Cantrips
Cantrips are minor spells, usually taught to apprentice magicians as part of their basic magical training. They are not powerful spells and can be used to entertain and make a sorcere's life a little easier. There are 21 Cantrips in the rules, so far.
A starting Hero can select a number of cantrips equal to their score in Magic.
Each time the Hero's Magic score increases by one, they may learn one additional Cantrip to their list of spells known.
A Hero needs to have at least 1 Mana remaining to cast a Cantrip, otherwise their Magical powers are too exhausted to use.
If the Cantrip is being cast on a creature then an Opposed Skill Test is made with the Hero's Magic Skill versus the opponent's Magic Resistance Skill.
If not cast on creature (or the creatures possesions), the caster needs to successfully pass a Basic (Target Number 4) Magic Skill Test. The GM may determine that the Target Number is higher if the Hero is under stress or currently in combat.
Either way, on a failed roll the Cantrip fizzles out and fails to work. GMs and Heros' note the roll of a Critical Failure (double one) on a Magic Skill Roll to cast a Cantrip is an automatic failure and consumes 1 of the Hero's Mana and the caster must roll on the Cantrip Miscast Table below.
CANTRIP MISSCAST TABLE
D6 Roll and Effect
1 - The caster falls into a profound slumber, collapses to the ground and cannot be woken for 1d6 minutes (GM rolls in secret).
2 - The caster becomes tongue tied and can only speak gibberish for the next 1d6 minutes (GM rolls in secret)
3 - The caster becomes blinded by magic and becomes unable to see for the next 1d6 minutes (GM rolls in secret).
4 - The caster becomes deafened by magic and becomes unable to hear for the next 1d6 minutes (GM rolls in secret).
5 - The caster becomes paralysed by magic and cannot move or speak for the next 1d6 minutes (GM rolls in secret).
6 - One item in the caster's inventory (chosen by the caster) disappears in puff of fragrant purple smoke!
A starting Hero can select a number of cantrips equal to their score in Magic.
Each time the Hero's Magic score increases by one, they may learn one additional Cantrip to their list of spells known.
A Hero needs to have at least 1 Mana remaining to cast a Cantrip, otherwise their Magical powers are too exhausted to use.
If the Cantrip is being cast on a creature then an Opposed Skill Test is made with the Hero's Magic Skill versus the opponent's Magic Resistance Skill.
If not cast on creature (or the creatures possesions), the caster needs to successfully pass a Basic (Target Number 4) Magic Skill Test. The GM may determine that the Target Number is higher if the Hero is under stress or currently in combat.
Either way, on a failed roll the Cantrip fizzles out and fails to work. GMs and Heros' note the roll of a Critical Failure (double one) on a Magic Skill Roll to cast a Cantrip is an automatic failure and consumes 1 of the Hero's Mana and the caster must roll on the Cantrip Miscast Table below.
CANTRIP MISSCAST TABLE
D6 Roll and Effect
1 - The caster falls into a profound slumber, collapses to the ground and cannot be woken for 1d6 minutes (GM rolls in secret).
2 - The caster becomes tongue tied and can only speak gibberish for the next 1d6 minutes (GM rolls in secret)
3 - The caster becomes blinded by magic and becomes unable to see for the next 1d6 minutes (GM rolls in secret).
4 - The caster becomes deafened by magic and becomes unable to hear for the next 1d6 minutes (GM rolls in secret).
5 - The caster becomes paralysed by magic and cannot move or speak for the next 1d6 minutes (GM rolls in secret).
6 - One item in the caster's inventory (chosen by the caster) disappears in puff of fragrant purple smoke!
LIST OF CANTRIPS
BLAST
The caster points their index and little finger at a creature with 10 metres. A small blast of arcane energy leaps from the caster's fingers inflicting 1d6 damage to the target.
BOOM
The caster cups their hand to the side their mouth and may create a loud noise (heard upto 20 metres away), or increase the volume of their voice by threefold. The duration lasts for one minute. Some examples are, monster noises, bushes rustling, water splashing, bird sounds, animal growls, boots marching, music, singing, screams, laughing, whispering, ghostly wails, etc.
COOL
The caster may cool down (very cold, not freezing) one object within 3 metres, for 1d6 minutes. The object could be a drink or item of food. If cast on another creature they will feel cool or very cold and shivering.
GLOW
The caster makes one small item (the end of a staff, a gem, coin or end of their finger) glow like the coals of fire. This sheds dim light in a 3 metre radius and lasts for two minutes.
FOE
The caster makes a cutting hand motion causing a recipient within 3 metres to react in a slightly more unfavourable or unfriendly way. All Charm Skill checks gain a -1 penalty, for the next 3 minutes, when interacting with the recipient.
FRIEND
The caster makes a cirular hand motion causing a recipient within 3 metres to react in a slightly more favourable or friendly way. All Charm Skill rolls gain a +1 bonus, for the next 3 minutes, when interacting with the recipient.
