Folk magic and Secret Magic (GLOG: Cantrips)
I've started up a new game of the system I am developing and so I've custom build a few parts for my new set of players, both of these new additiona are for the same player.
Folk Magic
This players new character is a spellcaster without proper spells, only casting many cantrips taken from many different spellschools, so I finished of a project I'd been working on, Folk Magic, a list off spells that are only cantrips. I also slighly rewrote one of the subclasses for my Collegien class, Folk Mage.
Folk Mage
Among the smaller glens and villages untouched by the mages colleges there are many mages who practice the smaller tricks of magic. With no formal training these mages do not form bonds with a spirit of the ethereal realm but call free spells to lend them aid.
Recommended Starting Tome: Lesser Magic
A: Cantrip Mastery
You do not learn regular spells, when you would take a spell school you instead learn 8 cantrips from any schools you choose. However you may Empower cantrips, by investing MD into them, doing so lets you expand their scope or ability to an appropriate level for the MD. As a general guide, 1 MD effects local to a person, 2 MD a small group, 3 MD the area of a house and 4 multiple buildings.
When investing cantrips if two dice roll the same number a Mishap Occurs, this is a unintended consequence of the spells running wild. If 3 dice roll the same number you incur a Doom as the spell physically inhabits your body and enacts a permanent change.
B: Lesser Magic
While lesser magics are often scorned by highly skilled mages you know the value of these spells. You can choose to gain a cantrip from a Tome you do not know every second level and when casting spells with 1 MD you regain the MD if you roll a 1-3.
Folk Magic
Themes: Humility, Wood, Charm
Cantrips are tricks of magic, not truly spells but tricks of mental dexterity that often teach the basics of a spell tome. The lesser mages practice only cantrips, claiming these strange tricks have unconsidered power.
Cantrip: Passing Breeze As an action you may conjure a gust of wind to knock over small objects, slam doors or extinguish lights. With a concentrated effort (as if casting a slow spell) you may fling a close object of an a slot or less.
Cantrip: Friendly Ember You conjure a small floating ember which moves at your command, although it cannot stray beyond arms reach. This ember gives off enough heat to light a candle or kindling if touched to it.
Cantrip: Infectious Glyph You trace a glyph alongside a small message and flick it towards a piece of text you can see, the gyph infects the text and begins to overwrite it with itself. It consumes words in minutes, pages in hours and books in days. Skilled librarians know the counter rune to this, which can partially restore the text if cast quickly, but anyone can kill the rune by striking it out.
Cantrip: Duck's Back You conjure a sheet of thin, invisible, sticky cloth. This cloth can be used to coat objects or worn like a cloak. This cloth is completely impermeable to liquids, such as water. The cloth disappears at dawn each day.
Cantrip: Ventrilomancy Your voice becomes audible to all creatures who can see you no matter the sound level around them or the volume of your voice.
Cantrip: Ductile Modification You make a material you can touch over minutes, more or less flexible, allowing it to bend like a spring or be as rigid as stone. The spell lasts for an hour before it slowly fades, the material returning to it's original properties.
Cantrip: Mages Kettle You may make a cups full of water boil, freeze or be any temperature between you desire.
Cantrip: Sleight of Magic You may cause an object that is able to be completely enclosed in your hand vanish and appear as you desire.
Secrets
This spell tome was actually (sort of) made by the same friend for my system over a year ago. We discussed each spell in detail as he was writing them and I decided to write my own version of the spells in paralell. Mostly to play around with some of the ideas that weren't adopted into his version of the tome.
Secret Magic
Themes: Secrets, Darkness, Pain. This magic smells of ancient coins and parchment
Within a locked diary written completely in cipher are kept the secrets of secrets, magic written by those who were not forgotten because they were never known in the first place
Cantrip: Taglock
You may craft a taglock from the hair and blood of any creature. You may consume this taglock to cast a spell on the creature as if you were touching it and it was willing.
- Sealed Lips
Ritual (3)
You inscribe a secret known to less than [dice] other creatures into a physical token. If anyone attempts to communicate the secret the spell will prevent it. Invisible hands press into their mouth, grab their hands or otherwise stop them from communicating it. If the physical token of the spell is ever destroyed or more than [sum] people learn it the spell ends.
- Evil Eye
Ritual(1)
You may touch a willing creature, they have a mark appear in a visible location of your choice. While marked you may activate the poppet [dice] times as an action to: Learn their location, Cast a spell on them, or deal [sum] damage.
- Snatch Memory
Slow
You may select a character who can see you and with a clever flick of the hand steal a Memory from their mind. If you take the memory of a skill or ability, such as attacks, they will have a [dice] penalty when attempting to do something related to it until they take [sum] hours to retrain the missing knowledge. If you take the memory of a power or spell they must Save MENT to use it until they rest overnight. Other memories are less hardy and are lost until they are returned to them.
Memories appear in the form of small trinkets with a dream-like appearance, you can observe these memories by clutching them as you sleep. Spells can be cast once as if from a spell scroll however you must still invest MD.
- Forbidden Text
Instant
When you cast this spell you also cast another spell you know or have a scroll for with [dice] MD. You do not expend these additional dice. For the next [sum] hours or [dice] days, when somebody reads the text the spell will be activated, being cast centered on or targeting the reader. Surprised targets do not get a save against spells cast in this manner.
- Masquerade
Ritual(10)
You craft [dice] masks containing the hair or blood of creatures. For the next [sum] hours creatures wearing the masks appear to be the creature of their mask, this will even fool basic magical detection, although powerful creatures can save MENT to detect there is an illusion present.
- Witch Sight
Instant
You open your eyes to the world of the supernatural, for the next [sum] hours you can sense signs of magic and see spirits, spells and other creatures in the world beyond. However if you see a creature of great power you must save MENT or be vulnerable to their will until you manage to close your sight.
- Forgotten Scraps
Slow
You reach into the Lethe, the river of the forgotten and grab [dice] forgotten passages of knowledge related to a creature, location or object you know the name of. You may ask a question for each scrap which will be answered by the passage. However this is only from forgotten or lost tomes and may be esoteric in nature. If cast as a grand ritual you may bargain with one of the Lords of the Lethe for their collected knowledge