Enkindled Cantrips

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Enkindled Cantrips

Upon their Ignition, Enkindled will have the ability to use four cantrips. Two of these will be exclusively used in combat, while the other two are used for Utility.

Generic Offence - Each Enkindled mage will have the ability to cast either a melee or ranged cantrip as their basic magic attack. You may only learn one or the other - If a character is to learn the basic melee cantrip, they will never be able to learn the basic ranged cantrip.

Generic Defense - Each Enkindled mage will have the ability to defend against an attack using their magic. This will be an alternative to using the typical [Body + Dexterity/Athletics] saving/defense roll. Similar to the offensive cantrip, the mage may only learn one defensive cantrip.

Generic Utility - Each Enkindled will have the choice to choose between two cantrips. This cantrip will mostly be used outside of combat for interactive purposes or replacing a utility item (such as a torch or rope). If this is to be used in combat, it will be used as a bonus action [Mind + Arcana].

Branch Specific - Each Enkindled, depending on their sub-branch, will have a unique ability catering only to their specialty. They have two to choose from, however you can only choose one from here too. This will be treated in the same way as the Generic Utility cantrip - Non-combative but can be used as a Bonus Action.



Effects

Cantrip Effects - Cantrips are used specifically as a utility based ability, providing aid in defensive and non-combative situations. Each cantrip, depending on its branch, will provide a use.

Offense - (Used in combat to inflict damage to a target)​
Defense - (Used in combat as an alternative to the regular defense roll)​
Communication - (Conversing with another being through any method)​
Perception - (Not to be confused with the skill stat - Changing the difficulty in visibility for targets in a radius)​
Movement - (Makes traversing various terrains possible or easier)​
Alteration - (Changes the properties of a target object)​
Stock - (Allows the caster to carry something they wouldn’t usually be able to)​
 
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Generic Offense

An Enkindled can choose where they want to focus their newfound knowledge when attacking. Whether they choose to be up close with their magic or become effective at range, the spells they perform will be unaffected. Spells marked with "Cantrip" for their range will use the cantrip's properties (Excluding Power) such as disadvantage from opponents being too close.

As an Enkindled, you may choose three categories for their attack Cantrip. It's Power, Reach, and Type.

Note: All combat mechanics still apply while using these cantrips. They are an exact replacement of combat abilities where Arcana is your weapon.


THE DETAILS OF THIS CANTRIP MUST BE GIVEN ON YOUR FAITHFUL PROFILE.


Name: Arcane Strike
Branch: Generic Attack
Effect: Damage
Range: Varies
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The caster channels divine power into their hand, unleashing it forward to blast a target with arcane energy. This attack must be done with a free hand or use of a catalyst. Its Power, Reach and Type can be defined by the Enkindled and must be defined on their profile and cannot be changed mid-combat.

Light attack Cantrips can be dual wielded for the purposes of triggering Swift Strike. A Cantrips Power only applies to this attack, or Spells marked with Cantrip on their Range. The Attack Cantrip does not apply for triggering Attack of Opportunity.

You may flavour this how you like for aesthetic purposes.

Power: Light or Medium
Reach: Short or Average
Type: Melee or Ranged
 

Generic Defense

An Enkindled can choose between being selfish or selfless when defending themselves. On one hand, they may only be able to defend themselves from incoming attacks. On another hand, they may choose to defend others at the cost of their own defences effectiveness.

As an Enkindled, you may choose between the two defense cantrips. Will you choose to maximise your own defenses or use your defense to protect others?

Note: All combat mechanics still apply while using these cantrips.


YOUR CHOSEN CANTRIP MUST BE STATED ON YOUR FAITHFUL PROFILE.


Name: Ward
Branch: Generic Defense
Effect: Defense
Range: Self
Casting Time: Reaction
Duration: Instant
Casting Roll: Mind + Constitution
Description: The Caster quickly forms a small area of their magic where they can block an attack in the form of a shield. This allows them to use their [Mind + Constitution] to block attacks.

This does not require nor consume the user’s reaction nor does it have a cooldown.

You may flavour this how you like for aesthetic purposes.
Name: Protect
Branch: Generic Defense
Effect: Defense
Range: 10 Blocks
Casting Time: Reaction
Duration: Instant
Casting Roll: Mind + Constitution
Description: The Caster quickly forms a small area of their magic where they can block an attack in the form of a shield. This allows them to use their [Mind + Constitution] at disadvantage to block attacks.

Additionally, they may use this as a Reaction once per round to shield an ally using their [Mind + Constitution/Arcana] without disadvantage, adding half their successes onto the target’s Defense Roll. This reaction cannot be used on their own defense roll and does not require nor use the user's reaction.

