Mundane Magics RELOADED: 3d20 Cantrips

In previous blog posts, I wrote up some Cantrip type things, for Elves, MUs, and Clerics. I have expanded all of these lists to d20s and made them more system Neutral. All of the following things can be used at will unless they state otherwise.

By Varguy
1d20 Elf Tricks:
  1. Elf Shot: There is a level in 6 chance that when you would run out or arrows, there turn out to be more in your quiver. 
  2. Light Step: Your body becomes virtually weightless, your steps will not mark snow nor set off pressure plates. You also gain Advantage on all checks related to speed, jumping, climbing, and stealth. This lasts for 1 Turn. It can be used times per day equal to your level. 
  3. Shadow Step: You can teleport to a location you can see within 30ft. This can be used times per day equal to your level.
  4. Speak to Beast: You speak the language of an animal. Mind you, it is only that animal. So if you were to cast it on a squirrel, you would only be able to understand squirrels. This spell can only be cast once per day but lasts for the entire day.
  5. Heal: You cause a creature you can touch to regain 1 HP and give them Advantage on their next save against a physical malady. This spell requires use of herbs that you have prepared. Each dose takes an hour to prepare and 1 sp in reagents. A target of this spell can only be effected once per day.
  6. Clean: You make a thing or person clean. Each target can only be affected by this spell once per day.
  7. Ropework: When you spend 5sp on special supplies and spend a day of work, you can craft 50ft of special rope. Each elf may only craft their level x 50ft of special rope. This rope is light but incredibly sturdy. It also obeys your commands. At your desire, it will tie or untie a knot and all checks made with this rope are at Advantage. Your level times per day, you can command the rope to entangle a target and it must Save Versus Paralysis or be wrapped in rope until someone releases it.
  8. Glimpse: You can see what has transpired in the past day in a location using clear water or a reflective surface. You can use this a number of times per day equal to your level.
  9. Glamor: You create a minor illusion that makes you appear to perfectly match your surroundings. This lasts for a Turn or until you move or take damage. You can use this a number of times per day equal to your level.
  10. Woodshape: A small patch of wood (Around 5x5ft) that you touch bends and morphs to your desire. You can create a mark or write words in wood. You can create a hole or divet. You can create a handhold where there was not one before. You may use this a number of times per day equal to your level.
  11. Far Whisper: You can whisper a message to an intended target within level x 100ft and no one will hear it but them.
  12. Mark Friend: A target you touch becomes marked as your friend. Elves and magic users will be able to see that an elf has vouched for the individual. This is not a thing to be taken lightly and it is a grave offense it the person you have vouched for turns out to be untrustworthy.
  13. Ghost Sound: You recreate a sound of moderate volume you have heard before coming from a source of your choice within 100ft.
  14. Color Change: You can change the color of an item you can see. All items revert to their usual colors after you are no longer focusing on them.
  15. Muffle: A number of times per day equal to your level you may make all sounds a target creature or object you can see muffled and quieter. This does not silence them utterly, but reduces the sound they make such that it travels a third of the distance it usually would.
  16. Dim: You may dim light sources you can see, not extinguishing them but reducing them to up to a third of their usual brightness.
  17. Mage Hand: A number of times per day equal to your level, you may conjure a hand on a spot you can see that lasts 1 Turn. This spectral hand may lift up to 5 pounds and travels 50ft per round to anywhere the caster can see.
  18. Project Face: You cause your face to emerge out of an object that you can see. This face can see and speak as you can and it appears to be made out of the same substance whatever the surface it has appeared on. Your own face is gone while using this spell.
  19. Gust: You can create a sudden swift breeze, powerful enough to throw around loose pages or leaves.
  20. Shadow Friend: You can command and alter the shape of your shadow, but it always remains attached to you, though there is 1 in 20 chance that whenever you use this power, your shadow will detach and flee from you.

