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''Cantrips are a classification of permanent [[Metaphor]] traits or capabilities within entities, objects, flora, fauna, and spirits.''
''Cantrips are a classification of permanent traits or capabilities within entities, objects, flora, fauna, and spirits.''
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=Cantrips=
=Cantrips=
Cantrips represents the idle manifestation of [[Metaphor]] within all of creation. They function akin to '''traits''' or '''abilities''' belonging to the materials, flora, fauna, or spirits of the Planes.
__TOC__
:*[[Theorem|Theorems]] such as [[Animism]], [[Mysticism]], and [[Ensorcelling]] call upon or create Cantrips.
Cantrips represent the idle manifestation of [[Metaphor]] within all of creation. They function akin to '''traits''', '''flaws''', '''curses''', or '''boons''' belonging to the entities and objects across the [[Planes]] of Antarok.
::*[[Ensorcelling|Ensorcellers]] wield [[Alkahest]] to satisfy the conditional requirements of [[Cantrips]].
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::*[[Animism|Animists]] may emulate Cantrips from their Animal Familiars.
==Cantrip Fios==
::*[[Mysticism|Mysticists]] may emulate Cantrips from their Spirit Familiars.
Fios refers to the Planar law surrounding Cantrips as well as the study of how they function.
:*[[Practice|Practices]] utilize Cantrips to fashion great wonders.
:*[[Seeming|Changelings]] may incorporate or adapt Cantrips from the forms they wield.
:*[[Nekros|Nekron]] manifest Cantrips within their undead Thralls.


=Cantrip Fios=
===Fios of Recognition===
Fios refers to the Planar law surrounding Cantrips, and the study of how it functions. Each of the [[Theorem|Theorems]] learn much about Cantrips in their own way, and could deduce their effects through the tools and abilities available to them. Craftsmen who have achieved Grandmastery in their trade can sense the Cantrips Metaphor and Power in objects they know how to make, but not the individual effects.
To impart Cantrips, they must be known, and to be known, their "Eolach," they must be fostered spiritually within the self. Talented individuals come to '''Sense''' Cantrips. Without '''Fostering''', a Cantrip will remain dormant within a being or material. Without then '''Knowing''' what is Fostered, a Cantrip will only operate at a Novice tier of power.  
 
====Sensing====
:*Each of the [[Theorem|Theorems]] learn much about Cantrips in their own way, and could deduce their effects through the tools and abilities available to them.
:*Those with Master-tier [[Skill|Trade Skills]] may recognize Cantrips within objects they know how to make through feel, sound, and taste.
:*Anyone who achieves a Master-tier Cantrip may recognize that Cantrip through feel, sound, and taste, and they may intuit its current Conditions.
If a blacksmith licks your sword and tells you it tastes like a good sword, it probably is!
 
====Fostering====
Cantrips are Fostered in several ways through Skill or Arcana.
:*Expert-tier [[Skill|Trade Skills]] allow a being to work with the Ridhinne found in any material they possess, or Arcana they know.
:*Master-tier [[Skill|Trade Skills]] allow a being to work with the Cantrips found in any material they possess, or Arcana they know.
:*Grandmaster-tier in non-Arcana Skills allow a being to foster within itself a Cantrip which may affect one of the following: what it holds within its hands, its body, or what it creates without any need for materials or Arcana. They must also define its Conditions, and it may optionally be a Hex.
:**Additionally, [[Arcana]] and [[Race List|Races]] Foster Cantrips through specific rules defined within their articles.


====Knowing====
Each Cantrip follows an experience track from 0 to 100 Experience with Skill-tiers similar to a [[Skill]]. Additional Cantrips cost 25 XP for each before it in the form of a [[Merit|Cantrip Merit]]. Progressing a Cantrip also affects the potency of a Hex made from it.
:*0/100 XP - Novice Cantrips
:*25/100 XP - Apprentice Cantrips
:*50/100 XP - Journeyman Cantrips
:*75/100 XP - Expert Cantrips
:*100/100 XP - Master Cantrips
:*100/100 XP + Grandmastery/Ascendancy in a relevant Skill or Arcana - Ascended Cantrips


