Post by Ramir on Apr 18, 2014 6:23:38 GMT -5
Level 1 CANTRIPS
- Flair -
Effect: The simplest, easiest form of magic. The flair spell is often used to entertain and little else, but is commonly utilized among aspiring mages.
Range: The caster.
AOE: No large than six inches..
Cast Time: Immediate.
Power: The mage can gesture and create a small display of magic energy. This usually manifests as a dancing flame, or a swirling, glowing mist in their hand. The flair spell cannot effect the world around it in any regard and is purely a visual effect. Lasts 10 seconds.
- Ignition -
Effect: A simple trick which ignites suitable tinder for a fire. Potentially life saving.
Range: Tinder in hand.
AOE: n/a.
Cast Time: Immediate.
Power: The mage can cause a suitable, combustible tinder to ignite and produce a small flame.
- Direction -
Effect: Whilst a trivial feat for some, it can nonetheless be a priceless spell.
Range: Caster.
AOE: n/a
Cast Time: Immediate..
Power: The mage will know which direction is North upon casting this spell. Immediate but not a sustained effect.
Level 2 CANTRIPS
- Fumble -
Effect: The mage can attempt to trip a lock by placing their hand upon it.
Range: Must touch target.
AOE: One lock.
Cast Time: Immediate.
Power: Will attempt to open a lock, equal to level 3 lockpicking. Will not detect, nor protect against traps.
- Whisper -
Effect: A humorous and often useful spell, the mage can whisper to someone much further away.
Range: 12 feet.
AOE: 1 target.
Cast Time: Immediate.
Power: The made can 'whisper' a message, directly to the ear of a target. This only lasts 5 seconds.
- Decipher -
Effect: The mage utilizes magical energies to understand lost languages and those foreign to him.
Range: The mage.
AOE: n/a
Cast Time: Immediate.
Power: The mage is granted + 3 to their Language Talent, when reading only. Lasts 5 minutes.
Level 3 CANTRIPS
- Sparkworks Trap -
Effect: A clever combination of magic and ingenuity and quite useful for alerting the mage of unwanted company or to serve as a distraction.
Range: 12 feet.
AOE: 3 feet radius.
Cast Time: 1 whole round,
Power: The mage can plant a 'trap'. When touched or triggered, the trap will crackle loudly and let off bright sparks. The trap causes no harm. The trap cannot be seen, but can be detected. Lasts 1 hour, or until tripped.
- Detect Magic -
Effect: A useful spell for discerning whether any items withing range are magical or not.
Range: 15 feet.
AOE: n/a
Cast Time: Immediate.
Power: Suitable enchanted items will have a soft aura, visibile to the mage. Regular line of sight applies. Will not identify the nature of any enchantment. Will not detect illusion. Lasts 30 seconds.
- Simple Glamour -
Effect: Allows the mage to alter simple features on themselves, or an ally.
Range: 10 feet.
AOE: One target.
Cast Time: Immediate.
Power: The mage can alter the colour of a target's hair and eyes or the colour of their apparel. Lasts 15 minutes.
Level 4 CANTRIPS
- Shelter -
Effect: The mage bends his surroundings and provides ample shelter for hismself and his party.
Range: The caster.
AOE: 6 foor radiius.
Cast Time: 1 whole round.
Power: Will work only in a natural environment with ample vegetation. Creates one primitive hut to keep out weather. Lasts 8 hours.
- Arcane Eye -
Effect: The mage crafts an slighty alarming and odd floating eye, with which they can spy on things outside their range of vision
Range: 30 feet.
AOE: n/a
Cast Time: 1 whole round,
Power: Creates one large, floating eye (six inches across). The eye can be guided by sight, within it's range. The eyes moves slowly and has no ability to attack. The eye lasts 5 minutes. Should the eye be injured, the mage will suffer immediate, but temporary loss of vision, relative to the strength of the attack.
- Numbmouth -
Effect: A spell often used at the target's comic expense, it has it's uses in strange social situations.
Range: 18 feet.
AOE: One target, or multiple at cost.
Cast Time: Immediate.
Power: This spell can target multiple targets, if each target is paid for. The target will no longer be able to speak any known language and instead, will speak gibberish, beyond comprehension. This does not prevent their use of spells. Lasts 3 minutes.
Level 5 CANTRIPS
- Telepathic Bond -
Effect: The mage and their party can now communicate mentally.
Range: Party members within 12 feet.
AOE: Effected pary members within 60 feet.
Cast Time: 1 whole round.
Power: The mage and up to 4 party members can now communicate with telepathy. Only works with allies within 60 feet of the mage. Lasts 15 minutes.
- Identify -
Effect: Utilizing this spell may allow the mage to discover the nature of an enchanted item.
Range: One held item.
AOE: n/a.
Cast Time: 1 whole round.
Power: As per description. Works on one item only. Tougher enchantments may be beyond the mages ability (cursed items, superior enchantments, etc).
- Dispell -
Effect: The mage can attempt to dismiss a magic effect.
Range: 15 feet.
AOE: One target.
Cast Time: 1 whole round.
Power: The mage can only dispell active effects on a person or creature. The mage's maximum magic talent must surpass that of level of the effect.