I have a whole book of cantrips for another forum, that should fit here. Obviously I don't expect money for all of them... A lot are just weak "a magician should be capable of this" spells. Still, I hope they help set a base for some spells. Since my character is a necromancer, I'll probably be posting another book, one of necromancy spells. I'll write as many spells as I can think of if I can.
The levels make it easier for me to remember how powerful I want the spell to be. If levels aren't something you need for the forum, I guess just ignore them.
[/size][/b]If you're buying this book, it must mean you're interesting in spellcraft.
Whether you've taught yourself, learned in school, or inherited this book matters naught.
Only that you have the desire to improve your capabilities in The Arts.
In these pages are a number of basic spells all students of The Arts should know,
spells for every day tasks, such as cooking and cleaning,
along with more dangerous spells, even those to communicate with the dead.
I fancy myself a connoisseur of sorts-- I am intrigued by spells of all kinds.
Thus, I do not normally consider the difference of the schools, but for the sake
of those used to their separation, I will pen this book to include chapters for each.
The first chapter will include a number of utility spells, ranging from making a spark to light your fireplace
or expunging the dirt from your favorite pillow to catching your fall or making your day a bit luckier.
The second chapter will consider the elemental spells, the elements of nature that work around us.
Calling down a lightning bolt and shooting a burst a fire, coercing the plants around you to restrain your foe,
or something as simple as making a breeze to cool down the pies on your window sill.
The third chapter will cover the intimidating art of necromancy.
In this chapter you will find spells capable of manifesting the dead as images,
allowing conversation with the dead, and weaken foes by sapping the life out of them.
The fourth chapter will cover the zealous art of holy magic.
Healing scrapes, purifying food, relieving weariness, and lesser blessings.
It is my wish that all who enter the world of the magician explore all corners of magic,
taking a deep understanding of the beauty of The Art.
Chapter 1 -Utility-Prestidigitation0 Level
With a few words and a wave of your hand, this catch-all spell helps with most anything.
It allows you to lift light objects (max 3 pounds) slowly, change the color or things, altar the temperature of things slightly,
and many other cosmetic effects.
Light Spark0 level
A word or two and a snap of your fingers creates a small spark useful for lighting tinder, killing rodents and bugs,
or annoying your friends.
Clean0 Level
A magical phrase and three light taps causes any unwanted dirtiness to dissipate from whatever you touch, at most a 2 meters in diameter.
Cheat0 Level
A whisper under your breath and a gesture of your finger at the game-of-chance of your choice causes the outcome
to change in the favor of your choosing. Mind you this spell is illegal if used in casinos and will likely get the bouncer mages on you,
assuming it gets past whatever anti-magic field may be set up.
Dismiss0 Level
A word of dismissal and a forceful gesture of the hand causes any creature you may have conjured up to disappear.
As a note, remember that any undead you may have made with this spell would be unwise to dismiss with this spell,
as their souls will move on, making it impossible to reanimate later. As for creatures brought from elsewhere,
they are only needed be summoned again.
Dispel0 Level
A few words of regret and a wave cancels a spell you already cast, or the spell of another magician. It will be tricky to
attempt on another magician, though, as they will likely recognize the spell and attack you quicker. If two foes are
locked in a battle of wits, whomever overcomes the other's concentration wins.
Cool Breeze0 Level
A simple gesture along with a chirp of magic words evokes a nice breeze, even in-doors. Useful for putting out all of your
birthday candles at once.
Chapter 2 -Elemental-Thunder Clap0 Level
A snap of the fingers is enough to invoke this spell, which produces a loud boom of thunder, temporarily deafening all but you.
Thorns0 Level
A few words and a forceful gesture into the air calls up pointy roots to slow down enemies and their steeds. This spell effects at most 4 meters in diameter.
Note that while this works outside in dirt, anywhere plants are incapable of growing is not a place where this spell may effect.
Smokescreen0 Level
After a sentence of magical proportions and a smack on the belly, the magician casting this spell is able to exhale a thick black cloud of smoke,
capable of filling a room. The smoke smells awful, but is not toxic.
Torch1 Level
The magic words imbue the user's clenched fist with a ball of fire, which can be thrown or use at a close range. It lasts for about 18 seconds.
Foot Trap0 Level
Pumping one's fist as if in victory while chanting the words pulls something up to a foot wide a foot into the ground. Like Thorns,
this spell only works in areas with organic flooring.
Stun1 Level
A dramatic gesture behind oneself conjures a ball of electricity in the hand of the caster. Although it cannot be thrown,
it may be discharged into an opponent, numbing their muscles (causing them incapable of feeling pain) but also stunning them.
