Cantrips
Cantrips are the easiest magic to learn, and are available to all adult Folk, regardless of subspecies.
When first starting out independent magic, it's recommended that Folk try practicing all Cantrips, even though they don't fall under any particular Spell Tree or Spell Family. Starting out, all Folk have only mild control of these spells, but as they master spells higher in the Magic Tree these will grow more powerful, too!
When first starting out independent magic, it's recommended that Folk try practicing all Cantrips, even though they don't fall under any particular Spell Tree or Spell Family. Starting out, all Folk have only mild control of these spells, but as they master spells higher in the Magic Tree these will grow more powerful, too!
Telekinesis
"It's often easier for Folk to reach out and pick something up rather than use Telekinesis, but it's easy to learn and can be indispensable for many trades." Your Folk focuses their mind and moves an object of their choosing. At level 1, a Folk can only move an object under 5lbs and must use all of their focus to do so. Every Magic Level adds 10lbs to this limit, to a maximum of 65lbs. |
Mending
"The most popular spell in all of Folk magic, Mending helps the Folk be thrifty and cunning in countless ways." Your Folk mends a small break in an object they can touch. At level 1, the break or tear must be small, like a broken glasses lens or a small tear in a piece of fabric. At level 6, the Folk can fully repair an object up to 10 square feet in size with a single swift cast of this spell. Does not clean the object or restore missing components. |
On/Off
"Useful for when you forget to install a lightswitch." Your Folk can turn an electrical device on or off without touching it. At level 1, a Folk must have the object in their line of sight and understand how the object works and how it would normally turn on. At level 6, a Folk can activate any electrical device in a 10ft radius that they know about, regardless of if they can see it or not. |
Sense Ether
"This cantrip becomes better with practice, but is highly useful for magical trades and craftsfolk." Your Folk can sense if an object is imbued with Ether, and see the levels of ambient Ether in a Folk or Creature within line of sight. At level 1, the Folk starts out only able to see if Ether is present or not in a 10ft radius. Ether appears as a luminescent fog. By level 6, the Folk can sense Ether in a 30ft radius, but can also determine the concentration in the area, where it is flowing, and even where in a Folk's body it is concentrated (usually around a phylakardia). |
Dispel Magic
"Undo small curses and spiteful spells." Your Folk can interrupt the form Ether has taken, returning it to its neutral state and function. At level 1, the Folk starts out only able to dispel old, weak spells and resist the effects of cantrips like Telekinesis. At level 6, the Folk can completely undo any spell they themselves have cast, and resist and reverse most types of magic. Necromancy and Chloromancy, as well as any Primordal spells, resist this cantrip unless it is cast by a Warlock. |
Shillelagh
"It's time for a rousing game of WHACK FUCK." Your Folk imbues an object made of wood or stone with magical power, making it hit far harder than it normally would. Works on Gravekeeper shovels. At level 1, a Folk can only triple the kinetic force of the object (+300% power), and they must be making physical contact with it. Each level, the Folk can multiply the object's force by another 3x. At level 6, they can multiply the object's kinetic force by twenty times (+2,000% power) and the object will retain this boost for several minutes after the caster drops it. This cantrip is currently only known by the adult Druids of Deadman's Cove; to gain access to this cantrip, you can send your Folk to The Onslaught. |
As we rediscover more kinds of magic that the folk of Grimsby Grove have lost, there may be more cantrips ahead! Until then, why not explore another page?