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Grimoire

The Grimoire

These are all available spells that fall under each medium of magic. For more information on the Arcane system, visit its page here.

ICHOR
CURSESMITHY
ETHER
ARTIFICE
FORCE
TELLURGY

Cantrips


A mage is able to pick two cantrips: one from the general list of cantrips, and one specific to their patron, picked from the patron's cantrip list on their page.

General Cantrips
(10 spells)

Celestial Brush

Effect: The caster's keen eye for astronomy briefly shares its secret with others looking to the heavens. After selecting a constellation or specific celestial body the caster knows by name, the chosen target becomes highlighted at the caster's discretion (changing color, increasing perceived brightness, showing through clouds, etc). If an entire constellation is illuminated, the symbol it represents (e.g. a Griffon) can be colored in with simple illusory details overlaying the stars that comprise it. The effect is visible to all within Yell range of the caster, and lasts up to a single night.

Method: Looking up to the night sky and tracing the index finger around a celestial body.

Cantrip (0 anima) 1 action /cast celestialbrush
Minor Artifice

Effect: The work of a toymaker or the easily amused, the caster is able to carve a rune into a wooden object no larger than a mouse and make it do a single playful action, oblivious to the world around. This could be to walk across a table, clap its hands together, or sing a song. After one minute, the object returns to solid form. It can carry an object no larger than a walnut, and can exert force similar to a baby's push.

Method: Carving a small rune into an object.

Cantrip (0 anima) 2 actions /cast minorartifice
Omen

Effect: Innocuous without proper translation, the caster provides a brief illusory tiding-good or bad-to those with sharp eyes and keen ears. Be it a cawing crow, unintelligible whispers, a shooting star, or similar signs, the effect is brief but meaningful. Once the omen is perceived by another, it quickly exits the scene in a fitting manner (i.e flying off or slinking into the shadows). There is no meaning offered beyond what the caster wishes to interpret for those around.

Method: A subtle gesture toward the desired location.

Cantrip (0 anima) 1 action /cast omen
Resonance

Effect: The caster focuses on an object with a potentially arcane nature, feeling for resonance with their own. They are able to determine if an object is affected by magic in some way, and, if successful on a HAR: Arcana check, can determine what medium of magic.

Method: Laying a hand on an object.

Cantrip (0 anima) 2 actions /cast resonance
Whisper

Effect: The caster is able to throw a whisper to someone up to 30m (30 blocks) away by locking eyes or maintaining physical contact. Only the target can hear the message sent, and cannot reply.

Method: Locking eye contact or making physical touch.

Cantrip (0 anima) 1 action /cast whisper
Metallurgy

Effect: The caster focuses attention on a metal object, learning its metallic makeup and the general shape of its interior. Through this, they're able to impart small, artful changes to heated metal that would otherwise be difficult to forge, such as warping the shape of a hilt or stamping an intricate maker's mark with nothing but a thumb.

Method: Scrape a nail against metal, listening for the ring.

Cantrip (0 anima) 2 actions /cast metallurgy
Nudge

Effect: The caster focuses on a metal object within Skirmishing distance that weighs no more than a small dagger; the object can be pushed 1m (1 block) in any direction and maintain its location if suspended in the air between rounds.

Method: Focusing on a small metal object, then extending the hand and gesturing in a direction of choice.

Cantrip (0 anima) 1 action /cast nudge
Purify

Effect: The caster is able to purify up to a half-liter of a liquid, allowing them to make fresh water from saltwater, remove dirt, debris, and poisons from water, and remove contaminants from any other sort of liquid. They may similarly purify stored blood, but not while it still courses through a target. The undesired material is separated as debris and film, left to float and be scooped from atop the liquid.

Method: Tapping a ripple within otherwise still water.

Cantrip (0 anima) 2 actions /cast purify
Trick

Effect: The caster is able to create a small arcane trick, such as a shower of sparks, puff of wind, or odd odour; they can also light or snuff out a small fire or candle; briefly create an illusory image or colour on an object that fades after a few moments; or summon dancing will'o'wisps that move about their area, flickering with the light of candles.

