Cantrips in The World of Cartyrion | World Anvil

Cantrips

Cantrips are utility spells that can be cast without draining any Stamina from the caster. Some of them provide offensive and defensive capabilities. Some are useful in exploration, and many can be used by creative players in inventive ways during a variety of encounters and other circumstances.

Unless Casting Time is specified with a spell description, it is assumed that the cantrip can be cast as an action during a Combat Round. Cantrips with long-lasting effects can be dispelled at will by the caster prior to expiration of the cantrip's duration.

Arcane
Adhere
Arcane Light
Energy Splinter
Mage Hand
Prestidigitation
Read Aura
Sigil
Spark
Whisper
Deific
Alter Determination
Deific Light
Deity's Mark
Guided Hand
Guiding Words
Mend
Nature
Animal Empathy
Dancing Lights
Elemental Shield
Energy Pulse
Influence Animal
Know Direction
Inner Self
Energy Spark
Hear Whispers
Inner Confidence
Inner Strength
Psychic Shield
Musical
Charm Shield
Energy Note
Ghost Sound
Hidden Meaning
Inspire Confidence
Universal
Combat Shield
Sense Magic

Adhere
Arcane Cantrip

Elements: Audible, Gesture
Target: see below
Duration: 1 min per caster level
Trigger: completion of casting
Range: 30ft (9m)
Area of Effect: 10ft (3m) radius

A caster selects a point within range; a number of objects up to the INT bonus of the caster, and within the Area of Effect centered on that target point become very sticky. The caster can select the objects to be affected, but each item can weigh no more than 5lbs (2kg) per level of the caster. Once cast, the area of effect is fixed; it does not move with the caster.

It takes an entire combat round for a characters to separate an item from whatever it is adhered to. But while the spell duration remains, "chain reactions" are possible. If for example, a tankard is stuck to a table, a character that grabs it will spend a round trying to pull it free - only to find that it is now stuck to their hand! Another round would be needed to free the tankard from the hand (and if the other hand is used, this only transfers the problem!)



Adhere

Elements: Audible, Gesture
Target:
Duration: 1 min per caster level
Trigger: completion of casting
Range: 30'
Area of Effect: 10' (3m) radius circle

A caster selects a point within range; a number of objects up to the INT bonus of the caster, and within the Area of Effect centered on that target point become very sticky. The caster can select the objects to be affected, but each item can weigh no more than 5lbs (2kg) per level of the caster. Once cast, the area of effect is fixed; it does not move with the caster.

It takes an entire combat round for a characters to separate an item from whatever it is adhered to. But while the spell duration remains, "chain reactions" are possible. If for example, a tankard is stuck to a table, a character that grabs it will spend a round trying to pull it free - only to find that it is now stuck to their hand! Another round would be needed to free the tankard from the hand (and if the other hand is used, this only transfers the problem!)

Charm Shield

Elements: Audible, Gesture
Target: self
Duration: 1 min (see below)
Trigger: completion of casting
Range: self
Area of Effect: none

An invisible barrier of force protects the character from all incoming effects of Enchantments such as Command, Sleep, Suggestion, or Charm Person. The shield lasts for 1 minute or until it absorbs a number of incoming spell levels equal to the INT of the caster. If cast again before all damage is absorbed, the first shield dissipates - protection cannot be "stacked". The caster can, however, bring up Combat, Elemental, and/or Psychic Shields on subsequent turns without the Charm Shield dissipating.

If an Enchantment spell of a level greater than the remaining capacity of the Shield is cast, the Shield fails and the full effect of the incoming spell is adjudicated, but the formerly shielded target gains a +1 on any saving throw involved.