GUIDE
The caster waves their hand and attempts to guide a single physical attack (ranged or melee) of an ally within 3 metres of the caster. The guided attack receives a +1 bonus to the roll to determine success.
HEAR
When the caster cups one hand to their ear, they can enhance their hearing by adding a +2 to Awareness Skill Rolls for the next minute. This handy cantrip is usful for listening at locked doors, crowded taverns and dusty corridors.
HEAT
The caster may heat up (very hot, not scorching) one object within 3 metres, for 1d6 minutes. The object could be a drink or item of food. If cast on another creature they will feel warm or hot and sweaty.
IMPRESS
When the caster clicks their fingers, they can make their eyes glow a sinister colour of their choice, or a magic breeze that flutters their robe. The caster may open (or close) any unlocked (and unstuck) door or window within 3 metres of them. This effect lasts for 1 minute and is usually used to make a grand and impressive entrance.
IMPROVE
When the caster rubs their hands together, they can make a standard sized item (sword, bow, shield) or cluster or small objects (gems, coins, bandages) appear a little more appealing than what they are. It can make a rotten apple look shiny and delicious. A battered old lantern, shiny and new. The effect lasts for 1d6 minutes (GM rolls in secret)
MARK
With the tracing of the casters' finger the may create a mark, symbol or sigil on an object or person within 3 metres. The mark will last for d6x5 minutes. Remember, if cast on an opponet or their gear, they may make an oppossed magic resitance skill roll to avoid the effect.
MEND
When the caster makes a hammering motion with their hand, this cantrip can repair a slightly damaged item. For example a crack in a cup, a tear in a cloak, a hole in a bucket, a leak in a little row boat.
MINOR ILLUSION
The caster can make a small illusion appear in their hand, that will last for up to one minute. Some examples are a few gold coins, a shiny gem, a key, a small potion, etc. If the illusion is touched by another, it disapears.
MOVE
The caster may raise their hand and slowly move small objects (up to 4 kilograms) within 3 metres of themselves. Examples - a drink, potion, loaf of bread, dagger, lantern.
SHOVE
When the caster holds their hand up, fingers pointed vertically, this cantrip exerts the force a the caster's pushing hand on a creature or object up to 3 metres away. For example, knocking over a drink, potion, larntern, candle, etc. Remember, if cast on an opponet or gear they are attempting to use, they may make an oppossed magic resitance skill roll to avoid the effect. If cast on an opponent in attempt to knock them over, they can pass an easy Might test to avoid being knocked over.
SLIP
When the caster makes a sweeping guesture with their hand, this cantrip causes a MOVING creature up to 3 metres away to slip over losing their go for the round or the creature to drop an item, if the creature fails an easy Agility test. For example, a creature within 3 metres MOVING and attacking the caster or an ally. Remember, if cast on an opponet or gear they are attempting to use, they may make an oppossed magic resitance skill roll to avoid the effect.
SOUR
When the caster points and sticks out their tongue, this cantrip causes normal food or drink (a platefull or bottle of wine, skin of water, flagon of ale) within 3 metres to become rancid, foul-tasting and bearly unedable. A creature attempting to eat or drink the Soured item must first pass a difficult Endurance test.
STICK
The caster wiggles their fingers and causes one item within 3 metres to become stuck for one round (about 6 seconds). Examples are - a cork in potion, a sword in a scabbard, an arrow to a bow string. Remember, if cast on an opponet or gear they are attempting to use, they may make an oppossed magic resitance skill roll to avoid the effect.
SWEET
When the caster points and licks their lips, this cantrip causes spoiled or rotten food or drink (a platefull or bottle of wine, skin of water, flagon of ale) within 3 metres to become normal and edable.
WARD
The caster waves their hand and attempts to deflect a single physical attack (ranged or melee) aimed at the caster or an ally within 3 metres of the caster. The deflected attack receives a -1 penalty to the roll to determine success.
WEATHER
When the caster makes the motion of putting and umbrella up, they can make a minor improvement on the weather directly around them, within 10 metres. This effect moves with the caster and lasts for 1d6x5 Minutes. In the area of effect, it can turn heavy rain into light rain, light rain into a fine drizzle. It cannot turn a hurricane in to a blizzard or a heatwave.
New Cantrips
Perhaps a GM and player may work together to make new cantrips, just remember, they can be cast at will, so becarefull not make them overpowered or let a player exploit them.
BLAST
The caster points their index and little finger at a creature with 10 metres. A small blast of arcane energy leaps from the caster's fingers inflicting 1d6 damage to the target.
BOOM
The caster cups their hand to the side their mouth and may create a loud noise (heard upto 20 metres away), or increase the volume of their voice by threefold. The duration lasts for one minute. Some examples are, monster noises, bushes rustling, water splashing, bird sounds, animal growls, boots marching, music, singing, screams, laughing, whispering, ghostly wails, etc.
COOL
The caster may cool down (very cold, not freezing) one object within 3 metres, for 1d6 minutes. The object could be a drink or item of food. If cast on another creature they will feel cool or very cold and shivering.
