(NSFW - Page 3/topless pics)

Sunday 19 April 2020

Manors & Dominions

MANORS & DOMINIONS
Per OSRIC, high level Fighter Lords (level 9+) can extract 1gp/month from their domain, 12gp/year per resident in a freehold; for other rulers the typical income is 10gp/year gross income for a typical borderland manor, which is the OD&D level.

New Manors
Initially attract freeholders on a manor equal to 'Max Henchmen' score x10 and if there's plenty of land grow as per table below. Of course diplomacy and conquest can enable rapid growth...
For random potential areas optionally roll 3d4 for the likely gp/year reflecting resources; Fighter Lords add +2 to the roll. 10gp/year assumes a near optimum environment.

Lord's CHA: Initial Freeholders (Manor)
3-4:  10; Growth -3%
5-6: 20; Growth -2%
7-8: 30; Growth -1%
9-11: 40; Growth +0%
12-13: 50; Growth +0%
14: 60; Growth +0.5%
15: 70; Growth +1.5%
16: 80; Growth +2%
17: 100; Growth +3%
18: 150; Growth +4%
19: 200; Growth +5%
A typical manor in settled farmlands is 640 acres, or 1 square mile. Maximum manor size in borderlands is roughly 2 miles diameter (one 2 mile hex), or just over 3 square miles, of which no more than 1 square mile is likely farmland. Exceptions apply to rulers of exceptional charisma - see below. Otherwise new manors must be created to administer the growing population.

Manor Current Population & Base Growth Rate (annual)
Under 20       +30%
20                 +25%
40                 +20%
60                 +15%
80                 +10%
100                 +5%
125                 +4%
150                 +3%
200                 +2%
300                 +1% requires 1.5 square miles farmland
400                 +0% " 2 sq m"
500                  -1% " 2.5 sq m"
600                  -2% " 3 sq m"
700                  -3% " 3.5 sq m"
800                  -4% " 4 sq m"
900+                -5% " 4.5 sq m"

A sub-infeudinated manor must have a lord or thane, preferably a henchman/retainer of the higher lord.

Resource Investment
For every 200gp spent on resource development in a month, a manor will attract 1d10 more people after 1 month. Growth limits still apply.

Typical Domain Costs
A typical domain has gross income of 10gp/person/year and expenses of 75% of income, leaving a net income of 2.5gp/person/year.
Garrison: 20% (civilised)-30% (borderland)-40% (wilderness) of income (2gp-4gp/person/year)
Stronghold Upkeep: 5% of stronghold cost per year; typical strongholds cost = annual domain income x2 (civilised) x3 (borderland)  x4 (wilderness), so typically 10%-20% of income, 1-2gp/person/year
Salt Tax: 20% of gross income to higher lord, 2gp/person/year
Tithes: 0% (wilderness) -5% (borderland)-10% (civilised) of gross income to local churches/temples, 0gp-1gp/person/year
Festivals & Alms: 5% of income, 0.5gp/person/year

Urban Investment
It takes 1 year to create a new settlement at a suitable locale. Once created, the settlement maximum population figure is added to the maximum population figures above, so eg +30% annual growth requires a population fewer than 20 above the numbers below. Furthermore, after 1 year population is attracted to develop a number of surrounding rural manors, which may potentially be ruled and taxed. 
Investment  Additional Maximum Population Settlement Area/Surrounding Manors (of 1-3 sq m)
 10,000gp      +1000 Small Town  (0.1 square mile)/6
 25,000gp      +3000 Town            (0.25 square mile)/12
 75,000gp      +10000 Small City (0.5 square mile)/24
200,000gp     +25000 Large City (1 square mile)/50
625,000gp     +100000 Metropolis (2 square miles)/100
2,500,000gp  +500000 Grand Metropolis (10 square miles)/200

Armies & War
Typical resources available to a ruler are:
1. The standing garrison forces of his domain and those of his vassals.
2. Any available mercenary companies. Short term hire is normally for 1 fighting season (3 months); with the first month in advance - pre-equipped and trained units hired for war cost 10 times standard soldier garrison wages, eg 40gp/month for heavy foot, 120gp/month for heavy horse - this does however cover all officers and NCOs.
3. A mass levy from the general population. Levy obligation is normally only 40 days per year, but levies will fight to protect their homeland from invasion.
Domain Type  Levy % of Population  
Wilderness      20%
Borderland      10%
Civilised            5%
In uncivilised regions Levy Clansmen/Tribesmen and Borderers may make effective light infantry; some urban centres also maintain good quality levy militia, but typical feudal rural peasantry make poor troops. Some rulers maintain tax-exempt Yeomanry under their protection as specialised levy troops, eg longbowmen and billmen. These are required to maintain their own armaments, and are of similar quality to mercenary troops.

Troop Quality (1e/OSRIC)
Troops fight & save as Fighters of the indicated level, but do not have access to any class abilities such as Weapon Specialisation and Combat Dominance.
Elite: Lvl 2 THAC0 19 hd 2d6+3; Serjeant Lvl 3 THAC0 18 hd 2d6+5
Veteran: Lvl 1 THAC0 20 hd 1d6+3; Serjeant Lvl 2 THAC0 19 hd 2d6+3
Regular: Lvl 0 THAC0 21 hd 1d4+3; Serjeant Lvl 1 THAC0 20 hd 1d6+4; eg mercenary
Trained: Lvl 0 THAC0 21 hd 1d6+1; Serjeant  Lvl 1 THAC0 20 hd 1d6+3; eg clansmen
Green: Lvl 0 THAC0 21 hd 1d6; Serjeant Lvl 0 THAC0 21 hd 1d4+3; eg peasant levy

Followers
Certain classes of character who reach high level and establishes a Stronghold such as a fortress, monastery, temple or thieves' guild (usually with at least 1 manor) may attract Elite & Regular Followers, as per class description.
Elite Followers/Companion Guard:   Up to 1/4 of elite followers are typically available to accompany the PC on adventures, while others guard the Stronghold or see to their own affairs. 
Regular Followers: These are characters of Level 0 or 1 HD who guard the PC's Stronghold, protect their affairs, and in some cases may fight for them. Regular Followers are best used to take care of the Stronghold and attend to routine affairs such as information gathering and tending to the faithful.
Replacing and Gaining Followers: Lost followers may typically replaced at a rate of 25% per game month, however if losses are due to reckless or indifferent behaviour by the PC they may suffer a penalty on effective Charisma bonus, typically -1 to -5. Likewise a PC with a very good reputation may have a bonus on effective Charisma modifier, typically +1 to +5.