Method: A snap of the fingers.

Cantrip (0 anima) 1 action /cast trick
Wild Magic

Effect: Attuned with their surroundings, the caster is able to command the wilderness around them in subtle ways: Bring a wilted plant back to life, snuff out a fire as large as a campfire, attract and placate small critters, or cause a 5x5 area to spontaneously blossom in common plants of the caster's choosing. When casting, the caster becomes acutely aware of imminent weather changes.

Method: Closing one's eyes and extending the mind's focus outward.

Cantrip (0 anima) 2 actions /cast wildmagic

Patron Cantrips
(15 spells)

Archive

Effect: Xinshi Cantrip
The caster designates an empty book to be their archive. An archive has limitless pages, and can write on its own as long as the caster dictates the words aloud. Only the caster and those they consent to are able to see the book's contents; to all others, it remains empty. Should an archive be destroyed or lost the caster may create a new one, though the research and writings will not be carried over. A caster may only have one archive at a time.

Method: An inscription on the cover of an empty book.

Cantrip (0 anima) 1 action /cast archive
Fae Path

Effect: Nyx Cantrip
When moving between two spots that would both obstruct line-of-sight, the caster may instead disappear behind one and appear behind the other without physically traveling through the intervening space. Total distance possible is normal movement + dashing, and it counts against their movement total in that turn.

Method: Being unseen.

Cantrip (0 anima) 1 action /cast faepath
Identify

Effect: Xinshi Cantrip
With a touch, one can learn a single aspect of an item, should it apply. Aspects include: what it is made of, who created it, its age, its last owner, and its place of origin. This may only be used once on an item of Extraordinary quality or above. The information gathered is up to DM interpretation.

Method: Surrounding the item with an inscribed circle.

Cantrip (0 anima) 1 action /cast identify
Inspire

Effect: Ciren'na Cantrip
The caster is able to give a rousing speech, inspiring others to action. The caster must make a HAR: Arcana check: on a success, all who heard the speech are inspired and get a +1 modifier to their next roll. On a failure, the effect is muted, and the listeners have only the words to rely on, without any arcane inspiration. Can be used only once per event or combat, unless otherwise permitted by a DM.

Method: Giving a rousing speech, long or short, about the task to be done.

Cantrip (0 anima) 1 action /cast inspire
Minor Illusion

Effect: Ciren'na Cantrip
The caster is able to alter the appearance or sound of an object or entity as large as a cat. They can change how it appears: colour, shape, texture, and so on, or make it elicit a brief sound (e.g. a click, tap, etc.) it otherwise would not make. The illusion will remain until dissipated by being touched or an hour has passed. No more than a single illusion can be active at any given time.

Method: A waving of a hand over the desired object; an illusion left in its place.

Cantrip (0 anima) 2 actions /cast minorillusion
Seed Of Chaos

Effect: Nyx Cantrip
The caster hexes a target they've previously conversed with, causing them to suffer a mundane but persistent inconvenience of the caster's choosing for no less than a week (more at target's discretion). This curse can deliver things along the likes of: frequent stumbles, missing socks, constantly falling into puddles, hounded by mosquitoes. The curse must represent a mundane inconvenience or light humiliation; true terror or magical effects are beyond the bounds of the spell. Only one hex can be made per day, unless the caster breaks a previous one.

Method: A verbally delivered wishing of, or promise of a curse on the target. It need not be explicit, or even serious, but a promise must be made to be kept.

Cantrip (0 anima) 1 action /cast seedofchaos
Shelter

Effect: Facet Cantrip
A shield of light manifests upon an unoccupied hand of the caster, glinting in innumerable lustrous planes. It functions as a Large Shield, allowing the user to block until their next turn and utilize any shield feats they have. When blocking Tellurgy spells, even on a failed roll, 1 damage is mitigated.