Combat Shield

Elements: Audible, Gesture
Target: self
Duration: 1 min (see below)
Trigger: completion of casting
Range: self
Area of Effect: none

An invisible barrier of force protects the character from all incoming damage of the Piercing, Slashing, or Bludgeoning types. The shield lasts for 1 minute or until it absorbs a number of damage points equal to the INT of the caster. If cast again before all damage is absorbed, the first shield dissipates - protection cannot be "stacked". The caster can, however, bring up Elemental, Magical, and/or Psychic Shields on subsequent turns without the Combat Shield dissipating.

Dancing Lights

Elements: Audible, Gesture
Target: an unoccupied point within range
Duration: 1 minute per caster level
Trigger: completion of casting
Range: 120' (36m)
Area of Effect: 10' (3m) radius sphere (max)

Up to 4 floating points of light, no two of which can ever be more than 10' (3m) apart, appear at a point within range designated by the caster. The cluster of lights can be moved up to 60ft (18m) by the caster each round the spell is maintained (but must stay within range of the caster). The lights can be of any color the caster wishes; at most, they illuminate an area as if they were torches.

Detect Magic

Elements: Audible, Gesture
Target: self
Duration: 1 minute per caster level
Trigger: completion of casting
Range: self
Area of Effect: 30' (9m) radius sphere

The caster becomes aware of magical items or effects from objects or creatures within the area of effect which is centered on them. This awareness is a "sensation"; no hint of direction is imparted, nor is anything regarding the nature of the magic detectable. Illusions can only be detected by this spell if the caster is of higher level than the level of the creator of the illusion (at the time the illusion was created).

Elemental Shield

Elements: Audible, Gesture
Target: self
Duration: 1 min (see below)
Trigger: completion of casting
Range: self
Area of Effect: none

An invisible barrier of force protects the character from all incoming effects of elemental damage, regardless of its source. (If a weapon imbude with elementatl magic strikes the caster, this shield only prevents the Elemental damage; the sword slash itself may still inflict damage. The shield lasts for 1 minute or until it absorbs a number of incoming spell levels equal to the INT of the caster. If cast again before all damage is absorbed, the first shield dissipates - protection cannot be "stacked". The caster can, however, bring up Combat, Magical, and/or Psychic Shields on subsequent turns without the Elemental Shield dissipating.

Energy Spark

Elements: Audible, Gesture
Target: 1 character or creature
Duration: instantaneous
Trigger: completion of casting
Range: 5' (1.5m) per caster INT (see below)
Area of Effect: none

The caster focuses one of the six elemental energies into a small ball which can be hurled at a target. The caster must have a line of sight toward the target, and the target must be within a range equal to 5' (1.5m) for each point of INT bonus of the caster. If the caster's INT bonus is +1 or lower, the caster must touch the target. The amount of damage (or healing) done done is by rolling a single d4, but no rerolls (explodes) are done when 4's are rolled. The caster chooses which energy to invoke at the time of casting; the nature of the damage done varyies depending on the energy chosen:
  • Earth - a rock hurtles toward the target, doing bludgeoning damage
  • Fire - a small ball of fire streaks toward the target, doing Fire damage, and setting the target on fire. Half the damage (rounded down) is Direct Damage, and persists each subsequent round until the target does something to douse the flames.
  • Air - a sonic blast strikes the target, doing bludgeoning damage. Any cloudlike effect (dust, poison gas, etc.) surrounding the target is immediately dispersed.
  • Water - a ball of water hurtles toward the target, doing bludgeoning damage. If the target is suffering persistent damage effects from either Fire or Acid, these are immediately dispersed.
  • Light/Life - a blast of healing energy engulfs the target. If the target is living, this restores Stamina Points to the target, up to the target's maximum SP, rather than causing damage. If the target is undead, positive damage is done.
  • Dark/Death - a dark bolt streaks toward the target. If the target is living, negative damage drains Stamina Points, but no Direct Damage results if Stamina Points drop to zero. If the target is undead, Stamina Points are restored, up to the creature's maximum SP.