Saturday 18 April 2020

OSRIC/1e Equipment Prices

Item Weight Cost
Ale, pint 1 1 sp
Backpack 10 (empty) 2 gp
Barrel 30 (empty) 2 gp
Bedroll 5 2 sp
Bell - 1 gp
Belt - 5 sp
Blanket, woollen 2 5 cp
Block and tackle 5 5 gp
Boots, soft 3 1 gp
Boots, heavy 5 2 gp
Bottle (wine), glass 1 2 gp
Box (empty) 15 1 gp
Bracer, leather (archery) 1 8 sp
Caltrops 2 1 gp
Candle, beeswax - 1 cp
Canvas (per sq. yd) 1 1 sp
Cauldron and tripod 15 2 gp
Chain (per 10 ft) 10 30 gp
Chalk, piece - 1 cp
Chest (empty) 25 2 gp
Cloak 2 3 cp
Crowbar 5 2 gp
Dice, bone, pair - 5 sp
Dice, loaded, pair - 5 gp
Doublet, linen 1 3 gp
Firewood (per day) 20 1 cp
Fish hook - 1 sp
Fishing net (per 25 sq. ft) - 1 sp
Flask (leather) - 3 cp
Flint and steel - 1 gp
Gloves, kidskin, pair ½ 3 gp
Gown, woollen 1 5 cp
Gown, linen 1 3 gp
Item Weight Cost
Gown, silk 1 50+ gp
Grappling hook 4 1 gp
Hammer (tool, not war) 2 5 sp
Holy symbol, silver 1 25 gp
Holy symbol, pewter 1 5 gp
Holy symbol, wooden 1 6 sp
Horse, cart N/A 15 gp
Horse, nag N/A 8 gp
Horse, palfrey N/A 40+ gp
Horse, rouncey N/A 25 gp
Horse, war, heavy N/A 500+ gp
Horse, war, light N/A 200+ gp
Horse, war, medium N/A 350+ gp
Hose - 1 gp
Iron spikes, dozen 5 1 gp
Ladder (per 10 ft) 20 5 sp
Lamp (bronze) 1 1 sp
Lantern, bullseye 3 12 gp
Lantern, hooded 2 7 gp
Lock 1 20+ gp
Manacles 2 15 gp
Mirror (small steel) ½ 20 gp
Mirror (small silver) ½ 45 gp
Mule N/A 18 gp
Musical instrument 1+ 5+ gp
Needle and thread - 3 cp
Oil (lamp) (per pint) 1 1 sp
Ox N/A 15 gp
Parchment (per sheet) - 2 sp
Pin (cloak) - 4 sp
Piton ½ 1 sp
Pole (per 10 ft) 8 2 sp
Pony N/A 12 gp
Item Weight Cost
Pot, iron 10 5 sp
Pouch, belt, large 2 (empty) 4 sp
Pouch, belt, small 1 (empty) 2 sp
Quill (pen) - 1 sp
Quiver (holds 12 arrows) 1 (empty) 1 gp
Quiver (holds 24 arrows) 2 (empty) 25 sp
Quiver (holds 12 bolts) 1 (empty) 12 sp
Quiver (holds 24 bolts) 2 (empty) 3 gp
Rations, standard (per day) 2 2 gp
Rations, trail (per day) 1 6 gp
Reins, bit and bridle 5 2 gp
Robe, linen 1 3 gp
Robe, silk 1 60+ gp
Rope, hemp (per 50 ft) 10 1 gp
Rope, silk (per 50 ft) 5 10 gp
Sack, small ½ (empty) 9 cp
Sack, large 1 (empty) 15 cp
Saddle and stirrups 20 10 gp
Satchel 5 (empty) 1 gp
Scrollcase, bone ½ 4 gp
Scrollcase, leather ½ 1 gp
Item Weight Cost
Shoes, common 1 5 sp
Shoes, noble 1 30+ gp
Shovel 8 2 gp
Signal whistle - 8 sp
Skillet 5 1 gp
Soap (per lb) 1 5 sp
Spell book (blank) 5 25 gp
Tent 20 10 gp
Thieves’ Tools 1 30 gp
Torch 1 1 cp
Tunic, woollen 1 5 cp
Tunic, banqueting 1 10+ gp
Twine, linen (per 100 ft) ½ 8 cp
Vellum (per sheet) - 3 sp
Wagon, small N/A 100 gp
Wagon, large N/A 250 gp
Water, holy (per vial) ½ 25 gp
Waterskin (3 pint) 1 (empty) 1 gp
Whetstone ½ 2 cp
Wine, pint 1 5 sp

Master Weapon Table
Weapon type
Damage vs
S or M
Damage vs
L Encumbrance Cost
Arrows 1d6 1d6 4 (per dozen) 2 gp (per dozen)
Axe, battle 1d8 1d8 7 5 gp
Axe, hand 1d6 1d4 5 1 gp
Bolt, heavy crossbow 1d6+1 1d6+1 4 (per dozen) 4 gp (per dozen)
Bolt, light crossbow 1d4+1 1d4+1 2 (per dozen) 2 gp (per dozen)
Club 1d4 1d3 3 2 cp
Dagger 1d4 1d3 1 2 gp
Dart 1d3 1d2 ½ 2 sp
Flail, heavy 1d6+1 2d4 10 3 gp
Flail, light 1d4+1 1d4+1 4 6 gp
Halberd 1d10 2d6 18 9 gp
Hammer, war, heavy 1d6+1 1d6 10 7 gp
Hammer, war, light 1d4+1 1d4 5 1 gp
Javelin* 1d6 1d4 4 5 sp
Lance* 2d4+1 3d6 15 6 gp
Mace, heavy 1d6+1 1d6 10 10 gp
Mace, light 1d4+1 1d4+1 5 4 gp
Morning star 2d4 1d6+1 12 5 gp
Pick, heavy 1d6+1 2d4 10 8 gp
Pick, light 1d4+1 1d4 4 5 gp
Pole arm* 1d6+1 1d10 8 6 gp
Sling bullet 1d4+1 1d6+1 4 (per dozen) 1 gp (per dozen)
Sling stone 1d4 1d4 2 (per dozen) Free
Spear* 1d6 1d8 5 1 gp
Staff 1d6 1d6 5 Free
Sword, claymore/bastard 2d4 2d8 10 25 gp
Sword, broad 2d4 1d6+1 8 10 gp

Damage vs
S or M
Damage vs
L Encumbrance Cost
Sword, long 1d8 1d12 7 15 gp
Sword, scimitar 1d8 1d8 5 15 gp
Sword, short 1d6 1d8 3 8 gp
Sword, two-handed 1d10 3d6 25 30 gp
Trident* 1d6+1 3d4 5 4 gp
* Long-hafted, pointed weapons, such as the spear, lance (when used dismounted), pole arm, or trident, inflict double damage when
set to receive a charge and the foe actually charges. The lance inflicts double damage when used by a character riding a charging
heavy warhorse or similar animal; if the attacker is mounted on a normal riding or cavalry horse, the damage should be reduced.
Missile Weapon Table
Weapon Type
Damage vs
S or M
Damage vs
L
Rate of Fire
(in shots/round)
Range (-2 to hit/
increment) Encumbrance Cost
Axe, hand 1d6 1d4 1 10 ft 5 1 gp
Bow, long † 1d6 1d6 2 70 ft 12 60 gp
Bow, short † 1d6 1d6 2 50 ft 8 15 gp
Club 1d4 1d3 1 10 ft 3 2 cp
Composite bow,
long †
1d6 1d6 2 60 ft 13 100 gp
Composite bow,
short †
1d6 1d6 2 50 ft 9 75 gp
Crossbow, heavy* 1d6+1 1d6+1 ½ 60 ft 12 20 gp
Crossbow, light 1d4+1 1d4+1 1 60 ft 4 12 gp
Dagger 1d4 1d4 2 10 ft 1 2 gp
Dart 1d3 1d2 3 15 ft ½ 2 sp
Hammer 1d4+1 1d4 1 10 ft 5 1gp
Javelin 1d6 1d4 1 20 ft 2 5 sp
Sling 1d4+1 or 1d4 1d6+1 or 1d4 1 35 ft ½ 5 sp
Spear 1d6 1d8 1 15 ft 5 1 gp
* Heavy crossbows may not be used from horseback; only a footman can brace them correctly before firing.
† Some specially-made bows (sold at special cost if at all—GM’s discretion) permit the user to add his or her strength bonus to damage
inflicted with the weapon. Otherwise the strength damage bonus with missile weapons is restricted to hurled weapons (axes, hammers,
clubs, darts, javelins and spears).
ARMOUR
Armour Table 1
Armour Type Encumbrance* Max Move Rate Effect on AC (base AC 10) Cost
Banded 35 lbs 90 ft -6 90 gp
Mail hauberk or byrnie (chain) 30 lbs 90 ft -5 75 gp
Mail, elfin (chain) 15 lbs 120 ft -5 Not sold
Leather 15 lbs 120 ft -2 5 gp
Padded gambeson 10 lbs 90 ft -2 4 gp
Plate 45 lbs 60 ft -7 400 gp
Ring 35 lbs 90 ft -3 30 gp
Scale or lamellar 40 lbs 60 ft -4 45 gp
Shield, large 10 lbs N/A -1 15 gp
Shield, medium 8 lbs N/A -1 12 gp
Shield, small 5 lbs N/A -1 10 gp
Splint 40 lbs 60 ft -6 80 gp
Studded 20 lbs 90 ft -3 15 gp
* For non-magic armour. Magic armour is un-encumbering, and allows a maximum move rate 30 ft faster than normal (up to 120 ft).
Magic shields weigh as much as normal shields of the same type.