GLOW
The caster makes one small item (the end of a staff, a gem, coin or end of their finger) glow like the coals of fire. This sheds dim light in a 3 metre radius and lasts for two minutes.
FOE
The caster makes a cutting hand motion causing a recipient within 3 metres to react in a slightly more unfavourable or unfriendly way. All Charm Skill checks gain a -1 penalty, for the next 3 minutes, when interacting with the recipient.
FRIEND
The caster makes a cirular hand motion causing a recipient within 3 metres to react in a slightly more favourable or friendly way. All Charm Skill rolls gain a +1 bonus, for the next 3 minutes, when interacting with the recipient.
GUIDE
The caster waves their hand and attempts to guide a single physical attack (ranged or melee) of an ally within 3 metres of the caster. The guided attack receives a +1 bonus to the roll to determine success.
HEAR
When the caster cups one hand to their ear, they can enhance their hearing by adding a +2 to Awareness Skill Rolls for the next minute. This handy cantrip is usful for listening at locked doors, crowded taverns and dusty corridors.
HEAT
The caster may heat up (very hot, not scorching) one object within 3 metres, for 1d6 minutes. The object could be a drink or item of food. If cast on another creature they will feel warm or hot and sweaty.
IMPRESS
When the caster clicks their fingers, they can make their eyes glow a sinister colour of their choice, or a magic breeze that flutters their robe. The caster may open (or close) any unlocked (and unstuck) door or window within 3 metres of them. This effect lasts for 1 minute and is usually used to make a grand and impressive entrance.
IMPROVE
When the caster rubs their hands together, they can make a standard sized item (sword, bow, shield) or cluster or small objects (gems, coins, bandages) appear a little more appealing than what they are. It can make a rotten apple look shiny and delicious. A battered old lantern, shiny and new. The effect lasts for 1d6 minutes (GM rolls in secret)
MARK
With the tracing of the casters' finger the may create a mark, symbol or sigil on an object or person within 3 metres. The mark will last for d6x5 minutes. Remember, if cast on an opponet or their gear, they may make an oppossed magic resitance skill roll to avoid the effect.
MEND
When the caster makes a hammering motion with their hand, this cantrip can repair a slightly damaged item. For example a crack in a cup, a tear in a cloak, a hole in a bucket, a leak in a little row boat.
MINOR ILLUSION
The caster can make a small illusion appear in their hand, that will last for up to one minute. Some examples are a few gold coins, a shiny gem, a key, a small potion, etc. If the illusion is touched by another, it disapears.
MOVE
The caster may raise their hand and slowly move small objects (up to 4 kilograms) within 3 metres of themselves. Examples - a drink, potion, loaf of bread, dagger, lantern.
SHOVE
When the caster holds their hand up, fingers pointed vertically, this cantrip exerts the force a the caster's pushing hand on a creature or object up to 3 metres away. For example, knocking over a drink, potion, larntern, candle, etc. Remember, if cast on an opponet or gear they are attempting to use, they may make an oppossed magic resitance skill roll to avoid the effect. If cast on an opponent in attempt to knock them over, they can pass an easy Might test to avoid being knocked over.
SLIP
When the caster makes a sweeping guesture with their hand, this cantrip causes a MOVING creature up to 3 metres away to slip over losing their go for the round or the creature to drop an item, if the creature fails an easy Agility test. For example, a creature within 3 metres MOVING and attacking the caster or an ally. Remember, if cast on an opponet or gear they are attempting to use, they may make an oppossed magic resitance skill roll to avoid the effect.
SOUR
When the caster points and sticks out their tongue, this cantrip causes normal food or drink (a platefull or bottle of wine, skin of water, flagon of ale) within 3 metres to become rancid, foul-tasting and bearly unedable. A creature attempting to eat or drink the Soured item must first pass a difficult Endurance test.
STICK
The caster wiggles their fingers and causes one item within 3 metres to become stuck for one round (about 6 seconds). Examples are - a cork in potion, a sword in a scabbard, an arrow to a bow string. Remember, if cast on an opponet or gear they are attempting to use, they may make an oppossed magic resitance skill roll to avoid the effect.
SWEET
When the caster points and licks their lips, this cantrip causes spoiled or rotten food or drink (a platefull or bottle of wine, skin of water, flagon of ale) within 3 metres to become normal and edable.
WARD
The caster waves their hand and attempts to deflect a single physical attack (ranged or melee) aimed at the caster or an ally within 3 metres of the caster. The deflected attack receives a -1 penalty to the roll to determine success.
WEATHER
When the caster makes the motion of putting and umbrella up, they can make a minor improvement on the weather directly around them, within 10 metres. This effect moves with the caster and lasts for 1d6x5 Minutes. In the area of effect, it can turn heavy rain into light rain, light rain into a fine drizzle. It cannot turn a hurricane in to a blizzard or a heatwave.
New Cantrips
Perhaps a GM and player may work together to make new cantrips, just remember, they can be cast at will, so becarefull not make them overpowered or let a player exploit them.