When used on themselves, this does not require nor consume the user’s reaction, nor does it have a cooldown. However, shielding an ally may only be attempted once per round. They may still use their self defense after shielding an ally.

You may flavour this how you like for aesthetic purposes.
 
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Generic Utility


An Enkindled can choose to have a simple cantrip for utility. Both of these are used very situationally, but an Enkindled is only so powerful enough to hold one of these. Utility cantrips can be maintained for excessive periods of time as long as concentration is not broken.

As an Enkindled, you may choose between the two utility cantrips.

Note: Cantrip Concentration is broken by casting other spells/cantrips or taking damage.
Using a Utility Cantrip in combat consumes your Bonus Action.


YOUR CHOSEN CANTRIP MUST BE STATED ON YOUR FAITHFUL PROFILE.

Name: Glow
Branch: Generic Utility
Effect: Perception
Range: Self
Duration: Instant
Description: The caster creates a source of illumination from their palm, lighting up the area the same as a MC torch. This light requires consistent focus on the part of the caster, and should they stop focusing upon the spell the light will immediately fizzle out.

You may flavour this how you wish for aesthetic purposes.

Name: Tool
Branch: Generic Utility
Effect: Stock
Range: Self
Duration: Instant
Description: The caster creates a non-weapon tool or utensil in their palm, being usable like a typical instance of the tool. This object requires constant contact from the caster to be maintained, and will disappear upon leaving their grip.

You may flavour this how you wish for aesthetic purposes.
 

Branch Specific

An Enkindled can choose a cantrip specific to them. Both of these are used very situationally, but an Enkindled is only so powerful enough to hold one of these. Branch cantrips can be maintained for excessive periods of time as long as concentration is not broken.

As an Enkindled, you may choose between the two cantrips within your branch.

Note: Cantrip Concentration is broken by casting other spells/cantrips or taking damage.
Using a Branch Cantrip in combat consumes your Bonus Action.


YOUR CHOSEN CANTRIP MUST BE STATED ON YOUR FAITHFUL PROFILE.


Gravity
Name: Airball
Branch: Astral | Gravity
Effect: Alteration
Range: Touch
Duration: Instant
Description: The caster can freely lighten the influence of gravity on a non living object up to the size, density, and weight of a small sports ball, being able to nullify its weight entirely and return it to normal at will over the course of a few seconds. This effect ends upon the object straying more than 20 meters away from the caster.

If thrown, this object will be incapable of dealing damage. This effect can only occur on a single object of the casters choosing at a time.
Name: Gravitational Nullification
Branch: Astral | Gravity
Effect: Movement
Range: Touch
Duration: 1 turn
Description: The caster temporarily nullifies the effect of the Earth's gravity on a living target. This allows them to jump higher for the duration before gravity pulls them back down (The target can be the caster).

This allows the target to:
  • Jump up to 5 Blocks.
  • Nullify fall damage by 2 Blocks.

Planar

Name: Displace
Branch: Astral | Planar
Effect: Alteration
Range: 10 Blocks
Duration: 1 Turn
Description: The caster displaces an object up to the size of an apple that is within direct line of sight into their palm over 3 seconds. The object will fade from existence and will reappear in the casters palm. Should direct physical line of sight be broken at any time, including obstruction via glass or the caster blinking, the spell will fail and the object will return to its original position.
Name: Rift Echo
Branch: Astral | Planar
Effect: Communication
Range: 20 Blocks
Duration: Instant
Description: The caster is able to summon an extremely small portal from their mouth which is only able to carry the sound of their voice. They can link this portal to a target's ear within the range of the cast.
  • The caster's voice will consistently sound like a whisper even if they yell.
  • The caster may communicate as much as they want to the target but the target cannot communicate back.
  • Physical matter cannot travel through this portal (This includes gases).
If the target is unwilling to receive the message, they may roll [Mind + Constitution] against the caster’s [Mind + Arcana] to resist the message.
  • On target failure, the message is received and the target senses the direction of the caster.
  • On target success, the message is blocked and the caster's location remains hidden.