===Fios of Recognition===
=====Free Cantrips=====
To impart Cantrips, it must be known, and to be known, it must be recognized, its "Eolach." Imparting Cantrips is the work of those who have achieved Master (250 XP) in a [[Skill]]. Grandmastery (250 XP + [[Merit|Minor Merit]]) allows a being to foster within itself, what it holds within its hands, or what it has created a spiritual Cantrips from within without any need for materials.
If a Cantrip is from a Personal Arcana, such as [[Natare Cantrip|Natare]] from [[Grist]], then that Cantrip will be a "Free Cantrip" at the same level of its Arcana with no need for experience investment, nor does it cost a Cantrip Merit; you may invest the '''full XP cost''' to ''upgrade'' it beyond the level of your Arcana, and you will be refunded should you [[Ascension|Ascend]] in that Arcana.
:Cantrips at Novice from any material may be freely imparted by a Master in a relevant mundane [[Skill]], or else where referenced by Arcana, but they must be progressed with [[Experience]]. Ascended-level Cantrips require Grandmastery or [[Ascension|Ascendancy]] in the conferring [[Arcana]].
  '''Example:''' Hwæt the Smith achieved Mastery in Smithing and may now impart the Cantrip of Sharpness from Adamantine Ore at a Novice tier, making his creations more capable of cutting. He invested 250 XP directly into mastering this Sharpness Cantrip, creating truly impressive weapons. Investing a [[Merit|Minor Merit]], he became a Grandmaster Smith and may now impart his Adamantine Sharpness Cantrips at its Ascended tier. Being a Grandmaster, Hwæt fostered the Cantrip of Spirit Metal within himself and invested 250 XP so his weapons are now 2.5x the toughness of steel. Altogether, Hwæt invested 750 XP and 1 Minor Merit in total between his Grandmaster Smithing and the two Cantrips.
*0 XP - Novice Cantrips
*25 XP - Apprentice Cantrips
*50 XP - Journeyman Cantrips
*100 XP - Expert Cantrips
*250 XP - Master Cantrips
*250 XP + Grandmastery/Ascendancy in the relevant Skill or Arcana.
  '''Example:''' Bezos the Smith achieved Mastery in Smithing and may now call upon the Cantrips of Sharpness from Adamantine Ore at a Novice tier, making his creations more capable of cutting. Were he to work with Adamantine Ore before them, his creations would seem like poor imitations of other Adamantine blades. He invested 250 XP to call upon Adamantine Cantrips at a Mastery tier, creating truly impressive weapons. Investing a [[Merit|Minor Merit]], he became a Grandmaster Smith and may now impart his Adamantine Sharpness Cantrips at its Ascended tier. Being a Grandmaster, Bezos has additionally learned an Cantrips which he may spiritually impart upon all of his creations without any need for a material so long as he has mastered each relevant skill and incorporated Smithing in some way; he invested 250 XP in the Cantrips of Spirit Metal then became a Master Tailor, conferring Ascended-level toughness upon fabric via the buttons he forges. Bezos invested 1,000 XP and 1 Minor Merit in total between his two skills, two inne, and achieving Grandmastery in Smithing.


===Fios of Conditions===
===Fios of Conditions===
Every Cantrip has Riocht, "conditions" that must be met to be functional. This might mean that something only functions under moonlight, or when held by someone from a certain lineage. [[Ensorcelling|Ensorcellers]] may alter the conditions of Cantrips at the cost of [[Alkahest]].
Every Cantrip has Riocht, "conditions" that must be met to be functional. This might mean that something only functions under moonlight, or when held by someone from a certain lineage.
:Some Cantrips see their Resonance invert and become a Hex, conferring a curse upon the entity or material when their conditions are not met. Every Cantrip is capable of being corrupted into its opposing Hex.
:*[[Ensorcelling|Ensorcellers]] alter the conditions of Cantrips, projecting them outwards in a Diffuse state, or turning them into Hexes at the cost of [[Alkahest]].
:*[[Alchemistry|Alchemists]] may choose a set of Conditions from one material when making an composite.
:*[[Skill|Trade Skills]] must adhere to every condition present within a composite material they have made, sometimes leading to situations where an object could never activate.


===Fios of Resonance===
===Fios of Resonance===
Each Cantrips has a Resonance, its "Moladh," which dictates its power and scope.
Each Cantrip has a Resonance, its "Moladh," which dictates its power and class within an entity or object.
 
Cantrips are separated into three classes across six tiers of power.
 