Armour Table 2
Type of Armour AC Rating
None 10
Shield only 9
Leather or padded armour 8
Studded leather or ring 7
Scale or lamellar 6
Mail hauberk or byrnie 5
Banded armour 4
Plate 3
The AC rating of a character employing a shield is improved
by 1, so a character wearing leather armour and
carrying a shield would be AC 7, while a character with
plate armour and shield would be AC 2. Magic armour
with a rating of +1 reduces AC by 1, +2 reduces by 2, and
so forth; the principle is that a positive rating for a magic
item shows that it is beneficial, but AC is rated on a descending
scale whereby the lower the figure, the better
the protection.

Friday 17 April 2020

DUCHY OF CARMATHAN (M3 1359)

Ruling House: Devlin
Present Duke: Helmont the 15th, 22nd Duke of Carmathan (impostor, fled 1/5/1359)
Family Crest: Bloodied Scythe
Capital: Ravensburg
Carmathan is one of the southernmost Damaran provinces. Like Polten and Ostel, it shares a long border with Impiltur to the south. Although several mines along the rim of the Earthspurs
in the west have shown promise, Carmathan is Damara's chief farming province. In years of good harvests, Carmathan alone can feed all the peoples of the entire kingdom, making it an important province indeed.
The ruling house of Carmathan has been in turmoil the last two years. When the Witch-King set his assassins loose in the night, the first victim was Helmont the 13th, 20th Duke of Carmathan.
The assassins killed more than 50 members of the family, leaving only Zhengyi's chosen puppet in line for the succession. He was swiftly appointed. Thus did Dashard Devlin, an incompetent
coward, ascend to the seat in Ravensburg.
Dashard was Helmont's fourth cousin, and he took the title Helmont the 14th. The puppet played his
role as head of an 'independent state' well enough to keep the loyalty of the people of Carmathan. Guided by his overlord, Dashard set up a very successful propaganda network throughout the duchy. He also planned to move against Bloodstone.
When the Bloodstone army learned of Dashard's plans for an invasion, they marched south to meet the evil duke head on. Dashard's propaganda network whipped Carmathan's people into a patriotic frenzy of defense against the invaders.
The armies met 20 miles east of Valls, on the edge of the Brandiar Moor, in a battle that came to be known as the Kingdom Fight of Three Borders. From the outset it was apparent to the generals of
Bloodstone that this battle was going to be much different than the diplomatically-engineered victory over Arcata. Believing Gareth to be the invader and usurper, the Carmathans advanced with fire in their eyes and a song on their lips. Fortunately, the Bloodstone army was equally well-motivated.
Battle-hardened, and supported by the remnants of the Arcatan army, the forces from Bloodstone battled the Carmathans for almost three full days. Finally Gareth achieved a hard-fought
victory after the bloodiest battle of the Bloodstone Wars. Five hundred of the Bloodstone forces were cut down. More than two-thirds of the 1,800 Carmathans died on the field. Dashard himself was slain when he got in the way of a lightning bolt conjured by Emelyn the Gray.
Gareth would have continued south to put things right in Carmathan, but the alliance of Morov, Ostel, and Polten had united and was marching to cut off the Bloodstone army's return home.
Thus, Dashard's propaganda network remained intact, as did the internal structure of the court. Then
unheralded came Theodorus, the heretofore unknown brother of Dashard.
Theodorus took the ducal seat as Helmont the 15th, and quickly rallied the duchy behind him.
The new duke in Ravensburg has used the misinformation network well.
Many Carmathans are quite convinced that Gareth was and is a power-hungry dog seeking conquest, not cooperation. Carmathan may prove be Gareth's toughest nut to crack in his quest for a
united kingdom.
Also, Carmathan has deep roots in the old kingdom of Damara. Carmathans were, by tradition, deeply loyal to the throne in Heliogabalus. Ravensrock was actually Damara's first settlement,
the original home of Feldrin and the founders of the kingdom. Fiercely independent,
the Carmathans consider themselves the true Damarans, founders of the kingdom.
And yet, in the chamber of Quillan the Sage, the standard of Carmathan is placed squarely in the middle of the Measures of Power Scale as an undecided province. There are several reasons
to believe that Gareth will yet win over this southern region, detailed below.
Helmont the 15th sees an alliance with Morov as preferable to competing with Gareth's rising tide of favor, but the people of Carmathan have displayed no love for Dimian Ree. The Carmathans do not like the rumors they hear, particularly Ree's apparent ties to the Thieves' guild and to the Grandfather
of Assassins.
Second, the twilight Riders recently passed through the area, and Emelyn's company helped many. They even rescued the farming region of Halfling Downs from a ravaging bulette without a single life lost. Their aid has been noted and remarked on by all who encountered them.
A third boost lies in Carmathan's close ties with Impiltur. Once Gareth opens relations with Impiltur, he can work on Carmathan from the back door.
But a rumor may have supplied Gareth's strongest potential wedge. When the Twilight Riders were in Halfling Downs, they heard a tale from an old woman claiming to be a midwife to the House of Devlin. This midwife remembered no Theodorus, nor any brother of Dashard ever being born.
She doubted the authenticity of the new duke's claim. Gareth would not allow the Twilight
Riders to foster this unsubstantiated rumor. Instead, he brought in the well respected Monastery of the Yellow Rose. The Monastery's genealogical archives are quite complete but, in fairness,
they sent an expedition to Carmathan to investigate on the spot.
Early reports seem to lend credence to the midwife's tale. Woe to Helmont the
15th if the proud people of Carmathan learn he is an imposter!

DUCHY OF ARCATA

The Duchy of Arcata
Ruling House: Horgath
Present Duke: William, 8th Duke of
Arcata
Family Crest: Diving Dagger and
Mountains Three
Province Population: 15,000
Capital: Valls (1,300)
Most of the people of Arcata are either
farmers or miners. The farms are predominantly
in the south, around Valls.
Bloodstone is not common along the Arcatan
stretch of the Galenas and the
Earthspurs, but several silver and iron
mines have been opened.
True to St. Sollars and the ethics of endurance
and perseverance, the proud
Arcatans work on in the face of any
hardship. Tomrav, a mining and farming
community deep within the Earthspurs,
is a testament to this
determination. This tight-knit city is entirely
self-sufficient, often cut off from
the rest of the land by deep snows for
eight full months.
Arcata’s House of Horgath had been
in decline even before the rise of the
Witch-King. The common Arcatans recognized
this fact, but they were concerned
mainly with day-to-day survival.
Little attention was paid to the failings
of House Horgath, which seemed harmless
enough. William sent House
Horgath to the very nadir of disrespect
and indecency.
The opening salvo of the Bloodstone
Wars was the conflict between Arcata
and Bloodstone. In league with the
Grandfather of Assassins, Duke William
tried to take the wealth of the bloodstone
mines by force. More than 1,600
strong, William’s army forged straight
in toward Bloodstone Village, marching
through the foothills between Sleepy
Wood and the Galenas. On their first
night encamped on the outlying hills,
Gareth sent a simple note to the Arcatan
generals: “We are of common heritage,
common suffering, and common
goals. Why, then, do we fight?”
The Arcatan generals did not know of
the massive fortifications that had been
built in Bloodstone, and they could not
appreciate Gareth’s magnaminity. They
thought the note was a desperate plea
for mercy. The next day taught them a
bitter lesson.
When the sun rose on the forces of
Bloodstone, they were 1,200 strong,
fully arrayed, and entrenched in cunning
fortifications. There was worse
news yet for the Arcatans. Centaurs,
halflings, and dwarves had crept out of
the tunnels of the Warren to encircle the
Arcatan army from behind. Still loyal to
the wishes of their duke, the Arcatans
attacked the walls of Bloodstone anyway
and battle was joined—but only briefly.
In a matter of minutes, 300 Arcatans
lay dead or wounded, and the remainder
of the army was pinned down in the
little vale against the outer wall of
Bloodstone Village. Now Gareth and the
people of the new Bloodstone showed
their true strength of character. The
paladin and his friends raised a white
flag and rode through the Arcatan
lines, unarmed and unescorted, and
sued for peace.
The terms were simple. The Arcatan
army would collect its casualties and return
home, swearing not to renew the
attack. Duke William could remain on
his throne, and no penalties would be
imposed, no reparations demanded.
Gareth only asked that the Arcatans allow
him to move his forces along the
border of Arcata and Brandiar to meet
Carmathan, a new threat growing in
the south.
The peace was quickly accepted. The
new land of Bloodstone based its own
hopes on the precept of selfdetermination.
The Baron of Bloodstone
gambled that Arcata would
realize that its best hopes lay on the
same path. The terms of the peace,
which have come to be known as
“Gareth’s Gamble,” apparently worked
their magic. Nearly half of the Arcatan
army fell in behind the marching army
of Bloodstone. Three hundred more
troops joined in along the trek to meet
Carmathan.
William’s power has decreased in proportion
to the increasing popularity of
Gareth Dragonsbane and the proposed
Kingdom of Bloodstone. The majority of
Arcatans fully support the idea of a new
kingdom with Gareth as king of a
united, self-directing people. Not too
stupid to understand the tide of opinion
around him, William does not oppose
the populace, covertly or overtly.
It is believed that the Ducal Guard in
Valls regularly runs a secret emissary to
Bloodstone Village. Although the Guard
traditionally bears a fierce loyalty to the
Horgaths, they express the Arcatans'
desire to preclude even the smallest
possibility of renewed conflict.

