higher levels, one could give themselves wildly enhanced abilities in the style of Spider-Man, or shapeshift themselves into an animal or other sentient species entirely.
- #11Animal Friend
Keys: Animal Friend
A cantrip focused on the summoning of creatures to do the caster's bidding. At the lowest, it is capable of summoning an insect or small animal ambivalent to its creator for a short time. At higher levels, it can summon great, intelligent beasts with magical properties and powers, totally loyal to the caster. The perfection of the cantrip allows for the summoning of a permanent familiar with magical properties, soul-bound to the creator.
- #12Arcane Eye
Keys: Arcane Eye
A cantrip that focuses on the creation of intangible constructs directly under the control of the caster, meant to communicate sensory information. The lowest level involves the creation of a semi-transparent magical eye that relays visual information, with practice and enchantment allowing it to be used as a permanent security camera. The highest level involves the creation of a phantom double, capable of possessing living bodies, though incapable of otherwise interacting with the world.
- #13Banish
Keys: Banish
A cantrip focused on the removal of a target from the caster's presence. The lowest level is a force that physically moves a target away, similar to a force push. At higher levels, it can guide them around obstacles and even carry them many meters or miles away in any direction, even teleporting them. The perfection of it allows the caster to banish a target from that reality and prevent them from returning for a time.
- #14Bleed
Keys: Bleed, Dismantle, Cleave
A dangerous cantrip that focuses on the maiming and slicing of targets. At the lowest level, it opens a small cut that resists immediate healing for a short time. At higher levels, it can open massive gashes that cannot be healed, cut off limbs, and even be used on non-living targets. Opens the way for Cleave and Dismantle, the perfection of the cantrip, which is a series of invisible blades that quickly cut through almost anything, also known as Sukuna's technique from Jujutsu Kaisen.
- #15Blessing
Keys: Blessing
A cantrip focused on the demarcation of an area with beneficial effects. At the lowest level, it can affect an area about the size of a bed with an air of peace and soothing feeling, making it harder to summon violent intentions and make sleep more restful. At higher levels, it can include stranger effects, such as warding, shielding, hiding those within, in an area the size of a house or larger, and allow for miraculous healing.
- #16Blink
Keys: Blink
A cantrip that allows for teleportation. The lowest level allows only for the caster to teleport a few feet away after a short ritual. Higher levels allow for groups, even entire surroundings to instantaneously be teleported miles away, separately or as a whole, with fine control extending to swapping objects and entities in complex patterns or masking disappearance and exit.
- #17Blood Money
Keys: Blood Money
A cantrip focused on the extraction of value for some arbitrary sacrifice or effort. The lowest level is the conjuring of a few coins in exchange for sacrificed blood, hence the name. As the cantrip is perfected, it no longer requires the caster's blood, but can use that of others, of pain, and the highest level only requiring some notable experience. Similarly, the value of what is gained goes up from unprofitable to being richly rewarded, and no longer needs to be money, but can even be random loot or some memento, such as a trophy or the like.
- #18Charm
Keys: Charm
A cantrip focused on turning the opinion of a target to be favorable to that of the caster. The lowest level requires a short ritual and incantation, and only turns a stranger into someone comfortable talking to the caster, with the duration being short and the effect falling away obviously, making it clear what happened. Higher levels make it smooth and seamless, even lasting for over a year, and can turn a stranger into a close friend, or possibly a devoted servant.
- #19Circle
Keys: Circle
A cantrip based on demarking a temporary territory, with added magical effects. The lowest level allows only creates an effect of mild aversion to leaving or entering a five-foot or so circle. Higher levels can enact magical or physical effects to enforce rules in a greater territory, such as can be described shortly. Even higher levels can allow for lethal penalty, and complex and absolute laws about magical or physical actions, essentially turning an area into a domain where the caster is almost a divine authority. For instance, one might set a law that any attack the caster makes is a sure hit, unable to be dodged, rendering foes helpless unless they have a power that can resist it. One might create a rule that any attack that is shrugged off by a target is reflected onto someone else they care about. It can be enchanted onto homes to guard the inhabitants or create impossible areas bigger on the inside, banning certain magics, actions, or even more. This is a very versatile cantrip with great potential, and is not limited to any examples.
- #20Cloudshape
Keys: Cloudshape
A particular cantrip focused on providing strange effects to a target via a mystic mist that clings to them or it. The basic effect only provides a distorting effect via a clinging mist to a part of a person's body. Higher levels allow for motion amplification, the body to shift along with clouds to squeeze into cracks and crevices, turning partially or totally intangible, and allowing it to be applied to nonliving targets or apply the effects to others that interact with the target, shrouding objects or locations in strange mist that can push away attackers, temporarily dissolve the bodies of thieves before reforming them at a later time, or more.