  • Ghost Sound

    Elements: Audible, Gesture
    Target: any point within range
    Duration: 1 minute per caster level
    Trigger: completion of casting
    Range: 30' (9m)
    Area of Effect: none

    An auditory illusion of some simple sound is caused to emanate from a point of the caster's choosing within 30ft (9m) of the caster. The sound cannot consist of intelligible words or music (though it can be made to sound like murmuring voices or randoms sounds resembling those of a musical instrument. The maximum volume is that of a typical conversation.

    Guidance

    Elements: Audible, Gesture
    Target: 1 character or creature
    Duration: 1 combat turn (see below)
    Trigger: completion of casting
    Range: 30' (9m)
    Area of Effect: none

    A willing target within range is imbued with magical "luck" from the caster. The target may, until the end of its next turn, either increase damage dealt by +1, or use a +1 bonus on any saving throw.

    Hear Whispers

    Elements: Audible, Gesture
    Target: 1 character or creature per caster INT
    Duration: 1 min per caster INT
    Trigger: completion of casting
    Range: 30' (9m)
    Area of Effect: none

    For the duration of the cantrip, targets can hear faint sounds clearly as if their volume was that of normal conversation.

    Know Direction

    Elements: Audible, Gesture
    Target: self
    Duration: instantaneous
    Trigger: completion of casting
    Range: self
    Area of Effect: none

    The caster can immediately sense which direction is "true north" (and can hopefully reorient from that!) If the caster's INT is +5 or better, the spell will reveal the "as the crow flies" direction to any destination the caster has visited before and is familiar with.

    Light

    Elements: Audible, Gesture
    Target: 1 item
    Duration: 1 day (see below)
    Trigger: completion of casting
    Range: touch
    Area of Effect: 10' (3m) radius sphere (max)

    An object touched by the caster casts light of a color selected by the caster, and of a brightness similar to that of a torch. The light lasts for one day, or until this spell is cast upon another object. If the caster's INT is +5 or better, the illumination range of the light is doubled.

    Mage Hand

    Elements: Audible, Gesture
    Target: an unoccupied point within range
    Duration: 1 minute
    Trigger: completion of casting
    Range: 30' (9m)
    Area of Effect: none

    A magical hand of approximately the same size as the caster's hand appears in the air within 30ft (9m) of the caster. The hand can either be invisible (detectable only by the caster), or it appears as a translucent, ghostly image. The hand can grasp any small object and move it up to 20ft (6m) in a combat turn (but must stay within range of the caster). The hand can be used to perform tasks like delivering or retrieving small objects, or opening or closing a book, but it cannot be used to perform fine motor tasks or manipulate objects like lock picks unless the caster's INT is +5 or greater.

    Mend

    Elements: Audible, Gesture
    Target: 1 item
    Duration: permanent
    Trigger: completion of casting
    Range: touch
    Area of Effect: none

    This cantrip takes a full 10 minutes to cast. With it, the caster can repair minor damage such as tears or dents to articles of clothing, armor, or gear, provided that all of the original material is still present. This cantrip cannot replace missing material. It can be used to rejoin two or more broken pieces of a common item, but it cannot be used to repair a completely destroyer or shattered weapon, shield, or piece of armor. During the casting time, the caster must handle the item being repaired.

    Message

    Elements: Audible
    Target: 1 character or creature within range
    Duration: 1 exchange (1 minute max)
    Trigger: completion of casting
    Range: 60' (18m) per INT of caster
    Area of Effect: 10' (3m) radius sphere (max)

    The caster whispers a message that is clearly heard by a target located within 60ft (18m) for each INT point of the caster. The target can make an equally quiet brief reply that is clearly heard by the caster.