Life

Name: Overgrowth
Branch: Occult | Life
Effect: Movement
Range: 8 Blocks
Duration: 1 Round
Description: The Caster can cause natural growth on any surface within their range. Either:
  • They can create roots or vines to swing from or as though they were ropes.
  • They can use moss as padding to soften their footing. This will provide 1 extra success on stealth checks.
  • As a reaction, it can be used to soften a fall from short heights, negating 1 block of fall damage.
These sprouts fade quickly and cannot be used to trap or bind enemies directly.
Name: Sleepbloom
Branch: Occult | Life
Effect: Alteration
Range: 10 Blocks
Duration: Instant, Action
Description: The caster can attempt to make a living target fall asleep. Whether the target is willing or not, the caster must perform a [Mind + Arcana] roll against the targets [Body + Constitution] roll. If the target is in combat, the caster will need to consume 2 Astrium to make this attempt. For the caster to be successful, they must roll 3+ successes against the target.
If the target is in combat and the caster is successful:
  • Any attacker will have advantage on attack rolls performed on the target.
  • If the target takes any damage, they will wake up and be able to continue as normal.
  • The target can be woken up by an ally from being successfully (2+ successes) shoved using [Body + Constitution]
  • The caster will have to roll a [Mind + Arcana] check against the targets [Body + Constitution] requiring an extra success per round. (2nd round requiring 4+ Successes. 3rd round requiring 5+ Successes. etc.)

Death

Name: Murmur of the Veil
Branch: Occult | Death
Effect: Communication
Range: 20 Blocks (RP Chat Range) - Caster requires a line of sight to their target
Duration: Instant
Description: The caster exhales a faint breath of pale frost laced with murmurs drawn from nearby lingering souls. The gathered souls - being invisible to the naked eye - encircling the caster carry a message across the Veil as they whisper beneath their breath. Only the chosen target hears the words as if they are spoken inches from their ear. additionally the target will experience a cold shiver running down their spine.

The message delivered may contain up to 10 words. If more words are required, you may use Astrium to grant more:
  • 1 Astrium = 3 words. You may only use an amount of Astrium less than or equivalent to your level.
If the target is unwilling, they may roll [Mind + Constitution] against the caster’s [Mind + Arcana] to resist the message.
  • On target failure, the message is received, they will experience the shiver, and the target senses the direction of the caster.
  • On target success, the message is blocked, and the caster's location remains hidden, simply shivering for a moment.
Name: Creeping Shadows
Branch: Occult | Death
Effect: Perception
Range: 6 Blocks
Duration: 1 round
Description: The caster is able to manipulate nearby shadows like shadow puppets, altering the way they are cast and the intensity that they blot out light. This can be used cosmetically, to create diversions or altering shadows to make them better hiding spots.

This spell requires the surroundings to be fairly dark for stealth purposes. Any shadows created for hiding in must be sufficiently large enough to hide the casters entire body, and at least conform generally to the original outline of the shadow.

When used for stealth purposes, this offers an additional success on a single failure.
When used as a diversion, the caster does an [Mind + Arcana] against the targets [General + Intuition]:
  • Upon target failure, they will proceed to fall for the diversion.
  • If the target succeeds, the caster’s general location will be revealed to them.
If the caster wishes to increase the range of the cast, they are able to expend Astrium to increase its range:
  • 1 Astrium = 2 blocks of additional range. You may only use an amount of Astrium less than or equivalent to your level.

Air

Name: Carrier or Air
Branch: Elemental | Air
Effect: Stock
Range: 15 Blocks
Duration: Near-Infinite
Description: Upon casting, the Enkindled is able to manipulate the air around them, choosing a gaseous elemental compound to carry with them as stock. This can include any gas that does not obstruct vision. This gas may be used to breathe or move. If the gas is harmful to the body, it will also harm the caster as they can only manipulate one compound at a time. A caster may dispel this as a bonus action to updraft 5 blocks and float to negate fall damage. Glide duration lasts 2 Rounds.
(Ask for damage intakes through a Systems Ticket)

If the cantrip is dispelled the caster will have to find the element of their choosing again if they wish to continue with it. For example:
  • If the caster has pulled Oxygen into a cavern that lacks it, they will be able to maintain it until they dispel, at which point, they will not be able to cast with Oxygen again.
  • DMs may suggest the most suitable roll to do this - Otherwise default to a [Body + Perception] roll. To succeed, you require 3 successes or more.
Name: Shocking Language
Branch: Elemental | Air
Effect: Communication
Range: 20 Blocks (RP Chat Range) - Caster requires a line of sight to their target
Duration: Instant
Description: The caster is able to summon a gust of wind that manages to pick up on the amplitudes of sound waves. The air must have properties that people can easily take breaths in. The caster may choose to send a message to a target at will. As the target receives the message, they will experience a harmless shock.

The message delivered may contain up to 10 words. If more words are required, you may use Astrium to grant more:
  • 1 Astrium = 3 words. You may only use an amount of Astrium less than or equivalent to your level.