The paralysis lasts only for 30 seconds, but in that time the effected person cannot move save for involuntary muscles,
such as the heart or lungs. Most people have their eyes closed in pain from the shock, thus rendering them temporarily blind too.
Puncture1 Level
Although its name is dangerous sounding, this spell causes a small shot of air in the direction the caster points. It's name comes
from the spy-mages who used it to puncture guards' eardrums and get away in the confusion. If it hits anywhere else, though,
it's likely only to cause a bruise. However, with it's unlimited range and ability to knock people over if aimed at the head, it's
a great standard, especially for elementalist magicians.
Chapter 3 -Necromancy-
Manifest0 Level
This lengthy spell requires some reflective surface, a mirror, a bowl of water, even a shiny shoe. The spell could be considered a poem itself.
After the chanting, the full name a birthplace of a deceased person must be spoken. Their ghostly image replaces yours in the reflection,
their expression reflecting either what they last felt when they died, or, if they are a poltergeist, it changes as they do.
Ray of Fatigue0 Level
Malevolent words and a harsh point shoots a red ray of energy at a foe, making them feel fatigued as if they'd just run a mile.
While this will not be helpful against especially fit people, it works well on animals and those less fit.
Speak To Dead1 Level
This spells (also a poem in it's own nature) calls forth the disembodied voice of a lost one. Normally, spirits given consciousness
are very confused, do not often respond, and may even get vicious (as vicious as a voice can be) if spoken to without the proper
knowledge of how to deal with such beings, especially if dismissing the spell is mentioned.
Life Spark1 Level
While most think necromancy a foul, evil art, it is, as all arts truly are, neutral, and only a knowledge to be obtained.
This spell shows necromancy's benevolent side, as it jump-starts a dieing person's life energy, giving them renewed vigor--
Usually just enough to survive.
Reanimation, Least1 Level
This spell brings small, unintelligent creatures such as dogs and pigs. It does not work on the complex human soul,
and requires an at least partially intact body, thus exceptionally broken specimen will be of no use. Zombies have enough mass to move
on their own, but skeletons must be held together by wire or other materials, as the spell does not actually connect the bones.
Deathly Jaunt1 Level
This spell makes the soul "skip a beat", so to speak, a few words and a poke to the torso cause the subject to suddenly pause,
as they loose strength in their limbs for one second, causing them to drop what they are holding and stop what they are doing.
This spell has no lasting effects past the first second of contact, and is best used to stop warriors from killing allies or yourself,
interrupt another magician's spell, or make people fall off of high structures, among other things.
Affliction0 Level
A harsh sentence causes the subject to have bad luck, a fumble at inopportune times, slips of the tongue in church, and other
accidents that cause misfortune. Nothing big, as this spell is very weak and be overcome easily. It lasts anywhere from a day to a week.
Chapter 4 -Holy-Bless1 Level
A soft prayer and a comforting touch causes the subject to be unnaturally adept for the next few days.
May it be their arrows hitting their mark more easily, or their songs coming out clearer, the subject just does better at what they do,
ever so slightly, but just enough to count.
Cure Minor Wounds0 Level
A wish of wellness and a soft touch causes mundane scars, scrapes, bruises and cuts to heal almost instantly.
Deeper wounds will not be affected by this spell.
Cure Light Wounds1 Level
A wish of healthiness and soft touch causes small cuts, bet it from a dagger or sword, and gashes to heal up in seconds.
This spell works on deeper wounds, but may not heal them all the way. At most, an inch deep cut will be healed.
Any simple injury healed (completely or partially) by this spell will cease to bleed, thus making this helpful for stabilizing the fallen.
Beam Of Light1 Level
A prayer of zeal and a point of the finger causes a beam of holy light to shoot forth at the foe. While this does not hurt humans or animals,
magicians under the influence of necromancy and undead are affected. Necromancers will feel their breath knocked out of them,
while undead may notice a slight lack of limbs.
Purify]0 Level
This spell purifies food and drink, making water clean and meals healthier. With it, surviving in a dirty environment becomes
that much easier.
Zeal1 Level
The magician is filled with a righteous feeling as their body becomes tougher. Hits that would damage may now glance, while
poisons that may have been dangerous are now benign. With the increased fortitude, combat becomes easier and hiking becomes
a more suitable form of travel.
Refresh0 Level
A word of encouragement and a pat on the back gives the subject a burst of energy, removing any fatigue they may have.
Many magicians use this to help them go longer without sleep for studying, though repeated use has been known
to have odd side-effects on the psyche from the mind's lack of rest.
-Closing-These are only minuscule samples of the magic in our world. I wish only to help spread the knowledge of The Art,
so that others less fortunate than myself am able to take magic into their own hands. If you wish to know more,
I have other books to help further those who wish to expand into the schools of magic.
Until another time,
Roric Von Costler[/ul]