    Prestidigitation

    Elements: Gesture
    Target: (see below)
    Duration: (see below)
    Trigger: completion of casting
    Range: 30' (9m)
    Area of Effect: (see below)

    The caster can perform one of the following simple magical effects:
  • Cook - up to four servings of food can be heated and seasoned. Casting time is 1 minute; the food is ready to eat in 10 minutes. The raw food must be provided.
  • Lift - items weighing less than 2lb (1kg) can be slowly lifted 3ft (1m) (off the ground for up to 1 minute. They cannot be hurled.
  • Make - create a temporary, crude representation of an item or creature the caster envisions. It cannot be used as a weapon, tool, or spell component, is no more than 1ft (30cm) in any dimension, and disappears in 1 minute. (Useful for explaining or demonstrating what an item or creature looks like.
  • Befoul - smudge, stain, or otherwise soil a 5' (1.5m) square area per INT of the caster, or one article of clothing per INT of the caster. The effect dissapears in 10 minutes.
  • Tidy - remove surface dust and grime from a 5' (1.5m) square area per INT of the caster, or remove dirt and stains from a single article of clothing per INT of the caster. The effect is permanent, though new dust and grime can accumulate normally.

  • Psychic Shield

    Elements: Audible, Gesture
    Target: self
    Duration: 1 min (see below)
    Trigger: completion of casting
    Range: self
    Area of Effect: none

    An invisible barrier of force protects the character from all incoming psychic damage. It also prevents divination spells such as Clairvoyange, Clairaudients, or Scrying from targeting the spellcaster. The shield lasts for 1 minute or until it absorbs a number of damage points equal to the INT of the caster. If cast again before all damage is absorbed, the first shield dissipates - protection cannot be "stacked". The caster can, however, bring up Combat, Elemental, and/or Magical Shields on subsequent turns without the Psychic Shield dissipating.

    Read Aura

    Elements: Audible, Gesture
    Target: one item behing handled by the caster
    Duration: (see below)
    Trigger: completion of casting
    Range: touch
    Area of Effect: none

    The caster is able to determine an aura emanating from any magical item that is being held and focused on by the caster. It takes 10 full minutes to cast this spell, after which time the caster is aware of the general strength of the magic and the School of Magic responsible for the effect. If the item or aura is itself illusory, this is only determined if the caster is of a higher level than the creator of the illusion was at the time it was created. If the item being examined is a magical Wand or Staff, additional information is attained. See those sections for details.

    Sigil (Wizard Mark)

    Elements: Audible, Gesture
    Target: one character or creature
    Duration: 1 week (see below)
    Trigger: completion of casting
    Range: 30' (9m)
    Area of Effect: none

    A mark is placed upon a target creature or object touched by the caster. The mark is unique to the caster, and can be either visible or invisible according to the caster's wishes. If detectable, the mark can be physically scrubbed off with 5 minutes of effort. In any event, it disappears after one week.

    Spark

    Elements: Gesture
    Target: self
    Duration: instantaneous
    Trigger: completion of casting
    Range: touch
    Area of Effect: none

    Tiny sparks of flame projects from the caster's pointed index finger. This is not enough to do any sort of combat damage, nor can it set fire to sizeable objects, but it can be used to ignite a fire that has been properly laid with tinder and kindling, and children find it fascinating.

    Credits

    The Laurels and Loot Rule System is published by Bob O'Brien
    It is available to all in accordance with the Creative Commons (Attribution) license
    (Creative Commons 4.0 International License)

    Laurels and Loot Rules are derived in part from the following sources:
    Knave 2.0 TTRPG System Rules published by Ben Milton
    in compliance with
    (Creative Commons 4.0 International License)

    Adhere and Hear Whispers inspired by Knave, 2nd Edition by Ben Milton.
    All others inspired by Pathfinder 2nd Edition Core Rulebook by Paizo

    The banners on these pages was composed with art attributed to:
    b0red from Pixabay (treasure chest image)
    Gordon Johnson from Pixabay (laurels image)

    The side panels are composed with art attributed to:
    Evelyn Chai from Pixabay (dungeon passage)


    Comments

    Please Login in order to comment!
    Powered by World Anvil