Thursday 16 April 2020

CANTRIPS

Magic-User Cantrips 


USEFUL CANTRIPS

Bath:
(Abjuration)
Area of Effect: One creature, large or smaller. Giants may need several such cantrips.

This cantrip causes the caster or the willing target creature to enjoy similar benefits of a nice bath with warm, soapy water. The target must be nude to employ this cantrip and receive full benefits; otherwise dirt and odors from clothing may simply reapply themselves to the skin. Thus, by casting this cantrip, external body odors are eliminated from the target. This cantrip, however, will not clean one's clothing, nor freshen one's breath or clean one's teeth. If the caster is well trusted, even a dumb animal may benefit, such as one's mount (horse or other) being cleaned and bathed, a pet (dog or cat or other), etc. This cantrip does not actually use soap or water but simply removes the offending soils, excess oils, and odor causing substances as effectively as soap and water. Thus, one could wash vegetables, for example, and not leave a soapy residue. The cantrip usually doesn't bother target creatures (as a cat might be bothered by a real bath). Substances that will not readily wash off with warm, soapy water will also not be well affected by this cantrip. Skunk spray, for example, will not be completely removed, but the cantrip may help, and several applications will begin to take its toll.

Blue Light:
(Conjuration)
Area of Effect: 3-inch diameter sphere

This summons a blue light (3-inch sphere (not scale inches, 1/4 of a foot) and illuminates a 5' radius area with an eerie blue light as long as the caster concentrates upon it. It will not affect Infravision or Ultravision, nor cast reflections outside its sphere of illumination. The caster may read by this light, but may not do battle, cast spells, or in other ways devote too much concentration elsewhere other than to maintain the illumination. In any event, the duration is no more than one hour/level.

Breath:
(Evocation)
Area of Effect: 10x10x10 or 1,000 cubic feet

This cantrip will summon air to the caster if there is some available with 100 yards/level. Poisons in the air will not be summoned, but only nitrogen and oxygen will be brought forth. Such air will fill the area around the caster up to 1000 cubic feet (enough air for one man sized, resting creature, to last 24 hours before the carbon dioxide build up would be sufficient to kill him, assuming no other air source is handy and the room or cavern or whatever is hermetically sealed). Any other non-magically summoned poisonous air already in the vicinity of the caster will be removed on a one-to-one basis (by volume). If the mage fell into a pit of methane, this may save the caster's life. Trapped in a cave in or sealed in a portable hole or other hermetically sealed room, it may prolong it. It will not, however, affect dragon breath, Cloud Kill, Stinking Cloud, or other such spells. On the other hand, the cantrip may simply freshen a room's air, removing smoke and lingering odors and replacing them with fresh air from outside.

Brush:
(Abjuration)
Area of Effect: One mouth and its contents.

This cantrip removes foreign materials from one's teeth, gums, and tongue, removes plague and bacterial build ups, tarter, food particles, and helps eliminate bad breath. Furthermore, a flavored residue may remain in its place (minty, cinnamony, or plain). Finally, this residue may even slightly strengthen teeth. Such a cantrip may be employed on friendly animals. Used once per day, it is so effective it will prevent cavities and gum diseases such as gingivitis. It will not, however, reverse the effects of preexisting cavities.

Chill:
(Evocation)
Area of Effect: 1 cubic foot

Nonliving, non-magical liquid or solid materials may become up to 40 degrees F lower in temperature (not to be lower than 32 degrees F). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature. Thus, a tepid or warm drink may be chilled to a frosty temperature.

Clean:
(Abjuration)
Area of Effect: 4 square yards

This removes heavy soils, dirt, and similar material from the area of effect such as floors, walls, dishes, windows, a pile of vegetables, etc. The total material removed may not weigh more than 50 lbs. This material does not vanish, but will be collected in a container provided by the mage (a dustbin for example) or piled up where the mage so designates within the 1" range.

Color:
(Evocation)
Area of Effect: 1 cubic yard

This brings color to an object. It may restore faded colors or add a tinge of new color. Even hair or skin may be so colored. If cast upon a non-creature the effect will last for 30 days before fading back to the original color. If cast upon a willing friendly domesticated creature (such as a dog, horse, etc. that trusts the caster and not any old animal on the street or in the wild), the effect will last for one day/level of the caster. If cast upon unwilling or unfamiliar living targets, they receive a +4 bonus to their save vs. spell. Success negates the effect, failure indicates the color will only remain for one day.

Dampen:
(Evocation)
Area of Effect: 1 cubic yard, 27 cubic feet (no dimension to be less than 1-foot)

The area of effect will be permeated by a fog-like dampness that will leave all materials within moist and damp to the touch, hard to set aflame, or in other ways limp with moisture. Parchment may be ruined, inks may run, and powders may cake, for example. Items or creatures within can still be seen, but their details may be obscured in this light fog. At the end of the cantrip's duration, the moisture will quickly dissipate and evaporate as normal.

Depilatory:
(Alteration)
Area of Effect: Special selected areas on one creature up to the entire creature, or one object

This cantrip is used to shorten hair and/or fur up to and including shaving it clean off in the desired areas (head, face, legs, body, body parts, etc.). If used to remove all hair from a selected area, it does this so well it will be 6+1d6 days before the hair will start to grow back (one individual need not roll this each time, but only once. It will be assumed for that individual whatever they rolled is typical of them. For example, a particular woman rolls 8 and thus this cantrip always removes the hair from her legs for 8 days each time it is cast on her legs. Anther woman's hair may grow faster, so she should roll for herself, etc.). If targets are unwilling recipients, they will get +6 to their save vs. magic (remember the extra +4 bonus on top of this for adventurers and the like). Success negates the effect. This cantrip will also remove peach fuzz on a peach, make a small patch of carpet bald, etc., or do similar things to hair and fur like materials one could do with time, a scissors, and a razor.

