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Cantrips

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Auberron
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PostPosted: Tue Jul 06, 2010 12:54 pm


Why do we need cantrips?

As Whits are magical creatures of faerie, it goes without saying that they have the ability to work some sort of magic. Cantrips are the spells that they have the ability to use. They are needed because metaplot can't handle too many silvertounges and godmodders without exploding. The cantrips and their limitations are here to eliminate godmodding and to make the RP process more interesting!

Ok, how do they work?

As part of the requirements to make a Whit grow/evolve, the owner must decide the stats and specialties of that whit at various stages of its growth. There are seven stats that are related to cantrips, for each point in each attribute the more spells the Whit knows from that family of cantrips. Furthermore, the more points one has in an attribute the more likely they are to defend themselves from those spells.

How many points do I get?

As each stat has 5 points maximum and there are seven attributes, the maximum anyone would need to max those skills would be 35.

As a childling [2nd stage], they have 12 points to distribute as they wish among the attributes. As a wilder [3rd stage], they are given an additional 6 points.

Additional points may be learned by accomplishing various tasks and quests.

What is this about a specialty?

Each childling gets to choose their specialty. When casting a cantrip they automatically get an additional die to roll though they are still restricted to what spells they can cast.


What is glamour?

Glamour is essentially the magic essence of the character. It is used to power cantrips and they cost different amounts depending on the difficulty of the cantrip.

Low difficulty - 0 glamour
Normal difficulty - 1 glamour
Mild difficulty - 2 glamour
High difficulty - 3 glamour

Each pet starts out with 7 out of 10 glamour and it can be regained through events.

How are cantrips used in RP?

They can be used in RP between peoples, in Metaplot events and during battles. 10-sided dice are used to determine their effectiveness. The number of dice rolled is determined by the number of dots in that attribute plus any specialty. Some cantrips can be resisted. Each cantrip has a level of difficulty. To beat that difficulty, the caster must roll at or above the number described for that level. A 10 counts at 2 successes.

5- low difficulty
6- normal difficulty
7- mild difficulty
8- High difficulty

How does one defend themselves from a cantrip?

They do this by the number of dice as they have in the primary attribute of that specific cantrip. For example, the caster has 2 points of stamina and so casts a lvl 2 stamina cantrip spell with 2 dice and gets 1 success. the target has 3 points of stamina and so rolls three dice and succeeds once. Cantrip is canceled but the caster still uses glamour.

When it comes to the number of successes, each number of successful defending rolls lessens the caster's effectiveness by one success.
PostPosted: Tue Jul 06, 2010 12:57 pm


Chicanery – Is the art of deception and favored by those who utilize guile to lead the unwary astray. Practitioners are usually considered suspect even by those who do not know their abilities as they tend to give off an untrustworthy aura. Primary attribute is Manipulation.

X Fuddle: allows the caster to alter a target’s perceptions. However, because something can not be created from nothing, at least at this level, something must already be there for the caster to work off of. A target who is blind and deaf cannot suddenly see or hear but may be fooled into smelling the salt of the sea. The Fuddle catrip uses what is already present. For example, if the whit is hidden in the shadows, he could use Fuddle to cause a person to overlook them or he could cause the sounds of barking dogs to be perceived as police sirens. This cantrip can never cause any direct harm to an individual though it is possible for a target to undergo accidental injury upon himself due to his confused sense. So long as there is a suitable pre existing element for the cantrip to work off of and the caster passes a low difficulty roll, the spell is a success and the target accepts the illusion as true unless resisted successful. Easy difficulty. Blockable as target.

XX Veiled Eyes: This cantrip does not turn an object invisible or even blind the target but instead makes any item the caster chooses to be beneath their notice. Normal difficulty. Blockable as target.

XXX Fugue: While this allows the stealing or reading of entire chapters of a target’s lives, nothing can be added to the memory and is never permanent. One might take away the target’s memory of hearing a statement or of seeing a particular event. Normal difficulty. Blockable as target.