====Class====
:*'''Physiological''' Cantrips can live within objects or entities as physical material. Flesh, bone, wood, rock, or metal are examples.
:*'''Immune''' Cantrips live within the overall health and organs.
:*'''Psychological''' Cantrips live within the fabric of the mind, the soul, or one's dreams.
:*'''Spiritual''' Cantrips are conferred by possessing certain [[Arcana List|Arcana]], or by maintaining [[Skill|Grandmastery]] in a non-[[Arcana]] Skill or [[Theorem]]. They are also awarded by Storytellers in certain cases.
:*'''Hexes''' are the negative opposites of Cantrips, wielded by [[Theorem|Theorems]], [[Memorare|Remnant]], or [[Scourge|Scourges]].
:*'''Imbibed''' Cantrips and Hexes last for a specified duration; [[Fitness]] lengthens the duration of beneficial Cantrips, while [[Resistance]] shortens Hexes and reduces their potency.
:*'''Diffuse''' Cantrips are those which do not fully encompass a material, and are the result of attempting to mass produce Cantrip reagents with Arcana such as [[Draoidh]], [[Remnant]], or [[Terra]], or else making them last by watering them down. At least ten percent of the material must possess a Cantrip for it to be accessible as Diffuse.
::**[[Alkahest]] may be utilized by [[Alchemistry|Alchemists]] to restore Diffuse Cantrips to their full potency.
::**Master [[Smithing|Smiths]] may create alloys blending two non-Diffuse sources of Cantrips together, while Master [[Chemistry|Chemists]] may combine them in solutions. [[Alchemistry|Alchemists]] may do either, up to their tier of skill.


====Power====
====Power====
:*'''Ridhinne''' are cosmetic Cantrips having no impact on Arcana or Skills.
:*'''Ridhinne''' are cosmetic Cantrips having no impact on Arcana or Skills.
::*Ridhinne do not count against Harmonics, and are safe to use at will to fashion all manner of art.
::*[[Crest|Crested]] confer a form of Ridhinne upon anything they craft.
::*[[Grist|Gristled]] confer temporary Ridhinne through their Outer Alchemy that may be made permanent with [[Ensorcelling]] or [[Malediction]].
:*'''Novice''' Cantrips are equivalent to Novice-tier Arcana or Skills.
:*'''Novice''' Cantrips are equivalent to Novice-tier Arcana or Skills.
:*'''Apprentice''' Cantrips are equivalent to Apprentice-tier Arcana or Skills.
:*'''Apprentice''' Cantrips are equivalent to Apprentice-tier Arcana or Skills.
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:*'''Ascended''' Cantrips are equivalent to Ascended-tier Arcana or Grandmaster Skills.
:*'''Ascended''' Cantrips are equivalent to Ascended-tier Arcana or Grandmaster Skills.


====Resonance====
====Class====
The '''Resonance''' of Cantrips refer to the various ways one can keep a host object or entity in balance with its Cantrips. For entities with souls, the soul spreads the influence of Cantrips across the body, while objects or beings without souls may instead localize Cantrips to some part of an object to create artifacts shaped by many Cantrips. '''Ridhinne''' do not have a Resonance capable of causing Disharmony.
:*'''Boon''' Cantrips are those conferring their benefits in full upon a person or object they are a part of.
 
:*'''Hex''' Cantrips are the negative opposites of Cantrips, wielded by [[Theorem|Theorems]], [[Alchemistry|Alchemists]], [[Remnant|Memorare]], or [[Scourge|Scourges]].
:When imparting permanent Cantrips in excess of what the host can "harmonize" with, then the Cantrips will soon fall into discord and render a Hex upon the affected portions instead.
:*'''Imbibed''' Cantrips and Hexes last for a specified duration; [[Skill|Fitness]] lengthens the duration of beneficial Cantrips, while [[Skill|Resistance]] shortens the duration of Hexes and reduces their potency.
 