Drink:
(Evocation)
Area of Effect: 1 quart

The mage holds his hands in the shape of a cup and utters the words and summons (from the nearest, freely available source) fresh, pure, water. Even a tainted or poisoned source will do as only the water is summoned and not the impurities. Unless pure water is available within 1 mile/level of the caster, the water is rather tasteless (distilled), but provides up to one quart of the required liquid. If NO liquid (or frozen) water (fresh or otherwise) is within 1 mile/level, the cantrip has no effect. As always, spells attempt to bring forth the easiest source, so a friend's water skin is not easy since water in the possession of a creature would get a save. The cantrip will first search for other sources before it even attempts to affect such a "owned" source.

Dry:
(Abjuration)
Area of Effect: 1 cubic yard or 27 cubic feet

This will dry out the area, render wet or damp clothing dry, parchments crisp, dry up small puddles, dehydrated mud, etc., and in other ways drive off excess moisture. It is especially good for drying herbs and spices or dehydrating meats and fish, vegetables, and fruits. It has no appreciable effect on the inner or natural levels of moisture of living creatures or living tissue, though it may dry off their wet clothing, skin, and/or fur after an unfortunate dunking in the river, for example. While the area must be inside the 1 cubic yard limit, the actual amount of water driven off can be no more than 1 cubic foot (about 8 gallons). This cantrip has no affect on other liquids (pure alcohol, mercury, etc.).

Dust:
(Abjuration)
Area of Effect: 10' Radius or 300 square feet

This will remove lose, fine dust and grit from exposed surfaces such as floors, shelves, walls, etc. The material (often mostly comprised of flakes of dead skin and hair) is removed to a handy dustbin within range or piled up where the caster wishes within range (10 feet). The removed material may not exceed 10 lbs. in weight. Care should be exercised while dusting delicate works of art (paintings, frescoes, etc.) as this cantrip may remove fine plaster or flecks of paint if not concentrating on the task at hand. The duration is instantaneous and normally takes no supervision, but if the mage concentrates on the task and oversees it for one-turn/10 square feet, no damage will come to fine objects.

Exterminate:
(Abjuration)
Area of Effect: 1 small creature (1 Hit Point or less and no creature with more than animal intelligence). OR, a flat area of 20 square feet or less may be erected.

The mage may actually kill a small creature of animal intelligence or less (no save) that normally has 1 Hit Point or less. (One could NOT kill a fighter currently at 1 Hit Point, for example). Thus a fly, mouse, small rat, beetle, bat, etc. may be killed if it is within range. The mage must be able to see it Ø° OR - must be within one foot of it and be able to discern it in some manner. 'I can hear it behind this wall right here.' This spell will have no effect on enchanted beings. If an invisible wall of 20 square feet or less is erected (such as in a door way, open window, or tent opening), creatures effected by this spell will be killed as they come in contact with the wall if they fail save vs. spell. If they make save they will simply be turned away as if hitting a pane of glass. Thus, flying and crawling pests may be kept away. This spell will have no effect on summoned or enchanted creatures (such as a swarm).

Extract:
(Abjuration)
Area of Effect: 1 small object

This cantrip will give a surprising strong, sudden yank when directed at a small object within range. There is no direction or control to the object after the initial yank, and it may fly almost in a random direction. Thus, one may yank a small book off a table or shelf, a mug off a table, or even pull a single nail out of a board. This cantrip may be used on WILLING targets (or domesticated animal) to quickly yank a rotting tooth out of their mouth. Yes, it hurts like hell, but it is usually worth it to be free of such a cavity.

Fire Finger:
(Alteration)
Area of Effect: 6-inch line (one half of a foot)
This cantrip causes a 6-inch jet of flame to spring from the caster's finger causing easily combustible objects to ignite. It lasts 6 seconds. The aura of living creatures (of more than animal intelligence or more than 1 Hit Point) can ward of its effects (no damage). The cantrip is handy for starting campfires and the like, or even sterilizing daggers and needles. It is better than Spark, for example, in that it may set aflame harder to burn objects, but worse than Spark, in that it has no "within 10-foot" range and must be used up close.

Flavor:
(Enchantment)
Area of Effect: One object or 1/2 cubic foot

This cantrip may greatly enhance the flavor of food, perhaps even making bland gruel taste like lobster bisque. Naturally, some people may still not like this flavor. The chosen flavor will reflect the caster's desires and all that eat the flavored food or drink the flavored liquid will taste what the caster intended (unless they make save vs. spell). The more radical or even obvious the change, the more likely it will be perceived as the actual food would normally taste. If this is only a slight enhancement (bland gruel to slightly better gruel or the like), no save is permitted. Moderate changes will afford the taster a normal save vs. spell, and if they succeed, the food will taste as it normally did without the enhancement. If a fantastic enhancement is used - going from a bitter poison to undetectable poison, or bland gruel to lobster bisque - one will get up to +4 to their save vs. spell to detect it (before swallowing). This spell will not affect magical things, nor will it affect wholesomeness. Spoiled food is still spoiled - and will still make one sick - and a poisoned drink is still poisoned. Of course these things may go unnoticed for a time. After the duration expires (one hour/level), the food's normal flavor returns. If consumed before that time, no notice is taken (unless it was spoiled or poisonous). This cantrip, due to the forced saving throw even for willing creatures, is not as good as other cantrips such as Spice, but that cantrip may require some measure of cooking skill so one does not over spice their food. The Flavor cantrip requires absolutely no skill along these lines.

Freshen:
(Enchantment)
Area of Effect: One object or 1/2 cubic foot
This will bring freshness to things like beer, milk, meat, raw vegetables, and the like. It may restore freshness to drooping, cut flowers or herbs. Though it will remove the taint of SLIGHT spoilage, it is not as effective as Purify Food & Drink. The freshness will last only a single hour. If the object is consumed before then, no ill effect will come as the duration expires. If cast upon a creature normally harmed by such spells as Purify Food & Drink, they are NOT immune to this cantrip and will receive 1d4 damage if they fail a normal saving throw vs. spell.

Gather:
(Alteration)
Area of Effect: 1 square yard but no more than 1/4 cubic foot

Numerous small items may be gathered, picked up, or stacked into neat piles. Nails, nuts, coins, papers, etc. are fine examples. One wonderful application of the cantrip may sort items if their differences are readily apparent to the caster. For example, a pile of gold and silver coins can be so separated, just as grains of salt and pepper may be. The caster must be able to readily see this however. He could not, for example, separate the fine gold dust amid the black dirt as it is too well hidden, nor would he be able to separate platinum coins and silver coins unless there was something else besides a difference in metal (i.e. one may be much bigger than the other). Each application of the cantrip will separate out one type of item (all gold coins OR all copper coins, etc., and leave the rest). In essence, if the caster could do it by hand and without special equipment if he had enough time, this cantrip will handle it in less than a minute (even water and a pan while panning for gold is considered special equipment).

Humus:
(Evocation)
Area of Effect: 1 cubic foot

This spell gathers dirt and organic materials, moisture, and bacterial ingredients within one mile/level of the caster and places the mixture anywhere the caster wishes within range. This is humus, the black, enriched soil excellent for growing plants in pots or gardening. Of course, the mage may use it however he wishes, but it is usually for growing things in pots and window boxes. If no such materials are within 1 mile/level, the cantrip has no effect.

Polish:
(Alteration)
Area of Effect: One object or set (like a pair of boots). Up to 1000 square feet.

This will smooth and bring luster to objects of wood, metal, stone, leather, or ceramic. The object must first be cleaned by hand or by the Clean cantrip. The smaller the area or object, the better the job. Several applications may be required to 'sand' rough wood down to such a smooth finish.

Salt:
(Evocation)
Area of Effect: One object, up to 4 square yards, up to 30 gallons.

This spell actually summons salt (Sodium Chloride, NaCl) (pretty impressive really). It salts food for flavor, covers a patch of nasty weeds or an icy walkway, will help salt fish or meats, etc. It is assumed the caster can control this and bring in the desired amount of salt up to the limits, and thus may be able to preserve a barrel of fish (30 gallons or less) for example, or lightly salt his steak. The summoned salt is permanent since there is no duration on this cantrip.