1d20 Mundane Magics:
  1. Mend: Cause an object to repair itself. There is a level in 6 chance that this spell will work. On a failure, this spell cannot be cast on the same object again until the sun has risen again. Such repairs typically don't last because the spell only repairs as well as the caster could repair such an object and it fades with time. This fix will last for 1d4 days of use for this object if the caster is unknowledgeable about the kind of craft the object was constructed with. If the caster is knowledgeable, the fix will last 1d6 days of use.
  2. Find: So long as you have a piece of something or someone, you can find them. To do this, you must spend an hour binding the piece to a compass, necklace, or other makeshift directional devices. After which point, the device will gently point in the approximate direction of the target.
  3. Animate: Cause a small object no bigger than a peasant's chair to come to life for a Turn. There is a level in 8 chance that the object will naturally obey your spoken commands. If not this object will require convincing. Objects keep their tendency towards pliancy or rebellion even after this spell has worn off. They retain their personality if animated again. Thus, casters of this spell are known to carry around loyal objects that they can rely on.
  4. Call Wind: Cause a favorable wind to come your way. On a hot day, this might be a cool breeze. On a ship this might be a gentle push in the right direction. There is a level in 4 chance of this spell succeeding. On a failure, you may not cast it again until the next sunrise or until a drastic change in the weather has occurred. At 4th level, you may use this to immediately call a gust of wind that can throw around loose pages and leaves.
  5. Ease: Remove a level of exhaustion from a creature and add it to yourself.
  6. Douse: You know the direction of the nearest source of water. This spell requires use of a peculiarly shaped stick or dousing rod. If there are multiple sources of water there is a level in 4 chance that this spell will point you in the direction of the most easily attained water.
  7. Predict Weather: You have knowledge of the next week's weather. There s a level in 6 chance of this being a perfect prediction. On a failure, 1d4 days of weather prove to be different than expected.
  8. Heal: You cause a creature you can touch to regain 1 HP and give them Advantage on their next save against a physical malady. This spell requires use of herbs that you have prepared. Each dose takes an hour to prepare and 1 sp in reagents. A target of this spell can only be effected once every 24 hours.
  9. Evil Eye: A creature you see gets a dose of bad luck. In the next 24 hours something goes wrong for this person. Milk is spoiled. The target might step on a rake. Ect. This can only be used on the same creature once every 24 hours. There is a level in 6 chance that this bad luck takes effect immediately. 
  10. Tonic: You prepare a tonic with 1 gp of reagents and an hour's work. This tonic allows the person to drink it to gain Advantage on their next check, regrow a little lost hair, remove a little pain from their joints, ect. Each person can only receive the benefits of this tonic once every 24 hours and a person who uses this tonic daily for more than a week find that it begins to deliver diminishing returns, dwindling to nothing.
  11. Speak to Beast: You understand the language of an animal. Mind you, it is only that animal. So should you cast this on a squirrel, you would only be able to understand squirrels. This spell can only be cast once every 24 hours and it lasts for 24 hours.
  12. Clean: You make a thing or person clean. Each target can only be affected by this spell once per day.
  13. Mage Hand: A number of times per day equal to your level, you may conjure a hand on a spot you can see that lasts 1 Turn. This spectral hand may lift up to 5 pounds and travels 50ft per round to anywhere the caster can see.
  14. Ghost Sound: You recreate a sound of moderate volume you have heard before coming from a source of your choice within 100ft.
  15. Memory Siv: You can pluck out your memories placing them into a reflective silver bowl full of water to replay them for any watching, including replaying memories for yourself that you might have otherwise forgotten.
  16. Muffle: A number of times per day equal to your level you may make all sounds a target creature or object you can see muffled and quieter. This does not silence them utterly, but reduces the sound they make such that it travels a third of the distance it usually would.
  17. Dim: You may dim light sources you can see, not extinguishing them but reducing them to up to a third of their usual brightness.
  18. Feed Flames: You double the brightness and intensity of flames that you can see. Creatures on fire take double damage.
  19. Wizard Sling: You can telekinetically fire specially rune-marked slings stones or animal teeth for 1d3 damage.
  20. Amulet of Alarm: If you tie a piece of a creature (Hair, fur, teeth, ect.) around a certain stone then when any of that kind of creature comes nearby it will hum softly and vibrate.