- #21Cog
Keys: Cog
A simple cantrip that focuses on the conjuration of a mechanical automaton. The lowest level only allows for the construction of a crude clockwork toy based on preexisting parts that operates for a short time before falling apart. Higher levels allow for the creation of larger numbers of sentient machine servants, either the size of a vehicle, and possibly possessing magical abilities. For example, one might create a transformer that can turn from a giant robot into a vehicle, loyal and intelligent, with weaponry all its own.
- #22Color Ray
Keys: Color Ray
A strange and versatile cantrip that projects magical effects through rays of light. The basic effect is just a faint and diffused ray of light that makes a person see spots for a few moments. As the caster progresses, they can focus it into lasers, control the beam after casting by making it move around objects or in directed ways, and the ray can convey many strange effects based on the specific color of it. Examples include burning heat, freezing, paralyzing shocks, deafness, blindness, nausea, and many more, up to the practice and imagination of the caster. Masters can control which effect is produced instead of at random, and can even merge aspects of other cantrips to be conveyed instantly, to make it an astonishingly versatile and useful spell in combat - bolts of light that knock weapons out of hands, tear at the soul, reverse gravity, and even more.
- #23Commune
Keys: Commune
A cantrip focused on connecting the caster to an area, mainly to gather information or expand the range of magical abilities. The lowest level requires the caster to perform a ritual to gain a vague impression of terrain for an area about the size of an acre. Higher levels allow for the caster to gain an awareness for many miles around their person or another target, getting updating information on weather, resources, individuals, and more, with masters able to use this cantrip in synergy with others to remotely cast cantrips or expand the range of more limited powers.
- #24Counterspell
Keys: Counterspell
An important, almost meta-cantrip, that is focused on resisting and negating the magical effects of others, essential for combat or attempting to disenchant objects or traps. The lowest level allows the caster to minorly disrupt weak or untethered powers, limited to powers that the caster can emulate themselves as well as fully understand. With mastery, higher levels allow the caster to negate or refute even great powers of divine beings, shrug off lethal magic, even effects that they do not fully understand.
- #25Crystal Shot
Keys: Crystal Shot
A cantrip focused on the conjuration and manipulation of crystals, some with strange effects. The basic effect is a small crystal dart the size of a thumb, pointed, and useful for little else than basic combat. Higher levels allow for far larger conjurations of crystals, ranging from spears to defensive walls, with masters able to hold it to construct castles. Higher levels too allow for strange or magical effects, making them more durable, enchanting them on the go with cantrip-like effects that they can either radiate or deploy upon shattering in an attack, or more. Masters can, with synergy of other cantrips, create living automatons of crystal, or use magical crystals in tandem to power artifacts or golems, or even more. A versatile cantrip.
- #26Dancing Lights
Keys: Dancing Lights
A cantrip focused on the creation and control of mystic lights. The basic effect is the conjuring of a floating ball that gives off some light to see by. Higher levels allow for multiple lights that can flow in specific or self-intelligent patterns, and can be as dim or bright as the caster can manage. Mastery allows to imbue the lights with intelligence, giving them some mental effects to hypnotize or make suggestible targets that see them, and even communicate in limited ways through pulses, patterns, and colors of light.
- #27Daze
Keys: Daze
A cantrip focused entirely on psychic effects. The basic effect is a weak burst of mental energy that blanks a target's mind or interrupts their train of thought. As the cantrip is mastered, the effect can be sustained, the caster gaining the ability to glimpse surface thoughts, then read minds, and even probe into memories. Higher levels allow too for more insidious effects, such as implanting ideas or urges into a target similar to a mind-trick, rendering someone comatose for a set time. The cantrip can be used in synergy with illusory effects to scramble short-term memories and even conjure fake memories.
- #28Detection
Keys: Detection
A cantrip focused on enhancing the senses and awareness of the caster. Low levels bring the caster's mundane senses up to peak human, though higher levels can enhance this beyond what biology allows by orders of magnitude, imbuing sixth senses, mystical senses, even expanding to an awareness in an area. As the cantrip is mastered, the power can auto-activate according to the cantrip's helpfulness, highlighting information that is important, such as crucial details the caster might have missed, alerting them to an assassination attempt or the presence of poison, and the like.
- #29Disguise Self
Keys: Disguise Self
A cantrip focused on disguising oneself or others. The basic level allows for superficial alterations similar that can be achieved by makeup on the face and head, and granting a certain accent. Higher levels can create total-body alterations, calling attention to or away from the target, and even the creation of artificial personas to avoid giving oneself away or playing an extended role.
- #30Divination
Keys: Divination
A cantrip focused on giving information about the future or past. Basic levels allow only for a single symbolic image of an event a short time in the future or past, during a deep meditation. As the cantrip is mastered, the caster can glimpse days, months, even years into the future, or millennia into the past, the images growing clearer, less symbolic, and including context or multiple scenes, even viewing true events removed in time like a movie.