Shine:
(Alteration)
Area of Effect: One object, up to 100 square feet.

This will remove tarnish, rust, corrosion, and similar substances from the desired object. (Note, removing rust, for example, will not restore the metal; it only gets rid of the rust). The cantrip will bring objects capable of it to mirror brightness. It is excellent for cleaning coins, gems, and jewelry, and if done before sale may even slightly affect the evaluation of the object (make it a bit higher (no more than 5%)).

Smoke Puff:
(Evocation)
Area of Effect: 1-foot diameter cloud

This creates a cloud of colored smoke (caster chooses the color of blue, gray, yellow, red, orange, white, blank, pink, purple, or green) to appear within 10 feet of the caster, and it will behave as smoke would (ascending and dissipating, usually, or flowing with the prevailing air currents).

Spark:
(Alteration)
Area of Effect: a tiny area, fist sized

This cantrip excites and agitates one small, nonliving, easily flammable substance to kindling temperature. Thin, dry wood, parchment or paper, candle wicks, torches, oil slicks, lanterns, and the like may be so ignited and set aflame. The object must be within 10 feet of the caster and not held at all unless held by a willing target. If no gaseous oxygen is in the area to support the flame, the cantrip will have no effect other than an instantaneous spark of light.

Spice:
(Evocation)
Area of Effect: One object, up to one square yard, up to 5 gallons (food for a dozen people)

This cantrip actually summons a suitable spice (pretty nifty). Thus ginger, pepper, oregano, paprika, bay leaves, garlic, parsley, etc. can be summoned, but only one spice per casting, and the caster must choose which one and how much up to the limits, so knowledge of cooking or cooking skills will help. The spice will remain, however, only for one hour/level unless consumed or used in food preparation before then. Thus, one cannot stock up on spices, sell them (honestly), or in any other way keep them around except if they are consumed or used to mix with other food, so the mage must really summon them as needed. The cantrip is particularly effective for always having that one elusive ingredient, but even a good cook who employs this cantrip will have most of their spices as normal and from normal sources if they can get them (or it may take several applications to do a good job).

Sprout:
(Alteration)
Area of Effect: 1 cubic yard

This will cause an acceleration of growth in plants, particularly with respect to the germination of seeds. It will make young, new plants grow about one inch, cause buds to flower, unripened fruits to ripen (or ripened fruits to over ripen).

Stitch:
(Alteration)
Area of Effect: Special

This will produce similar results to the work of a seamstress for about 20 yards of cloth or 2 yards of leather. The sewn seam is no stronger or weaker than a normal hand sewn seam. It may be used to repair old work or create new work. If cast immediately it may save the trouble of casting it nine successive times later on.

Sweeten:
(Evocation)
Area of Effect: One object, up to 1 gallon.

Similar to the Spice cantrip, except the summoned material is a sweetener such as sugar, honey, or even syrup. Up to one gallon of material may be sweetened (it does not summon a gallon of syrup, for example, but may sweeten a gallon of liquid). The sweetener so summoned has no duration.

Tanning:
(Alteration)
Area of Effect: One pelt of size M

This cantrip will help remove blood and bits of flesh from the hide or fur of a recently skinned animal, and further treat the surface with tannic acid to cure it and prevent rotting. The pelt of one medium or man sized creature may be so treated. Two or more applications will be required for larger pelts.

Tie:
(Alteration)
Area of Effect: One object

This will cause thread, string, cord, rope, or even cable to make a knot around a similar object or a fixed object within range (10 feet). The knot will be a square knot, half hitch, running bowline, or whatever sort of knots the mage could tie by hand if he could easily reach the object. If they have no knowledge of knots, a granny knot will be tied. Thus, this cantrip is primarily to tie hard to reach things together, though they must still be within 10 feet of the caster. Boot laces may be so tied, but if some unwilling target is wearing those boots, they will get a saving throw at +4.

Untangle:
(Alteration)
Area of Effect: One object, up to one cubic yard

Similar to Tie, this works on finer material like thread, hair, small grasses, causing them to become untwisted and free of tangles. It may be used to good effect on wind blown hair and will leave such hair free of tangles and looking rather well brushed or combed.

Warm:
(Evocation)
Area of Effect: 1 cubic foot

Nonliving, non-magical liquid or solid materials may become up to 40 degrees F higher in temperature (not to be higher than 212 degrees F, so you may not boil water, (at one atmospheric pressure, anyway)). The duration is instantaneous and then nature reigns. i.e. the target will warm up or cool down as normal from that point due to ambient temperature and conditions. Thus, a cold liquid (cold tea or coffee, for example) may be warmed to a higher temperature. Even a bath may be warmed, though 1 cubic foot only, and then its heat will spread out according to normal laws of physics. This cantrip could easily turn one cubic foot of snow or ice into water (assuming such material was at least -8 degrees F or warmer to begin with in order to reach its minimum melting temperature).

Wash:
(Abjuration)
Area of Effect: 1 set of clothing.

This cantrip will remove odors and stains from one garment or a series of small garments (enough for one person's outfit and under cloths). Particularly dirty or smelling garments (such as sweat and blood soaked leather padding in armor) may take up to 4 applications to totally remove the odors and stains. Naturally, the garments cannot be worn at the time of washing.

Wrap:
(Alteration)
Area of Effect: 1 cubic yard

A strong sturdy wrapping comes forth and wraps around small targets - a bit of herbs, a heap of coins, a bundle of cloth. The wrap is of excellent quality and may even be waterproof. The wrap may be opaque, translucent, or clear (caster's choice). A living creature may not be so wrapped. The wrappings are easily opened by hand (they may NOT be "willed" open by the caster just by thinking about it). The wrapping material is permanent (i.e. will not wink out at duration's end), but such material may selectively be biodegradable, though it may take a decade or two to fully degrade, or be more durable, taking centuries to degrade. If the caster wishes, old wrapping material may be used again (it is essentially automatically cleaned) or, they may use the cantrip to deliberately dissipate the wrapping material. This is not simply a matter of will, but one of using a cantrip. Finally, it should be noted this cantrip wouldn't vacuum seal an object. However, one may further employ Vacuum (the opposite of Breath ) to create such a vacuum, and the wrap is strong enough to maintain this vacuum.

REVERSE CANTRIPS
Curdle:
(Enchantment)
Area of Effect: One object

This does more than curdle milk, but will also hasten the spoilage of most items such as cut flowers, and many foods and beverages that can naturally spoil with time. It is not as effective as Putrefy Food & Drink, however, but its duration is permanent. Compare Freshen. Actually, if one knows how, one may make cheese from milk using this cantrip, but a knowledge of this skill is not imparted simply from learning the cantrip and must be learned separately.

Dirty:
(Evocation)
Area of Effect: 4 square yards

The opposite of the Clean cantrip, this will soil, spot, and sully walls and floors, dishes, garments, etc. A handy source of dirt or mud must be available and in range to do a good job, for if this spell must summon such material, only 1/4 to 1/2 the same area may be so sullied.

Dusty:
(Evocation)
Area of Effect: 10' Radius or 300 square feet

This will cause a fine layer of dust and grit to settle, or a residue of grime to build up in the area of effect if such debris is handy. If the spell must summon the material, only 1/4 to 1/2 the area of effect will be so dirtied.

Hairy:
(Alteration)
Area of Effect: One object or creature

This cantrip will cause a willing or domesticated creature's hair or fur (or object) to grow from 2 to 12-inches of new hair or fur or fuzz. The smaller the area, the longer the growth. Unwilling creatures get +4 to their saving throw. Success negates the effect. Such objects must be naturally hairy or fuzzy. One cannot have hair grow on rocks, for example.

Knot:
(Alteration)
Area of Effect: One object

Similar to Tie, this will simply make the knot a tangled mess and difficult to untie (taking 2d4 rounds). This will not affect taut items (like a bowstring) or magic items. The knot will, however, not accidentally slip apart for at least 8 rounds, so one might climb down a rope knotted to a post if quickly done.