1d20 Divine Mundanities: 
  1. Bless: You can create a vial of holy water with an hour's prayer, or give a level in 20 chance of the harvest being bountiful by walking around their fields with a censer or thurible or aspergillum until you have circled the fields three times (usable only once every harvest), or bless a weapon by anointing it with holy water, giving its user Advantage on a single attack of their choice within 24 hours.
  2. Heal: You cause a creature you can touch to regain 1 HP and give them Advantage on their next save against a physical malady. This spell requires use of herbs that you have prepared. Each dose takes an hour to prepare and 1 sp in reagents. A target of this spell can only be effected once every 24 hours.
  3. Ease: Remove a level of exhaustion from a creature and add it to yourself.
  4. Compel: Unholy creatures with a single HD or less must make a Save or be unable to approach within 10ft of the caster while they hold aloft their holy symbol. You may only use this once for each creature. A creature may not be Compelled twice nor if they Save may they be attempted to be turned again.
  5. Power Word: You can recite a passage of scripture with conviction, pointing accusingly towards an Unholy creature. This creature must make a Save or take 1d4 damage and Disadvantage on their next roll. Unholy creatures that can hear you but are not the target shudder. If they are attempting to hide themselves, they must make a Save or be revealed. Priests use this power to root out witches.
  6. Lay on Hands: A creature you touch regains 1d4 HP. You lose HP equal to the amount regained.
  7. Intercede: Once per day, when you pray to your deity, you may gain 1d4+1 Bless points which you may use yourself or give to a creature you pray over. These lasts until the end of the day.
  8. Confess: A creature you can touch must speak the truth until you let them go. This requires you to sprinkle them with holy water and press your holy symbol upon them. Actively moving creatures will be nearly impossible to affect with this spell.
  9. Speak with the Dead: You enable a corpse you touch with your holy symbol to regain the power of speech for a Turn (10 minutes). This can only be cast on a target once per day.
  10. Consecrate: You make a patch of ground holy by sprinkling it with holy water. Undead cannot be raised on this ground. Unholy altars and places are robbed of the power.
  11. Guidance: You may ask your god for guidance regarding a proposed course of action and you will receive a good idea or bad idea answer from your god. There is a 1 in 4 chance that you misunderstand your god's guidance and the answer you perceive is incorrect which increases each time this spell is cast by 1. This chance resets upon the next sunrise.
  12. Liberate: You recite a passage from scripture to a creature affected by a charm or mind control effect. The target may immediately make a Save against the effect with Advantage. You may not target yourself.
  13. Aspergillum: You may flick holy water at enemies within 10ft, dealing 1d4 to unholy creatures. Each vial of holy water can be used 5 times this way.
  14. Ward Against Evil: You make a gesture to ward off evil and recite a prayer. You may make another Save against any ongoing malicious magical effects.
  15. Blind: Your level times per day you may Blind a creature you can see unless they Save. Blined creatures must Save at the beginning of each round to recover.
  16. Brighten: A light source you can see doubles in intensity.
  17. Sermon: Your voice is amplified to double its normal volume. Perfect for the pulpit.
  18. Serenity: A creature you target must make a Save or become calm. If they are already in the midst of combat this will not work.
  19. Far Whisper: You can whisper a message to an intended target within level x 100ft and no one will hear it but them. It is said God comes not with fire not wind but in a whisper.
  20. Censor: A target you can see may no longer say a single word of your choice until you stop focusing on them. If this word is a part of a spell, they cannot cast that spell.


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