= 1 success – forgetting a simple, immediate or information, one turn
= 2 successes – loss of memory of an uninteresting scene, one minute
= 3 successes – complete eradication of a specific event, persons identity or object’s presence, one hour
= 4 successes – powerful, forthright beliefs or memories may be forgotten, one day
= 5 successes – a tabula rosa, total memory loss, one week

XXXX Haunted Heart: The caster of Haunted Heart can control and fan the emotions of her target. She can evoke any type of feeling she wants even if that person has never experienced that emotion before. Mild difficulty. Blockable as target.

= 1 success — Invokes a mild reaction.
= 2 successes —The target feels wild, chaotic surges of intermittent emotion. As long as the emotional object is not in sight, the target acts normally.
= 3 successes — Creates a continuous state of passion. The target's conversation drifts toward the emotional object
= 4 successes — The target is passionately engaged. She actively seeks (or avoids) her object of passion;
= 5 successes — Total obsession; the target can do nothing but engage in his passion. He becomes violent if restrained.

XXXXX Captive Heart: Captive Heart causes the target to become pliant to the caster’s commands. Use of this cantrip allows the with to change broad or narrow facets of a person’s behavior. They can be made to believe they are Mick Jagger, a lawn chair or a secret agent for Planet Z. However, this spell will not directly make the target harm themselves as those commands will confuse them as their self preservation instincts will still kick in. However, it is possible to make the target do something, like attack the President of the United States, that would result in his injury. High difficulty. Blockable as target.

= 1 success — Last for one turn
= 2 successes —Lasts for one scene
= 3 successes — Lasts for one hour
= 4 successes — Lasts until sunset or sunrise, whichever comes first
= 5 successes — Last for one whole day

Auberron
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PostPosted: Tue Jul 06, 2010 12:59 pm


Legerdemain – is the Art of sleight of hand and illusion but transcends parlor tricks and allows a changeling to affect physical reality. While this is considered a common. Primary Attirubte: Dexterity

X Gimmix: Permits a changeling to maneuver objects telekinetically. With this cantrip she can move, twist, throw, lift and crush things. Fine motor coordination such as typing or dialing a phone is impossible. Normal difficulty.

= 1 success – Lift 6 oz.
= 2 successes – Lift 5 lbs.
= 3 successes – Lift 40 lbs.
= 4 successes – Lift 100 lbs.
= 5 successes -- Lift 200 lbs

XX Ensnare: Has two major uses and can either cause a large object to move about quickly or entangle an opponent or object with any scenery at hand such as roots, tripwire, sheets, etc. If the changeling is attempting to trip an individual, any objects work to entangle them and if none exist then the individual trips over his own feet. Blockable as target.

= 1 success – Lift 25 lbs. / Target stumbles and slowed down but does not fall
= 2 successes – Lift 50 lbs. / Target is tripped and stunned on the ground
= 3 successes – Lift 100 lbs. / Target is tripped and ensnared temporarily
= 4 successes – Lift 200 lbs. / Target is tripped and ensnared permanently or until let loose
= 5 successes -- Lift 300 lbs.

XXX Effigy: this cantrip creates a duplicate of an object or person that the whit can see and touch. The copy has all the features of the item that could be seen and felt. However, it is not a perfect copy as the duplication is only skin deep. The effigy is only there for as long as the whit can concentrate on it. Additionally, the effigy must be within sight. Mild difficulty.

= 1 success – Bad Copy
= 2 successes – Major Differances
= 3 successes – Minor Differances
= 4 successes – Lacks imperfections
= 5 successes – Perfect Copy

XXXX Mooch: The whit can instantly move things from one place to another. A favorite of pickpockets, Mooch can remove a trinket from a mark’s pouch and replace it in the caster’s own. The cantrip only works if the caster can see the object or has seen it within the last few moments. A coin could be Mooched in plain sight, though anyone watching would spot the cantrip. Mild difficulty.