Method: An arm aloft to obstruct or shield.

Cantrip (0 anima) 1 action /cast shelter
Sprite Of Hand

Effect: Nyx Cantrip
The caster may exchange items that fit in-hand between their grasp by merely obscuring such; a clasped hand would see the item appear in the other even if there should be no feasible moment for a sleight of hand to permit.

Method: Obscuring an item behind a hand.

Cantrip (0 anima) 1 action /cast spriteofhand
Emotion Bridge

Effect: Ciren'na Cantrip
The caster is able to tap into another's emotions, feeling them for themselves. The target's feeling in turn is slightly dulled-a pain or joy shared. The caster can attempt to get a general sense of the cause of the emotions from them through a HAR: Arcana check.

Method: Making eye contact or physical contact with a target and holding it while bridging emotions.

Cantrip (0 anima) 2 actions /cast emotionbridge
Forbear

Effect: Facet Cantrip
The caster makes contact with a target that has been Stabilized during Bleedout. This target becomes warded: they are fully shielded from the next attack made against them. The ward shatters upon use.

Method: Placing a hand upon the fallen.

Cantrip (0 anima) 1 action /cast forbear
Impart

Effect: Facet Cantrip
Words from the caster are comprehended and understood through barriers of the mortal tongue. So long as the caster is both speaking and heard, they are able to convey their intended message to any that hear it as though in their own language.

Method: Vocalized communication.

Cantrip (0 anima) 0 action /cast impart
Mind's Eye

Effect: Dreaming One Cantrip
An equivalent exchange takes place in the target's mind, like a priceless treasure swapped for a weighted bag of sand. They are filled with eldritch visions in their mind's eye, both confusing and frightening them. In exchange, the caster isolates and learns a single fear of their target-knowing what, but not why. The process is unpleasant for the target, as if icy fingers were prodding through their very brain. The effects can be resisted with a successful HAR: Belief check, while on a mixed success no fear is learned.

Method: Maintaining physical contact on someone while closing one's physical eyes to open the eye within.

Cantrip (0 anima) 2 actions /cast mindseye
Phantom Fabric

Effect: Xinshi Cantrip
An article of loose cloth (a scarf, a cloak, handwraps, etc.) worn or held by the caster springs to life, functioning of its own accord. This article may engage in non-combative actions, assisting the caster or those around them. Should the article exceed Skirmishing distance from the caster, the effect ends and the cloth falls slack.

Method: Scribing or weaving runic symbols on a cloth, then placing a hand upon it.

Cantrip (0 anima) 1 action /cast phantomfabric
Self Delusion

Effect: Dreaming One Cantrip
The caster is able to tap into the dream realm and plant a belief or emotion into their own mind. For the next hour, this belief is accepted with complete conviction, whether or not it is blatantly false. For example, the caster may make themselves believe that the sky is green, or that they are happy, or that they are not, in fact, a spy. Even if the caster knows that this delusion is a lie or not representative of their true feelings before casting this spell, they uncritically believe in them for the duration-appearing as wholly convinced and truthful even to arcane analysis. Evidence that contradicts the delusion is rationalized away, but the wording of the delusion should be considered carefully such that it can be interpreted creatively when observable truth rubs up against the fiction.

Method: Repeating the delusion before a reflective surface, accepting it as truth.

Cantrip (0 anima) 1 action /cast selfdelusion
Slumber

Effect: Dreaming One Cantrip
Any Cursesmith can tread the water of the Nocturne with a trance: it takes practice to dive headfirst. The caster works a small enchantment on themselves, allowing them to sleep even in intolerable circumstances: they fall unconscious at a moment's notice, and can wake up at will if not impeded by another spell. The caster has no awareness of surroundings whilst in this dreamless sleep, and is protected from nightmares, intrusions, and anything else that would plague their dreams.

Method: Resting peacefully and closing eyes.

Cantrip (0 anima) 2 actions /cast slumber