Ravel:
(Alteration)
Area of Effect: Special

If a non-magical garment or object has a lose thread, this cantrip will unravel it and cause it to come apart. Compare Stitch.

Sour:
(Evocation)
Area of Effect: One object

This will cause the target food or drink to take on a vinegar-like taste. It can spoil wine, beer, pastry, etc. Of course, it can also summon about a pint of vinegar for normal purposes too. There is no duration on such a summoned liquid, and food or drink spoiled in this manner will not return to freshness.

Spill:
(Alteration)
Area of Effect: One container up to a gallon, but no more than 10 lbs.

This will simply over turn such a container within range. A character or creature may not hold the container, but sitting next to them is ok.

Tangle:
(Alteration)
Area of Effect: One object, up to one cubic yard

Similar to Tie, this works on finer material like thread, hair, small grasses, etc., causing them to become twisted and entangled. It will take 3d4 rounds to untangle such a mess unless one doesn't care if they damage the material.

Tarnish:
(Alteration)
Area of Effect: One object

The reverse of Shine, objects normally affected by oxidation such as tarnish, rust, corrosion and the like will quickly be so affected.

Unlock:
(Conjuration)
Area of Effect: One simple lock

This cantrip will open the simplest of locks (such locks would give your normal rogue a good laugh and allow him +25% or more to his normal skill at picking them).

Untie:
(Alteration)
Area of Effect: One object

Simply the reverse of Tie.

Vacuum:
(Evocation)
Area of Effect: 1 cubic foot

The reverse of the Breath cantrip, this will disband up to 1 cubic foot of non-magically summoned air or gases from an area. Employed with the Wrap cantrip, one may vacuum pack certain items for outstanding preservation. A loud popping noise is heard if this cantrip is employed in the open air. This is caused by the surrounding air rushing in to fill the vacuum. Before then, however, it may cause living creatures who fail their saving (recall these must be 0th level, have less than one hit dice, and be of animal intelligence or less) to gasp. This cantrip is better employed to put out tiny fires, such as candles, lamps, and torches. Even very small campfires will survive, though briefly diminish for a second or two. Even small fires like candles, lamps, and torches will get saving throws if a living creature holds them. Otherwise, they get no save.

Wilt:
(Enchantment)
Area of Effect: One object

The reverse of Freshen, but this will affect only vegetable material (growing or picked), and not meat.

LEGERDEMAIN CANTRIPS
Change:
(Alteration)
Area of Effect: One object on the smaller side of medium

This can cause a change in one object from a kingdom (animal, plant, mineral, fungus) to a similar item in the same kingdom. i.e. change a bat into a rat or a bird, turn parchment into colored cloth, a copper coin into a silver coin, a silver coin into an electrum coin, an electrum coin into a gold coin, etc. The more radical the change, the shorter the duration. Changes may normally last 1 turn, but radical changes may last one round or less (copper to electrum, one round, copper to gold, 30 seconds), and very minor changes may last up to a day (like a change in color only). Living and unwilling targets (if they have more than animal intelligence) get +4 to their saving throw vs. Polymorph. Normal creatures of animal intelligence with 1 Hit Dice or less do not get a save. Animal intelligence with more than 1 Hit Dice will get a normal save. This spell may alter the weight (mass actually) of the object by an increase or decrease of no more than 50% of the original mass. This cantrip will not affect magical items or creatures that are naturally magic. The cantrip must be employed each time the caster wishes to change the object into a new form. No system shock is required for creatures. Furthermore, this cantrip will not affect objects in the possession of intelligent, unwilling creatures. For example, you could not turn that man's metal "mug" of beer (if he is holding it) into a metal rod (thus causing the beer to spill on him), but you could if he set it down first OR if he wanted you to change it (i.e. a willing target).

Distract:
(Enchantment)
Area of Effect: Special

This cantrip will cause creatures of low intelligence or lower, 1 Hit Dice or lower, or 0th level to look for one segment to the left or the right of the caster (up to 10 feet away) allowing the caster to do something with their opposite hand and have it go unnoticed. Creatures of 1st level or higher AND intelligence higher than "low" (must have both these qualities), or 1+1 Hit Dice or higher, get a save vs. spell to avoid this distracting effect. Thus, for example, a farmer or shopkeeper would not typically get a save, but all adventurers would.

Hide:
(Illusion)
Area of Effect: One object

This cantrip simply causes an object of the caster's choice to become invisible to those in front of the caster (characters and creatures to the side or behind him can see it normally). The object cannot be the caster, nor may it be any unwilling target creature (it may be a domesticated or trained animal). The duration is 1 turn for objects of 2 cubic yards or less and is reduced by one round for each additional 2 cubic yards up to 20 cubic yards when it is hidden for only 1 round. After that, each additional 2 cubic yards reduces the duration by 1 segment until up to 40 cubic yards that will be hidden for one segment. Objects larger than 40 cubic yards still disappear, but reappear after one second. The object may NOT be larger than 100 cubic yards in any event or it will not be affected even for a second. The caster may prematurely drop the illusion any time they wish.

Palm:
(Illusion)
Area of Effect: One small item (palm sized or less)

This cantrip creates an illusionary duplicate of an object that will last one segment (6 seconds). Attention is drawn toward that object and if the caster can conceal it before the duration expires (putting it in a pocket, behind a scarf, under a cup, etc.), viewers will not notice it wink out of existence. During this equally short time, the real object becomes invisible and the mage may be able to palm the real object before it becomes visible at the same time the duplicate winks out of existence. The illusionary object only has visual components, so one may not hear it, feel it, taste it, etc., but only may see it. The mage may act as if he can do these things, and it will look as if he is touching it and moving it, for example, but it's an illusion. There is normally no save vs. this cantrip as it happens so fast, but anyone of 1st level or higher, more than 1+1 Hit Dice, or more than average intelligence may, if they suspect something before hand and DELIBERATELY looks for an illusion, gets a saving throw. This would mean, for example, a player of such a character would have to tell the DM his is trying to disbelieve anything he sees because he is suspicious BEFORE it happens. Thus, if the cantrip is employed only once and the audience has no reason to expect it, there is usually no save, but if a cautious individual states they are really looking hard (even the first time) or looking hard the second time, they may get a save vs. spell. Success allows them to perceive the illusion and ignore it if they wish.

Present:
(Alteration)
Area of Effect: One small item or a series of a dozen tiny items

This spell will cause an item within a range of 2 feet to appear in the caster's hand upon the utterance of the proper command word. A minor Dimension Door, if you will. An object as large as a tankard or mug of ale will exhaust the spell, but a dozen coin sized objects could be produced over the duration of one turn. If these objects are in the possession of an unwilling creature, they get a normal saving throw, but if the creature is 1st level or higher or has 1+1 Hit Dice or more, they get a +4 bonus to their save. A successful save will shatter the spell bringing it to an end. The caster must know the exact nature of the item(s) and their exact location to do this at all. He may not attempt to bring forth, for example, 'whatever' that guy has in his left pocket, but may bring forth the silver coin that guy just put in his left pocket (if that guy fails save).

PERSON-AFFECTING CANTRIPS
NOTE: Remember, these cantrips will have NO affect on magical creatures, summoned creatures, spell casters currently casting a spell, or creatures actively attempting to employ a spell like ability. Thus, one may not use them to disrupt spell casters. Also, 1st level or higher characters and/or creatures with 1+1 Hit Dice or more will, if successfully making their save, TOTALLY negate the effect of the cantrip. Where it says there is an effect even for those who make their save, this refers to 0th level characters or creatures with 1 Hit Dice or less ONLY.

Belch:
(Evocation)
Area of Effect: One person

The target creature will belch, but gets a save vs. spell. Success indicates the belch is low and muffled, failure indicates it is loud and noticeable.

Blink:
(Evocation)
Area of Effect: One person

This will cause the creature that fails their save vs. spell to momentarily blink (about half a second).