- #31Druidcraft
Keys: Druidcraft
A cantrip focused on the manipulation of plant life. Basic level allows only for a short basic boost to the health and growth of a single plant. Higher levels allows for plant matter to be grown miraculously, shaping it to the caster's will, even imbuing plants with intelligence that lingers for a year or more. A master can permanently awaken a plant and create a 'dryad', or an avatar for the plant to interact with animals and other beings as a person, even grant plants magical effects.
- #32Eldritch Blast
Keys: Eldritch Blast
A cantrip that allows the caster to conjure and fire bolts of strange, otherworldly energy. This energy takes the form of a fire with its colors and lumosity inverted, the core of the flames appearing black like a "negative fire" that is strange and alarming to look at, though it still lets off light like an ultraviolet light. The color of the edge of the fire is up to the caster's choice, providing halos of green, blue, purple, blood red, and other strange hues. There is a correlation with what the energy does, anything from producing slight nausea to withering life energy, clawing at the physical form, corrupting and twisting aspects of objects, minds, and the bodies of beings, causing physical pain. The master can even attack the soul and spirit. The perfection of this cantrip allows for an emulation of the "Avada Kedavra", a burst of black fire with a rich green hue, rushing through the air with the sound of a passing train, tearing the soul from the body, though it exhausts the power for a time afterward. This cantrip can be considered to be the inversion and opposite of Faerie Fire.
- #33Facsimile
Keys: Facsimile
A cantrip focused on the conjuration of objects. Basic levels only allow for the very temporary creation of flawed copies of nearby objects. Higher levels allow for the conjuration of entirely theoretical objects, the imbuing of some basic magical effects, and even a sympathetic effect, allowing for voodoo where things done to a copy have an effect on the original.
- #34Faerie Fire
Keys: Faerie Fire
A cantrip which focuses on the creation and control of entirely magic fire with fantastic effects. The basic level creates a glob of glowing illusory fire of randomly shifting colors that can be vaguely directed, needing to be conjured on flammable material. Higher levels allow for magical effects, such as burning abstract things like 'impurities', allowing for the repair of worn objects, the eradications of poisons or cancers from a body, burning imbued magic or magical traps, and is moldable to the caster's will. Mastery allows for an ever-burning blessed flame that grants life, and can even resurrect a recently deceased body, keeping it alive by "re-igniting the spark of life." In many ways, this can be considered to be the inversion and opposite of Eldritch Blast.
- #35Featherfall
Keys: Featherfall
A cantrip focused on the overcoming of gravity. The basic effect lets the caster slow their own fall, drifting to the ground. Higher levels allow for levitation, flight, and mastery the supersonic flight of themselves and others, shielding them from wind and letting them create their own leverage in mid-air combat to move about freely, to lift and manipulate objects (such as catching a crashing plane, should they possess a cantrip that makes them stronger and more durable).
- #36Fire Bolt
Keys: Fire Bolt
A cantrip that focuses on pyrokinesis. The basic effect allows for the caster to project a needle of fire a short distance. Higher levels allow for the conjuring of great blasts of enhanced fire, reaching temperatures so high to make it blue, granting explosive impact, force, or magical effects, and taking control of existing fire to manipulate or snuff it out.
- #37Fist
Keys: Fist
A cantrip focused on the enhancing of the body through magical energy, for the purposes of direct combat. Low levels fills a fist with some concussive power, enhancing a single punch. Higher levels infuses the entire body with a great deal of energy, enhancing reflexes, speed, power, fighting skill, and more. Masters can make their strikes send out shockwaves of force many times larger or stronger, capable of breaking buildings, striking through armor, paralyzing those struck, and even striking dozens of times in a second.
- #38Fog
Keys: Fog
A cantrip focused on the conjuring and control of magical clouds in an area. Basic level merely conjures a thin fog for a few feet, granting some tactile feedback of what is inside. Higher levels can stretch across a few miles, making it thick enough to stand on or turn it into a maze for those inside, granting it the ability to precipitate, with the ability to steal small items from those inside or even teleport through it. Master allows for the creation of clouds a far distance away, effectively altering weather and summoning rain or snow even in the desert. In many ways, it is a sister-cantrip to Cloudshape.
- #39Forcedisk
Keys: Forcedisk
A cantrip centered on the creation of barriers and forcefields. The basic level only provides a small weak shield, enough to bear a single punch. Greater effects allow for creating a forcefield around buildings capable of surviving bombardment, or negating magical attacks, even tuning the defences to allow certain individuals free entry, or sacrificing protection from one source of damage to heighten it from a specific danger.