Additionally, the caster can bring messages back to themselves. If from an ally, there are no checks needed to do so. However, if the target is unwilling or unbeknownst to sending a message, the caster must roll [General + Stealth] against the targets [General + Perception].
  • If the caster fails, their position will be revealed, as will the intention of intrusion. The target will also receive a harmless shock.
  • If the caster succeeds, they will be able to hear the conversation or words being said among their target.

Earth

Name: Geosense
Branch: Elemental | Earth
Effect: Perception
Range: 6 Blocks
Duration: Instant
Description: When on solid ground, the caster is able to attune to the earth and understand the formation of the land around them. This can be used to detect hollows in the earth such as caves, sinkholes or hidden entrances as well as general consistency. This cannot be used passively, and requires active concentration and effort to maintain.

This effect will not work if the caster is not directly on the ground, such as standing on wooden flooring or a carpet, or the ground is too soft such as mud or sand. The detection of Caves and underground structures requires the oversight of a DM.

If the caster wishes to increase the range of the cast, they are able to expend Astrium to increase its range:
  • 1 Astrium = 3 blocks of additional range. You may only use an amount of Astrium less than or equivalent to your level.
Name: Intuitive Climbing
Branch: Elemental | Earth
Effect: Movement
Range: 10 Blocks of Touch
Duration: 10 turns, unless dispelled
Description: The caster is able to summon a rope using the materials around them, forming a simple way to traverse downwards, and upwards if the cantrip is maintained.

Additionally, if walls are stable and are natural (non-man-made structures), the caster may create steps to easily traverse through steeper areas. The caster can only create 4 stable steps at a time. Creating another will destroy the last.

If the caster wishes to create more than 4 stable steps, they can do so at the expense of Astrium where
  • 1 Astrium = 2 Stable Steps. You may only use an amount of Astrium less than or equivalent to your level.
  • These steps can be resummoned so long as the cantrip has not been dispelled.

Fire

Name: Ember Trace
Branch: Elemental | Fire
Effect: Perception
Range: 10 blocks
Duration: Near-infinite
Description: The caster leaves behind a glowing ember trail from their footsteps or fingertips, which can only be seen in low light or darkness. The trail lasts indefinitely unless more blocks than the range specified are stepped on. In this case the trail will disappear from the back as it is being created at the front.
  • You may use 1 Astrium to grant 3 more blocks of range. You may only use an amount of Astrium less than or equivalent to your level.
  • The trail can also be erased by dispelling the cantrip or via a strong water/wind
This can be used for Marking a path through dark terrain, leaving silent signals for allies or exposing hidden movement if applied to a target (Requires touch). This will not deal any damage to any target.

When attempting to tag an unwilling target with Ember Trace, the caster must roll [General + Stealth] against the target’s [General + Perception].
  • If the caster fails, the cantrip fizzles and dispels
  • If the caster is successful the target leaves glowing steps while within range of the caster.
Name: Flame Step
Branch: Elemental | Fire
Effect: Movement
Range: Self
Duration: 1 Turn
Description: The caster weaves flame around their hands or feet. Exploding flame to propel themselves in one quick propulsion an additional two blocks of movement. If used on their feet they can also use this to launch themselves upwards 5 blocks. This cantrip can only be used with the user’s feet touching a surface.

Water

Name: Carrier of Fluid
Branch: Elemental | Water
Effect: Stock
Range: 3 Block Radius
Duration: Near-Infinite
Description: The caster is able to manipulate a single fluid around them, having the ability to carry it with them. The fluid will begin from the casters hand, forming a ring around them. Depending on the properties of this fluid, it may have no effects, it may tire the caster or it may harm the caster.
  • Drinking water and sea water will have no adverse effects on the caster, allowing them to carry it simply.
  • Blood will eventually weigh the caster down, meaning they would be unable to carry this for long enough to be effective - hence forcing them to use Astrium to maintain its use (1 Astrium heals 1 Minor Wound).
  • Carrying any substance harmful to the body will cause the caster to take damage for as long as they carry it.
(Ask for damage intakes through a Systems Ticket)
Name: Water Wading
Branch: Elemental | Water
Effect: Movement
Range: Touch
Duration: 2 Rounds
Description: The caster makes themselves or a target they touch fluid dynamic, allowing them to traverse through water or other similar viscosity fluids without suffering the difficult terrain effect.

The caster may select an amount of targets equivalent to their level at one time. The caster themselves is included as a target. (Initiate Level 1 can have 1 target. Apprentice Level 2 can have 2 targets, etc).

This effect does not provide any ability to breathe underwater, or resistance from the cold.
 
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