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Cantrip: Difference between revisions

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=Cantrips=
=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 [[Plane|Planes]] of Antarok.
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 [[Plane|Planes]] of Antarok.
:*[[Theorem|Theorems]] such as [[Animism]], [[Mysticism]], and [[Ensorcelling]] call upon or create Cantrips.
::*[[Ensorcelling|Ensorcellers]] wield [[Alkahest]] to satisfy the conditional requirements of [[Cantrips]].
::*[[Animism|Animists]] may emulate Cantrips from their Animal Familiars.
::*[[Mysticism|Mysticists]] may emulate Cantrips from their Spirit Familiars.
:*[[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=
=Cantrip Fios=

Revision as of 10:08, 11 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, 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, they must be known, and to be known, their "Eolach," they must be fostered spiritually within the self. Without Fostering, a Cantrip will remain dormant within a being or material. Without then Knowing what is Fostered, then the Cantrip will only operate at a Novice tier of power.

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 often impart Cantrips through specific rules defined within their articles.

Knowing

Each Cantrip follows an experience track from 0 to 250 Experience just like a Skill. If a Cantrip is from a Personal Arcana, such as Natare from Grist, then that Cantrip will be at the same level of its Arcana with no need for experience investment. Progressing a Cantrip also affects the potency of a Hex made from it.

  • 0/250 XP - Novice Cantrips
  • 25/250 XP - Apprentice Cantrips
  • 50/250 XP - Journeyman Cantrips
  • 100/250 XP - Expert Cantrips
  • 250/250 XP - Master Cantrips
  • 250/250 XP + Grandmastery/Ascendancy in a relevant Skill or Arcana.
Example: Hwæt 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. 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

  • 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, organs, or Metaphor of an entity.
  • 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 any number of 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 this with any of these up to their tier of skill.

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