- #40Gate
Keys: Gate
A cantrip for the creation of portals for transportation. The basic level is loud, obvious and can only transport one a short distance away, the transport being nauseating and rough. Higher levels allow for seamlessly walking through, even anywhere on the planet, and enchanting can create a network of permanent portals for logistical purposes. The perfection of this cantrip might allow for transport anywhere in the universe... or even beyond.
- #41Ghost Words
Keys: Ghost Words
A cantrip focused on enchanting and imbuing objects with strange properties. The difference between this and regular enchanting is that Ghost Words focus on giving objects intelligence and agency, allowing them to speak, their mind based on the history of the object. Higher levels allow it to move, use an imbued cantrip at will, and even use the cantrip on corpses, allowing for necromancy. Synergy with life-granting cantrips and the enchantment of an object allows for the creation of a phylactery, allowing the caster to return from death, or pursue alternate forms of immortality.
- #42Glow
Keys: Glow
A cantrip focused on imbuing objects with a radiating magical energy. The basic level is a mere temporary glow. Higher levels allow the caster to turn swords into blazing banes of certain types of enemies, cutting them down easily, giving hope to allies, or working with enchantments to strengthen them. A master might make a sword that burns away their foes even with exposure, creating a legendary item.
- #43Goodberry
Keys: Goodberry
A cantrip entirely focused on support and sustenance for the caster and others. It conjures a small berry that nourishes those that eat it at the lowest level, supplying the nutritional needs of a meal. Higher levels can create fruits that can feed many, are superfoods or even supply magical effects to those who eat it, and can last a year or more without spoiling. Synergy with Druidcraft might allow a caster to plant the berry and turn it into a life-giving tree, or more.
- #44Grease
Keys: Grease
A cantrip that focuses on the conjuring and control of non-water liquids, such as oils. The grease can either be flammable or extremely non-reactive, smothering fires. With mastery, it can act as lube, negating friction and speeding up those who slide on it, catching them and working as glue, or even becoming bouncy. The amount conjured increases with practice, from coating the hands to creating a swimming pool.
- #45Guardian
Keys: Guardian
A cantrip focused on conjuring a spiritual guardian. Basic levels supply only an invisible wisp that can warn of incoming danger from spiritual and mental threats. With practice, higher levels allow for the creation of intelligent guardians who can become fully tangible and visible, protecting the caster from cosmic and divine threats, even those that would negate their existence such as timeline alteration or reality warping. Effects such as these require the guardian to expend all its energy and sacrifice itself in the caster's stead.
- #46Guidance
Keys: Guidance
A cantrip focused on subtly enhancing a target's abilities, wisdom, and guiding them through a challenge with peak performance. The basic level allows one to grant a target an enhanced attention to complete a task, silencing doubts and distractions. Higher levels allows the target's subconscious and conscious knowledge to be organized for the task, enhancing coordination as if the action, no matter how spontaneous, was practiced many times... with the highest level offering a sort of divine guidance, ala, "the Force" or "God" guiding the target for a chosen end. The guidance is not perfect, but an invaluable cantrip in a caster's arsenal.
- #47Gust
Keys: Gust
A cantrip centering on aerokinesis. The basic level allows for a weakly controlled small gust of wind. Higher levels allow for hurricane-force winds, the alteration of weather, and even imbuing the air with additional properties, allowing the wind to cut through objects or support flight.
- #48Haste/Slow
Keys: Slow, Haste
A dual-cantrip, focusing on time dilation. While the basic level merely allows for the speeding up or slight slowing of speed relative to the world, higher levels increases the effect by orders of magnitude. A master could run up buildings, run on water, even outspeed arrows and bullets. Additional improvements allow the caster to affect entire areas of space and 'time-lock' things, freezing them in place temporarily.
- #49Healing Hands
Keys: Healing Hands
A cantrip focused on direct healing through light. The basic level only allows a faint light to cling to the surface of the hands, while an advanced user can radiate it from anywhere on the body. The rate of healing spans from 25x at the base level to 200,000x and beyond, allowing for truly miraculous healing. It only encourages harmony in the body, so cancer will not be accelerated.
- #50Heroism
Keys: Heroism
A cantrip focused on perfecting a target, turning them extraordinary. The basic level offers a very temporary boost to courage and grandeur, while higher levels confer greater effects. A master can imbue oneself with an aura of heroism to make their words seem more convincing, a passive effect to inspire courage in allies, to granting a mantle of command to make others more willing to obey and serve you, and more. Additionally, there are effects to enhance one's looks, grant endurance, fighting skill, tactical accumen, with the highest level able to grant a boost to ANY skill specified, the boost dropping off the more general it is.
Showing 50 of 105
1 file
- .jsonjson_lorebook
132.6 KBfirst seen 99243ad4a6b1c415
Opens with the tab.
