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Cantrip: Difference between revisions

From Antarok
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Cantrips are separated into three classes across six tiers of power.
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]], [[Alchemistry|Alchemists]], [[Remnant|Memorare]], 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.
::**Pure sources of materials may be combined by those with Master Trade skills. Examples: [[Smithing|Smiths]] may create alloys blending two non-Diffuse sources of Cantrips together, and Master [[Chemistry|Chemists]] may combine them in solutions, while [[Tailoring|Tailors]] may spin thread or cloth combining different Cantrip materials. [[Alchemistry|Alchemists]] may do any of these up to their tier of skill.


====Power====
====Power====
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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.
:*'''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.
: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.
:*'''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.
=====Entity Resonance=====
:*'''Hexes''' are the negative opposites of Cantrips, wielded by [[Theorem|Theorems]], [[Alchemistry|Alchemists]], [[Remnant|Memorare]], or [[Scourge|Scourges]].
:*Every entity with a soul may tolerate the Resonance of one '''Physiological''' Cantrips at any tier of power anywhere within the body.
:*'''Imbibed''' Cantrips and Hexes last for a specified duration; [[Fitness]] lengthens the duration of beneficial Cantrips, while [[Resistance]] shortens Hexes and reduces their 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.
:*'''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.  
'''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).
::**[[Alkahest]] may be utilized by [[Alchemistry|Alchemists]] to restore Diffuse Cantrips to their full potency.
=====Object Resonance=====
::**Pure sources of materials may be combined by those with Master Trade skills. Examples: [[Smithing|Smiths]] may create alloys blending two non-Diffuse sources of Cantrips together, and Master [[Chemistry|Chemists]] may combine them in solutions, while [[Tailoring|Tailors]] may spin thread or cloth combining different Cantrip materials. [[Alchemistry|Alchemists]] may do any of these up to their tier of skill.
:*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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Revision as of 02:45, 11 February 2025

File:Cantrips.jpg

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

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.

  • Practices utilize Cantrips to fashion great wonders.
  • Changelings may incorporate or adapt Cantrips from the forms they wield.
  • Nekron manifest Cantrips within their undead Thralls.

Cantrip Fios

Fios refers to the Planar law surrounding Cantrips, and the study of how it functions. 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. 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.


Fios of Recognition

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 + 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.

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 Ascendancy in the conferring Arcana.
  • 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 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

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 may alter the conditions of Cantrips at the cost of Alkahest.

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.

Fios of Resonance

Each Cantrips has a Resonance, its "Moladh," which dictates its power and scope.

Cantrips are separated into three classes across six tiers of power.

Power

  • 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.
  • Crested confer a form of Ridhinne upon anything they craft.
  • 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.
  • 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

  • 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, or by maintaining 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 Theorems, Alchemists, Memorare, or 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 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 two non-Diffuse sources of Cantrips together, and Master Chemists may combine them in solutions, while Tailors may spin thread or cloth combining different Cantrip materials. Alchemists may do any of these up to their tier of skill.

==

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