XXXXX Phantom Shadows: The illusion generated is an exact copy of the original but with varying degrees of clarity as it may appear as a shadow or as a solid being. The most important difference between a Phantom Shadow and an Effigy is that the Phantom Shadow has the ability to act and has the same mannerisms at the original. The Shadow will act instinctivly, knowing exactly what the caster wants. However, should the Caster be killed or be forced to forget his creation the Shadow is given free will. Such a creature of chaos is dangerous and should be hunted in all cases. High Difficulty.

= 1 success – Fuzzy image
= 2 successes – Looks real if its not studied too closely
= 3 successes – All but the finer detail are complete
= 4 successes – Only slightest of imperfections in behavior
= 5 successes – Perfect duplicate
PostPosted: Tue Jul 06, 2010 1:01 pm


Primal – Much of the power of Whits arises from the elemental affinity between their faerie souls and the forces of nature. At one time the Faeries could listen and reply to the whistpers from the forests but that knowledge was lost with the war and split of the court. Only a few have these abilities now and though such rare abilities should engender respect, it instead stereotypes those Whits. These oversimplifications often makes them the butt of jokes (“Hey, troll! Did you hear the one about the Willow-Whispering farmer’s daughter who…”). Primal cantriips have no effect on anything made of pure iron, though they can affect alloys, such as steel. Primary Attribute: Stamina

X Willow Whisper: Grants the ability to speak to books, furniture, rocks, plants, buildings, aliens… anything. There is one limitation, all requests must be phrases in a whisper. To try and Willow Whisper across the field of a football stadium during the Super Bowl is impossible. Additionally, inanimate objects only have facts. Though they may ‘enjoy’ talking, their ‘personality’ is totally different from that of a sentient being. Normal Difficulty.

= 1 success – Mumbling, meandering answers, one question only.
= 2 successes – Vague, obscure answers, three questions.
= 3 successes – Clear but strange or cryptic answer. Lasts for one scene.
= 4 successes – Clear, straight forward, but very boring answers. Lasts for one week.
= 5 successes – Perfectly clear, lucid, interesting answers, lasts for up to a month.

XX Oakenshield: This cantrip imbues an object or person with the solid, protective essence of oak bark. Each success adds an additional 10% HP for the duration of a battle. At the end, the protective oak disappears and leaves, reducing the maximum HP back to normal. Any excess health evaporates until the HP is at normal capacity. Mild difficulty.

XXX Heather balm: This cantrip mends that which is broken or injured. Anything can be mended or healed. In the case of items it would take a total of 5 successes over any amount of attempts to repair it. In the case of injured beings, each success heals 10% HP. Major deformities and ailments such as blindness or a severed limb can be healed but only with 4 or more successes in the same turn/attempt. Mild difficulty.

XXXX Holly Strike: This cantrip injures or destroys using already existing imperfections. Anything can be destroyed. In the case of items it would take a total of 5 successes over any amount of attempts to destroy it. In the case of living beings, each success deals 5% HP damage. Mild difficulty.

XXXXX Elder Form: This cantrip takes this one step further than Oakenshield. This spell will last longer than a battle if there is enough successes and can last up to a month. In addition, the additional HP is 15% per success. High difficulty.

= 1 success – Lasts for one battle.
= 2 successes – Lasts for one day.
= 3 successes – Lasts one week.
= 4 successes – Last two weeks.
= 5 successes – Lasts one month.

Auberron
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PostPosted: Tue Jul 06, 2010 1:04 pm


Soothsay – Is the art of divination, prediction and interaction with Fate. In general, they are accorded much respect. Primary Attribute: Intelligence

X Omen: Most people can not see themselves as part of the “big picture”. This skill allows the caster to see a hint of the persons destiny or fate. It is always vague about the more immediate present. While one would not know that that target would become an axe murder, the caster would only know that their intentions would not bode well for someone. Low difficulty.

