Heroes of Selenica » rules » cantrips.txt

Cantrips

Feb 1, 2009 August 19, 2010

Cantrips are "level zero" spells that add a lot to a game, but are not powerful enough to count as a first level spell. Typically, they are ways for a wizard to do ordinary things in an extraordinary way without unbalancing the game. For example, typically characters can light object easily using their tinderbox. A cantrip may allow a wizard to light something without the use of a tinderbox, a great convenience, with the possible added benefit of not failing on damp items.

Rules for cantrips have varied from game to game, but in an effort to improve game story and wizard's panache, the system I describe here is pretty open. There are some important general guidelines that I think should be mentioned:

Number of Cantrips A wizard can cast a number of cantrips equal to their level plus their intelligence bonus per day. This means that every level, a wizard will minimally be able to appear more powerful.

Memorization Cantrips do not use the "memorize and forget" system of other spells. A wizard either knows, or doesn't know, a particular cantrip. From the pool of the ones known, the wizard may choose to cast any, up to the allotted amount. Optionally, the DM may require that the wizard refresh themselves with their magic to maintain cantrips by keeping a spell book, or by regularly using spells that resemble the cantrips they know in some way.

Learning Cantrips Depending on the type of training, wizards start out knowing between 2 and 8 cantrips. A wealthy child sent to a reknown school of magic may, for example, know 4 plus their Intelligence score bonus. It is recommended that the DM determine the number, or assume 1d4 for normal cases.

Casting Cantrips Cantrips still require verbal and somatic components (unless otherwise described in the cantrip), but these are usually quite a bit less exaggerated. A tied and gagged wizard will still not be able to cantrip, but cantrips typically do not alert others as readily to a wizard initiating a spell.

Example Cantrips

IGNIRE (Ignite) Requires: fire related spell (such as Fireball) Range: Touch Effect: Light something normally without a tinderbox

EXTINGUERE (Extinguish) Requires: fire related spell (such as fireball) Range: Touch Effect: Smother a small flame (such as a candle)

/Open Requires: Knock Range: 10' Effect: Opens something that can be opened with easy force such as a door or chest

Example Orisons

NECTERE (Bandage) Requires: healing spell (such as Cure Light Wounds) Range: Touch Effect: Heals a dying creature to prevent death. Has no effect on creatures with 1 hit point or more.

References: * http://www.frontiernet.net/~jamesstarlight/CantripsOrisons.html * http://www.dragonsfoot.org/forums/viewtopic.php?t=43133 * http://dragonsfoot.org/forums/viewtopic.php?t=36045 * Dragon Magazine 200