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Cantrips are a classification of permanent Metaphor traits or capabilities within 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.

Cantrips 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 Conditions

Every Cantrips 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 may become a Hex, conferring a curse upon the entity or material when their conditions are not met.

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 Resonance

Each Cantrips has a Resonance, its "Moladh," or else it quickly inverts upon itself as a Hex. "Disharmonious" Cantrips Resonance can be likened to a song within, growing discordant without the correct "instrumentation" for wielding it. These limits may be exceeded, but after five minutes any benefits will be lost where the notes are discordant, and so the pendulum will begin to swing in the other direction akin to become a Hex conferring the opposite effect until removed.

  • Each tier of skill in Resistance, Fitness, or Meditation will confer an additional minute of time for the Class it governs.
  • Cantrips which perform roughly the same effect will never stack multiplicatively or additively; like Cantrips will use the highest bonus between them.
 Discordant Cantrips conferring regeneration would instead decompose the body after five minutes have passed; objects given hardness would instead grow brittle and shatter.


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

Class

  • Physiological Cantrips live within physical material such as flesh, bone, wood, or metal. This is governed by skill in Fitness in entities, or Craft Skills for objects.
  • Immune Cantrips live within the overall health and organs. This is governed by skill in Resistance.
  • Psychological Cantrips live within the fabric of the mind, the soul, or one's dreams. This is governed by skill in Meditation.
Subclass
  • Spiritual Cantrips are a subclass of Cantrips conferred by maintaining Grandmastery in a non-Arcana Skill or Theorem and do not count against the Harmonies of an entity or object.
    • Boons from Merited Arcana fall within the Spiritual subclass unless otherwise specified.
  • Hexes are a subclass of discordant Cantrips conferring a penalty appropriate for its power and pure Hexes do not count against the Harmonies of an entity or object.
    • Hexes brought about by failed conditions or discordant Cantrips in conflict with Harmonies do count against the Harmonies of an entity or object.
    • A being may have any number of Hexes, but further equivalent Hexes targeting the same part of the Host are resisted until the first Hex to take effect is removed or no longer satisfies its conditions.
      • Those who hunt beings capable of Hexing others may find ways to afflict themselves with more agreeable Hexes to in turn resist being Hexed.
    • Memorare and Scourges wield temporary Hexes that may be made permanent with Ensorcelling or Malediction.
  • Esoteric Cantrips defy classification and do not count against the Harmonics of an entity or object. They are awarded by Storytellers through lost, ancient, or powerful means.

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.

Resonance

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.

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.
Entity Resonance
  • Every entity with a soul may tolerate the Resonance of one Physiological Cantrips at any tier of power anywhere within the body.
    • 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.
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).
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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