= 1 success – One clue about an immediate plan of the target
= 2 successes – One clue about the demeander of general disposiiton of the target
= 3 successes – One clue about a long term goal of the target
= 4 successes – One clue about the inner nature of the target
= 5 successes – One clue about a closely guarded secret of the target

XX Foul is Fair: A bit of luck is shone on the target. Powerful enemies will not suddenly die, but with a bit of luck, the target may find a piece of information that changes her enemy’s mind about her or an undecided aspect of fate will swing in that person’s favor. Whatever happens, the change is usually unexpected. Normal Difficulty.

= 1 success – Find a small thing (a healing herb or old friend)
= 2 successes – Find a valued acquisition (a valued friend or stolen relic)
= 3 successes – Find something treasured (A passionate love, a precious stone)
= 4 successes – Find a major element (A powerful ally, a magic sword, lifetime companion)
= 5 successes – Find something critical (Your health, major magical tome)

XXX Fair is Foul: A bit of badluck is placed on the target. Powerful allies will not suddenly die, but with a bit of badluck, the target’s best friend may lose trust in them and join the enemy camp. Whatever happens, the change is usually unexpected. Mild Difficulty.

= 1 success – Lose a small thing (a healing herb or old friend)
= 2 successes – Lose a valued acquisition (a valued friend or stolen relic)
= 3 successes – Lose something treasured (A passionate love, a precious stone)
= 4 successes – Lose a major element (A powerful ally, a magic sword, lifetime companion)
= 5 successes – Lose something critical (Your health, major magical tome)

XXXX Augury: While Omen gives a small hint, with Augury, a whit can throw a major element into the path of someone’s destiny. The whit describes a scene or event but it is up to chaos to create the cercumstances before and after that point. With this skill the adage, “Be careful what you wish for…” is paramount. Mild difficulty.

= 1 success – Minor event, a scenic element
= 2 successes – Uncommon event
= 3 successes – Significant event, freakish/uncanny
= 4 successes – Decisive event
= 5 successes – Incredible/Impossible event

XXXXX Fate Fire: The caster has the chance to increase the speed at which a person reaches their destiny, for good or ill. Successes determine the speed with 1 creating an omen and 5 creating instant karma. High difficulty.
PostPosted: Tue Sep 20, 2011 12:33 pm


Sovereign– Sovereign has no effect on someone of higher rank than yourself. Primary Attribute: Charisma

X Protocol: To put it simply, the use of this cantrip allows for the caster to calm or gain someone's attention. This is especially useful in settings that might require a different set of rules or protocols. Successes determines that number of 'turns' this lasts on the opposing person. Low difficulty. Blockable as target.

XX Dictum: This is the power of command. Noble creatures have always held this power, but are loath to use it because is has become a sore spot among among others. When using this cantrip, simply state your wish in the form of a request and you can expect this 'command' to be carried out. Normal Difficulty. Blockable as target.

XXX Grandeur: Noble faeries were once worshipped as gods and goddesses. The use of this cantrip may be one reason. Grandeus imbues you with unearthly grace and supernatural beauty. So awe-inspiring that none below your rank may strike you or take any violent action against you without first overcoming the Grandeur. Even speaking difficult. Mild Difficulty. Blockable as target.

XXXX Weaver Ward: With this cantrip you can place a lock or seal on a door, entrance or object, preventing it from being used or opened. The item can literally be made to be not picked up or touched. Passwords are possible. Can only be broken with the Portal Passage cantrip from Wayfare school. The Ward lasts until the next new moon. Mild difficulty.

XXXXX Geasa: Geasa are quests or bans, and restrict or control and individual in some way. Some Geasa are created by an oath that a changeling swears; others are magically enforced. Use of this power allows you to place a Geasa or a Ban on a person. Successes determine the power of the Cantrip and the difficulty the task is allowed to be. High difficulty. Blockable as target.

= 1 success – A simple Geasa (Gather some common herbs); a minor curse (develop a rash).
= 2 successes – A more complicated Geasa (Deliver a message to a known person); moderate curse (minor physical ailment)
= 3 successes – A very difficult Geasa (Deliver a message to an unknown person); major curse (debilitating ailment).
= 4 successes – A nearly impossible task or far-reaching curse.
= 5 successes – A legendary Geasa or deadly curse.