Cough:
(Evocation)
Area of Effect: One person

This cantrip causes the target to spasmodically cough. A successful save vs. spell indicates one cough, while a failure indicates 3 to 5 seconds of coughing.

Giggle:
(Charm)
Area of Effect: One person

This will cause the target to giggle or laugh. Save indicates one slight chuckle, while failure indicates 1 to 3 seconds of giggling.

Nod:
(Evocation)
Area of Effect: One person

Successfully saving vs. this cantrip will negate the effect, but failure will cause the target to give a short nod of the head as if in agreement or as if greeting someone. This is due to an involuntary muscular contraction.

Scratch:
(Evocation)
Area of Effect: One creature

This will cause the target that fails their save to scratch at an itch for 1 to 3 seconds. The itch goes away after it is scratched. Making the save negates the effect entirely.

Sneeze:
(Evocation)
Area of Effect: One creature

This will cause the target that fails their save to sneeze once. The nasal irritation goes away after the sneeze. Making the save negates the effect entirely.

Twitch:
(Evocation)
Area of Effect: One creature

This will cause the target that fails their save to twitch in the selected area (head, limb, etc.). Making the save negates the effect entirely.

Wink:
(Enchantment)
Area of Effect: One person

This causes the target to wink. Save indicates a rapid, not very noticeable winking, failure indicate one long and very noticeable wink of one eye (several seconds).

Yawn:
(Evocation)
Area of Effect: One creature

Save negates the effect, but failing save will cause the target to yawn for 1 to 3 seconds. If a Sleep spell then blankets the area and such a creature (who already failed their save vs. Yawn and could normally be affected by a Sleep spell, will fall asleep, but does not count toward the Sleep spell's normal limit of hit dice that may be affected.

CREATURE SUMMONING CANTRIPS
NOTE:When it said (above) cantrips will have no affect on summoned creatures, it did not mean a particular creature summoned by a cantrip. Those are not considered summoned creatures and this usually means from other planes of existence.

Bee:
(Summoning)
Area of Effect: One bee

This will summon one active bee if it is within 1 mile/level of the caster. If this is not available (such as in winter, for example), the cantrip has no effect. Such a summoned bee will land on a target creature within the 10-foot range and is 90% likely to sting the target. This will cause the stung creature to behave just as you would expect, but this is less than 1 Hit Point damage, so this cantrip will not cause spell casters to lose concentration (unless they are allergic to bee stings, I guess). Curiously, if one cast this cantrip in the dead of winter and a bee did appear, one might have to wonder from whence it came. (Perhaps there is a green house within 1 mile/level, for example, that has active bees in it). Thus, such minor cantrips may be the source of unexpected information.

Bug:
(Summoning)
Area of Effect: One bug

Similar to Bee, an available bug will bite its target (90% of the time). See Bee.

Gnats:
(Summoning)
Area of Effect: 1 cubic foot

Similar to Bee, available gnats will appear and the cloud will swarm around the head of a target creature within the 10-foot range. Such a target spends 1 to 4 segments swatting them away before the cloud breaks up. This cantrip will not break the concentration of a spell caster.

Mouse:
(Summoning)
Area of Effect: One mouse

If a mouse is within 1 mile/level of the caster, this cantrip summons it to within 10 feet of the caster and it will magically appear and behave as a mouse would.

Spider:
(Summoning)
Area of Effect: One spider

Similar to a Bee cantrip, this summons a spider from within 1 mile/level to appear within 10 feet of the caster upon a target creature. If poisonous spiders are in such an area, there is a 5% chance the spider is poisonous. If nothing but poisonous spiders is in such an area, there is a 25% the spider will come and a 75% chance no spider will come at all. If one is summoned, there is a 90% chance the spider will bite the target. Chances are the target will get a save vs. poison at +4 or succumb to its venom (whatever that may be). If a nonpoisonous variety, it will distract the target for one segment. This cantrip will not prevent a caster from casting his spell, but the poison may prevent further castings in the next round (if such a poison normally would).

HAUNTING-SOUND CANTRIPS
Creak, Tap, or Whistle:
(Evocations)
Area of Effect: Special

These cantrips (three separate ones written here to save time) create real forces to generate real sounds within 10 feet of the caster. Creaking, tapping, or whistling sounds are self-explanatory. Such sounds persist as long as the caster concentrates on them or until the duration of one turn expires.

Footfall, Groan, Moan, Rattle, or Thump:
(Illusions)
Area of Effect: Special

These illusionary cantrips (five separate ones written here to save time) create illusionary sounds (self-explanatory) within 10 feet of the caster. Unlike Creak, Tap, orWhistle, creatures get a save vs. spell and may ignore the effect (do not hear it) if they successfully make their save.

Illusionist-only Cantrips
colored lights • dim • haze • mask • mirage • noise • rainbow • two-d'lusion

Priestly Orisons
Alleviate: A single creature suffering from nausea or pain is relieved of its discomfort. Magically induced nausea or pain is only alleviated if the victim makes a saving throw vs. spell with at -2. The duration of Alleviate is 4 hours plus one hour/level. This spell temporarily relieves queasiness from disturbing thoughts or sights, seasickness, upset digestion, headaches or minor body aches, etc.

Calm: A single creature that has been startled or frightened is soothed. Victims suffering from magical fear may attempt a save vs. spell at -2 to calm themselves. Though the duration is one round, the fear will not come back. A new terror, however, may scare them again. After being CALMED, one round later you will not worry. However, a new dragon would still be frightening.

Clarity: For the duration of the orison, the priest's speech is clear and free of impediment (such as Tourette's Syndrome or stuttering, laryngitis, strained vocal chords, etc.), useful for reading out loud from sacred texts and other such rites. Magical conditions such as confuse languages cannot be overcome by this orison. The duration of this orison is one hour.

Courage: The priest gains a +1 bonus to his next attack roll, as long as the attack is made within the spell's duration (i.e. within one round/level of the caster after it is cast).

Divine Illumination: This orison will summon a small, holy sphere of light. (Yellow in appearance, like sunlight). The sphere is 3" in diameter and will well illuminate objects within a 5' radius. Viewers outside of this sphere will be able to notice the light, but it will provide no useful illumination for work outside the 5' radius. Within the sphere, one can work, read, etc. as well as they could in normal sunlight. This orison's effect will last as long as the priest maintains his concentration upon it, but no longer than one hour in any event. He may read or walk, talk or sing, etc., but may not engage in combat, cast spells, or do anything that requires similar concentration while maintaining this orison. This orison will not affect Infravision or Ultravision.

Divine Stature: This orison will lend a holy aura to the priest or some suitable item (holy symbol, holy animal, holy site) for one round/level. During this time, all viewing the priest or item or area will feel the presence of the priest's deity and know what god inspired this feeling. The area may be no bigger than a sphere of 10' radius. Though no one coming into the area or seeing the item anew will be affected after the duration of one round/level, the psychological affect may linger on those who did see it for quite some time (perhaps days).

Guidance: The priest gains a +1 bonus to a Wisdom or Intelligence check to determine the right course of action in a MORAL dilemma or puzzle. Thus, it is useful to help stay inside an alignment (if one really needs this).

Healing: By his or her touch, the priest may heal a creature for 1 hit point of damage. 

Magic Sense: If there is a persistent spell effect or magical item within 10 yards, the priest feels a recognizable tingle or sensation of some kind. He has no way to determine what item or spell may have caused the reaction.

Memory: Any item the priest commits to memory during the spell duration is more completely and permanently learned; he later gains a +2 bonus to any checks to recall the exact appearance, wording, or meaning of an item, text, or message, they have committed to memory using this orison.

Protection: This orison will cause any target with an AC of 10 to have an AC of 9 during the orison's duration of one turn/level.

Resistance to Magic: The caster gains a +1 bonus to his next saving throw against magic of any type, as long as it occurs during the orison's duration of one turn/level.

Resistance to Poison: The priest gains a +1 bonus to his next saving throw vs. poison, as long as it occurs during the orison's duration of one turn/level.