:*'''Conveyed''' Cantrips are conveyed into those in contact with them, often for the purpose of altering something large like an entity or structure.
=====Entity Resonance=====
:*'''Diffuse''' Cantrips are those which do not fully encompass a material, and are the result of attempting to produce Cantrip reagents with Arcana such as [[Draoidh]], [[Remnant]], or [[Terra]], or else by spre <br>At least ten percent of the material must possess a Cantrip for it to be accessible as Diffuse.  
:*Every entity with a soul may tolerate the Resonance of one '''Physiological''' Cantrips at any tier of power anywhere within the body.
:**[[Alkahest]] may be utilized by [[Alchemistry|Alchemists]] to restore Diffuse Cantrips to their full potency.
:**A '''body''' may support an ''additional'' Resonance of a power equivalent to their governed skill; [[Fitness]], [[Resistance]], or [[Meditation]] support Physiological, Immune, or Psychological Cantrips respectively.
:**Pure sources of materials may be combined by those with Master Trade skills. Examples: [[Skill|Smiths]] may create alloys blending any number of non-Diffuse sources of Cantrips together. Master [[Skill|Chemists]] may combine them in solutions, while [[Skill|Tailors]] may spin thread or cloth combining different Cantrip materials. [[Skill|Alchemists]] may do this with any of these up to their tier of skill.
'''Example''': A character without any skills at all could survive the presence of one Physiological Cantrips at any tier within their body, plus one Novice-tier Cantrips in each class (Physiological, Immune, Psychological).
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=====Object Resonance=====
:*An '''object''' ''without'' a soul may support an ''additional'' '''overlapping''' Physiological Resonance of a power equivalent to the Trade skill(s) used in its make.
:***[[Chemistry]] or [[Physics]] also enable an additional ''overlapping'' Physiological Resonance within an object when utilized in a substantial way.
'''Example''': A renowned, Grandmaster weaponsmith creates an alloy of two rare ores containing Ascended Cantrips for lighting aflame (Default Physiological Resonance) and 2.5x the toughness of steel (Physiological Resonance). He forges a zweihander, conferring his [[Virtue]] (Spiritual Resonance) of lightweight metal upon it. He uses [[Ensorcelling]] to adjust the conditions for the Cantrips within, altering them so that it will only light aflame when drawn by its intended wielder, growing heavier and stinging cold as a Hex in the hands of anyone else.
=====Consumable Resonance=====
:*Every consumable item may confer the Resonance of one Cantrips from any Class at any tier of power.
:**A '''consumable''' may further support an ''additional'' Resonance of a power equivalent to the Culinary, Medical, and/or Chemistry Skill used in its make.
:**'''Imbibed''' Consumables such as food or potions last for three minutes, plus an additional minute of duration for each tier of relevant governed skill the '''imber''' possesses, further multiplied by [[Alchemistry]].
:**'''Topical''' Consumables such as magic oils last for three minutes, plus an additional minute of duration for each tier of '''chemistry''' skill possessed, further multiplied by [[Alchemistry]].
'''Example''': A famed Grandmaster chef baked a cannoli with rare magical ingredients, bolstering the running speed (1) and jumping height (2) of the consumer; he tried adding an ingredient for reduced weight (3) but it caused the whole dish to fall out of harmony, instead creating a Hexed cannoli that makes the imbiber run slower, jump lower, and feel heavier. His [[Virtue]] of creating dishes that heal wounds is a Spiritual resonance, so the unholy cannoli was still valuable as a tasty healing remedy.
 
====
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{{Arcana Footer}}
{{Arcana Footer}}

Latest revision as of 07:50, 13 February 2025

File:Cantrips.jpg

Cantrips are a classification of permanent traits or capabilities within entities, objects, flora, fauna, and spirits.

Cantrips

Cantrips represent the idle manifestation of Metaphor within all of creation. They function akin to traits, flaws, curses, or boons belonging to the entities and objects across the Planes of Antarok.

Cantrip Fios

Fios refers to the Planar law surrounding Cantrips as well as the study of how they function.

Fios of Recognition

To impart Cantrips, they must be known, and to be known, their "Eolach," they must be fostered spiritually within the self. Talented individuals come to Sense Cantrips. Without Fostering, a Cantrip will remain dormant within a being or material. Without then Knowing what is Fostered, a Cantrip will only operate at a Novice tier of power.

Sensing

  • Each of the Theorems learn much about Cantrips in their own way, and could deduce their effects through the tools and abilities available to them.
  • Those with Master-tier Trade Skills may recognize Cantrips within objects they know how to make through feel, sound, and taste.
  • Anyone who achieves a Master-tier Cantrip may recognize that Cantrip through feel, sound, and taste, and they may intuit its current Conditions.
If a blacksmith licks your sword and tells you it tastes like a good sword, it probably is!

Fostering

Cantrips are Fostered in several ways through Skill or Arcana.

