Cantrips in the Esoteric Spellcasting System + A New Spell

I like 5e's idea of cantrips because they let magical characters have spammable magical effects that make the player feel more magical as opposed to just a dude who shoots a crossbow when not slinging the occasional spell. But I don't like most of the cantrips themselves, nor the idea of magic being easily learnable. So, my solution.

Cantrips are minor spells that a person can learn after having learned their first spell. The ability to create reality-bending effects at will, no matter how minor, is outside the realm of  mortal ability, however it can be learned in fraction.

After their 1st cantrip, a magic-user learns an additional cantrip for every 10 spells they learn. This means that someone who has somehow learned all 40 of my esoteric spells would know a grand total of 4 cantrips. This is the result of them being so thoroughly irradiated by magic that they can reliably create these effects without risk of mishandling.

Using a cantrip always costs an action. Below are some example cantrips.

Change What Thy Eye Sees
With a wave of the hand you bleed your mystic radiation into the eyes of those around you. They begin to hallucinate strange visions, which all have a 2-in-6 chance of being true.

Let Us Dance in the Fire of the Faerie
You rub your hands together and create a strange wind the color of muted rainbows. Whoever is touched by this wind within 30 feet of you radiate one of the seven colors of the rainbows. This radiation lasts for an hour, and persists in darkness of any kind, and is visible for miles.

Additionally, spells like 5e's thaumaturgy/prestidigitation/druidcraft are good cantrips. Cantrips don't really do damaging stuff, though they might if creatively used. They are really just meant to give magic-users a cool, spammable gimmick effect to affect the game with beyond that of their actual spells.

And now, for a real spell.

Related image
Steal away the sun.

Quiet the Sun with the Left ; Brush Away Stars with the Right

Quiet the Sun with the Left; Brush Away Stars with the Right requires two hands with 5 digits each as its primary ingredient. Additionally, the sun must be in its 9 A.M position and you must know the true names of at least 100 constellations, all of which must be uttered in preparation for this spell to be completed.

The stars are sentient beings, and every star is apart of a larger hivemind--a constellation. Were it not for our sun, whom is curiously protective of life, the constellations would have long since consumed all mortals to slurp on their blood and to consume their souls. For just a while, it is possible to quiet the sun's light and to brush away the constellations, bringing a total, peaceful darkness to the earth--one that is cold and absolute.

Once the names of 100 constellations have been uttered, the caster raises their left hand and covers the sun with it. Slowly they must clench their hand into a fist. As this happens, the sun's light will dim, stolen and consumed by the caster's now raised fist. Then, with the right hand, the caster must spend 1 hour moving their hand across the now revealed cosmos, erasing starlight where it is. Once this is done, there world will effectively be one with neither sun nor stars existing.

In addition to an absolute darkness that bathes the planet, this has numerous other effects. As long as the left hand is clenched, the sun will not return, and in a few days all small plants will die. Within 1 week, the temperature will plummet globally by 32* F. Within 1 month's time, death will freeze, mortals will cease to die, and the world will become a place of quiet, meditating undead, free from the ambitious but lying light of the creation.

Should the caster's fist ever become unclenched or the hand be severed from their body, the stars return over a period of an hour and the sun over a period of 10 minutes. Death will thaw soon after, and all those who should have died will die.

Notable uses of this spell have been to terrify populaces, force monarchs into unreasonable demands, and to create a cover of darkness and awe-inspiring terror to allow the magic-user and their allies to do whatever they feel must be done.

If casting this spell fails, roll 1d6 on the mishandling table below.

  1. The sun grows angry with your attempt and focuses its light on you. You take 10 fire damage within 6 seconds, and then 100 fire damage in the next minute, and 1000 fire damage in the next hour. This damage continues until even your soul is turned to embers.
  2. The light you've stolen overwhelms your body. You glow as brightly as the sun for 1d10 hours, after which it fades and the sun regains its light.
  3. The constellations are upset that you brushed them away. At night, they watch you, and will enter into your dreams to seed your mind with lies and conspiracies.
  4. Your hands cannot perform the celestial feats you command them too. The flesh is flayed from them, reducing them to bones.
  5. The sun rebels against you as you capture its light. The spell fails, and you are consumed by the star and forced to live for a thousand years burning inside its core.
  6. The constellations respond to your magic before you can brush them away. In a flash of starlight you disappear, captured by them to be sacrificed and consumed.


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