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PostPosted: Tue Sep 20, 2011 1:15 pm


Wayfare– The art of traveling and moving, Wayfare was originally developed by warriors, messengers, heralds and bards. Those who posses it and advertise the fact are carefully watched, for the Art allows passage into restricted places. Primary Attribute: Wits

X Hopscotch: This cantrip allows the user to make fantastic leaps and jumps. By using this power, you can jump to the top of a cliff and down again safely. You can also use this cantrip to endow others similarly. Each success determines how many people may be affected by this Cantrip, including yourself. Easy Difficulty.

XX Quicksilver: This cantrip allows you to move as fast as a flick of light. You move at incredible speeds. Each success allows an additional action on your next turn. Normal Difficulty.

XXX Portal Passage: This cantrip opens a portal through a barrier. The portal will either conform to the barrier or be as large as a normal door. Each success determine how many people can pass through in either direction before the portal closes and must be remade. Mild Difficulty.

XXXX Wind Runner: You can make yourself or others fly. For each success you get 5 turns for flight. So, if you roll 3 successes, you get 15 turns. You can distribute those turns of flying between as many people as you want. Beware: What goes up, must come down. Mild difficulty.

XXXXX Flicker Flash: This cantrip allows you or a subject to blink out of existence in one place and reappear in another. If it is a place, you should have been there already. If it is a person, you must have an image or an object of their possession. Each success adds an additional person or item that may be transported. High difficulty.
PostPosted: Tue Sep 20, 2011 1:58 pm


Pyretics– Half a million years ago, mortals discovered the lure and beauty of fire. The fae have been playing with its beautiful might for considerably longer. They can control the powers of the will-o-the-wisp and create servants of living fire. This Art uses Glamour to weave and shape flame into pleasing shapes and effects.Primary Attribute: Strength

X Will-O-The-Wisp: This cantrip creates a ball of chimerical flame that will lead its creator to a specific place, person or object. This cantrip is often used as the "lead dog" in a hunt. The will-o-the-wisp tends to weave and wander a lot, often not taking the most direct path but usually the safest. Low difficulty.

XX Willow Light: This cantrip will allow you to illuminate or cast auras of light upon objects or places. With this cantrip you can cause objects or people to glow, or even cause an entire place to become lit by this phosphorescence. This effect will last for one hour for each success rolled. Normal difficulty.

XXX Prometheus' Fist: This cantrip allows you to completely engulf an object in flame. These objects will burn with tremendous heat, but will not affect you or the object, though they will burn anything that they come into contact with. This cantrip is often used to create flaming weapons, inflicting horrible wounds upon the victim of such an attack. These flames are not flammable in that they will not actually catch other materials on fire, but they will cause burn-wounds. The effect will last for one turn for each success. Mild Difficulty. Blockable as target.

XXXX Burn and Boil: This cantrip allows you to engulf a chosen target in searing fire, generally consuming the target within minutes or even seconds. This flame becomes a normal flame once it is released, igniting and burning the target of the cantrip just as normal flame would. The successes indcate how many dice of damage are caused by the effects of this cantrip at (Successes+4). Mild difficulty. Blockable as target.

XXXXX Star Body: By performing this cantrip, you can transform something into living flame, keeping all its intrinsic abilities and powers intact -- a cat will still be a cat, a sword will still be a sword, a person will still be able to move about and think for herself, etc. Anything considered part of an object or person will usually be transformed as well, such as equipment, weapons, etc. As with Prometheus' Fist, the fire created by this cantrip does not harm the caster. The flame itself is magical, and will not ignite other objects unless a creature so transformed desires to. Creatures or objects so transformed do an additional three extra dice of damage. The number of successes determines the length of time the target of the cantrip will remain transformed. High difficulty. Blockable as target.

= 1 success - One scene
= 2 successes - One day
= 3 successes - One week
= 4 successes - Two weeks
= 5 successes - One month

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