  • Expert-tier Trade Skills allow a being to work with the Ridhinne found in any material they possess, or Arcana they know.
  • Master-tier Trade Skills allow a being to work with the Cantrips found in any material they possess, or Arcana they know.
  • Grandmaster-tier in non-Arcana Skills allow a being to foster within itself a Cantrip which may affect one of the following: what it holds within its hands, its body, or what it creates without any need for materials or Arcana. They must also define its Conditions, and it may optionally be a Hex.
    • Additionally, Arcana and Races Foster Cantrips through specific rules defined within their articles.

Knowing

Each Cantrip follows an experience track from 0 to 100 Experience with Skill-tiers similar to a Skill. Additional Cantrips cost 25 XP for each before it in the form of a Cantrip Merit. Progressing a Cantrip also affects the potency of a Hex made from it.

  • 0/100 XP - Novice Cantrips
  • 25/100 XP - Apprentice Cantrips
  • 50/100 XP - Journeyman Cantrips
  • 75/100 XP - Expert Cantrips
  • 100/100 XP - Master Cantrips
  • 100/100 XP + Grandmastery/Ascendancy in a relevant Skill or Arcana - Ascended Cantrips
Free Cantrips

If a Cantrip is from a Personal Arcana, such as Natare from Grist, then that Cantrip will be a "Free Cantrip" at the same level of its Arcana with no need for experience investment, nor does it cost a Cantrip Merit; you may invest the full XP cost to upgrade it beyond the level of your Arcana, and you will be refunded should you Ascend in that Arcana.

Example: Hwæt the Smith achieved Mastery in Smithing and may now impart the Cantrip of Sharpness from Adamantine Ore at a Novice tier, making his creations more capable of cutting. He invested 250 XP directly into mastering this Sharpness Cantrip, creating truly impressive weapons. Investing a Minor Merit, he became a Grandmaster Smith and may now impart his Adamantine Sharpness Cantrips at its Ascended tier. Being a Grandmaster, Hwæt fostered the Cantrip of Spirit Metal within himself and invested 250 XP so his weapons are now 2.5x the toughness of steel. Altogether, Hwæt invested 750 XP and 1 Minor Merit in total between his Grandmaster Smithing and the two Cantrips.

Fios of Conditions

Every Cantrip has Riocht, "conditions" that must be met to be functional. This might mean that something only functions under moonlight, or when held by someone from a certain lineage.

  • Ensorcellers alter the conditions of Cantrips, projecting them outwards in a Diffuse state, or turning them into Hexes at the cost of Alkahest.
  • Alchemists may choose a set of Conditions from one material when making an composite.
  • Trade Skills must adhere to every condition present within a composite material they have made, sometimes leading to situations where an object could never activate.

Fios of Resonance

Each Cantrip has a Resonance, its "Moladh," which dictates its power and class within an entity or object.

Power

  • Ridhinne are cosmetic Cantrips having no impact on Arcana or Skills.
  • Novice Cantrips are equivalent to Novice-tier Arcana or Skills.
  • Apprentice Cantrips are equivalent to Apprentice-tier Arcana or Skills.
  • Journeyman Cantrips are equivalent to Journeyman-tier Arcana or Skills.
  • Expert Cantrips are equivalent to Expert-tier Arcana or Skills.
  • Master Cantrips are equivalent to Master-tier Arcana or Skills.
  • Ascended Cantrips are equivalent to Ascended-tier Arcana or Grandmaster Skills.

Class

  • Boon Cantrips are those conferring their benefits in full upon a person or object they are a part of.
  • Hex Cantrips are the negative opposites of Cantrips, wielded by Theorems, Alchemists, Memorare, or Scourges.
  • Imbibed Cantrips and Hexes last for a specified duration; Fitness lengthens the duration of beneficial Cantrips, while Resistance shortens the duration of Hexes and reduces their potency.
  • Conveyed Cantrips are conveyed into those in contact with them, often for the purpose of altering something large like an entity or structure.
  • Diffuse Cantrips are those which do not fully encompass a material, and are the result of attempting to produce Cantrip reagents with Arcana such as Draoidh, Remnant, or Terra, or else by spre
    At least ten percent of the material must possess a Cantrip for it to be accessible as Diffuse.
    • Alkahest may be utilized by Alchemists to restore Diffuse Cantrips to their full potency.
    • Pure sources of materials may be combined by those with Master Trade skills. Examples: Smiths may create alloys blending any number of non-Diffuse sources of Cantrips together. Master Chemists may combine them in solutions, while Tailors may spin thread or cloth combining different Cantrip materials. Alchemists may do this with any of these up to their tier of skill.

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