Rules

Enchanted Realms Rulebook

 
 Contents
 Introduction
 Overview
 How to Play
 Create a Character
   Qualities
   Race
   Skills
   Backstory
   Personality
   Summary
 Using Skills
   Karma
   Acquiring Skills
   Modifiers
   Saves
   Perception
   Group Feats
   Advantage and Disadvantage
   Raw Dice
   Summary
 Racial Skills
 Vocational Skills
 Combat Skills
 Adventuring Skills
 Magickery
 Rune Magic
 Divine Powers
   Invocations (A-C)
   Invocations (D-L)
   Invocations (M-R)
   Invocations (S-Z)
   Divine Skills
   Holy Ground
 Sorcery
   Axioms (A-C)
   Axioms (D-M)
   Axioms (N-Z)
 Armor
   Craftsman Armor
 Weapons
 Economy
   The Market
 Combat Detailed
   Rounds
   Initiative
   The Action
   Reactions
   Movemment
   Different Modes
   Terrain
   Knocked Down
   The Attack
   Raw Die Scores
   Critical Hits
   Physical Damage
   Sneak Attacks
   Touch-based Effects
   Defending
   At The Ready
   Grappling
   Pushing
   Shackling
   Flee Attack
   Impalement Maneuver
   Cover
   Obscurement
   Friendly Fire
   Weapon Negating
   Defense Rolls (Variant)
   Restrictions in Combat
 Adventuring
   Size Categories
   Brute Force
   Social Interactions
   Travel
   Mounts
   Recovery
   Short Rest
   Long Rest
   Death Saves
   Exhaustion
   Climate Extremes
   Petrification
   Asphyxiation
   Dehydration
   Starvation
   Poisons
   Disease
   Curses
   Falling
   Mind-Spirit Death
   Illusions
   Glamours
   Phantasms
   Shrouds
   Underwater
 Archetypes
 Game Master Details
   Labor Projects
   Metalworking
   Non-Metallic Crafting
   Chemistry and Alchemy
   Magic Items
 Appendix A - Character Sheet
Magickery

These are simple magical traces which can be called into being by anyone with a cantrip control skill. Of course, that skill does have a requirement of a mind score of 2 or higher to learn. However, they can be cast as many times as desired, cost no spell points and only need a current mind score of 1 to instantiate. Thus, even if being mentally battered, cantrips can still offer a bit of help. These simple tricks can be performed with little investment and are usable in nearly any circumstance by nearly anyone willing and able. However, there is a maximum number of cantrips that can be known; the number is equal to one’s mind score.

Learning Cantrip Control can be acquired via training and time rather than karma. However, this is limited to the base skill, not the cantrips themselves. Further, the save-feat at the end of the 100-days of training time is against mind (DC:4) rather than spirit.

SkillCost
Cantrip Control 100
Any Cantrip100
Cantrip Control Mind 2 or Higher 
This is the base skill required before one can use cantrips. Further, individual cantrips must be known. To acquire known cantrips, one must purchase a cantrip through karma and have a maximum mind score of at least 2 when acquiring the skill. To be clear, elves who gain this skill for free will not possess it automatically if their starting mind score is below 2. Moreover, the maximum number of cantrips that can be known is equal to one’s mind score.
BefuddleCantrip Control 
Time Required:1 action Range:30 feet Duration:1 round
One creature seen within range must make a mind preservation save (DC:7). If the save fails, the creature becomes confused and loses its train of thought. Note that this spell does no real damage, will not affect the target’s mind score, and doesn’t negate the target’s next action; it simply erases the target’s current thought. The thought probably will reoccur to the creature naturally at some time in the future, and is more likely for social encounters. For example, if a lady sees someone running from her husband’s room with a dagger, this spell compels her to forget that image. But if the person with the dagger is still visible a second later, she’ll wonder about it all over again. Similarly, an opponent in combat can forget what strike he was planning but still realizes he’s in combat and attack on his next action. The cantrip’s effect ends at the start of the target’s next action, so it must be quick to make certain that something forgotten isn’t instantly remembered.
Blade WardCantrip Control 
Time Required:1 action Range:Self Duration:1 round
This cantrip is a quick defensive ability but it requires continued concentration while it is in effect, meaning no reactions are permitted. However, once cast, until the following round and until the next turn for action, the caster gains 3 points to his or her AC against any edged or piercing damage; however, blunt weapons and cleavers strike normally.
CamouflageCantrip Control 
Time Required:1 action Range:Touch Duration:Up to 10 minutes
The cantrip causes a creature to change colors to match its surroundings. The creature may attempt to hide, and when doing so gains an additional d6 to the DC for stealth. This effect lasts as long as the caster concentrates, meaning the one manifesting the effect cannot take actions or reactions while focusing.
Chilling TouchCantrip Control 
Time Required:1 action Range:Touch Duration:1 round
This creates a spectral force from the caster’s hand, who then makes a single 1d20 attack roll against a target’s AC. If successful, the touch inflicts the victim with a necrotic ward which blocks all magical healing until the end of the caster’s next turn.
Dancing LightsCantrip Control 
Time Required:1 action Range:120 feet Duration:Up to 1 minute
The magic creates from one to four torch-sized lights which hover in the air. Combined they shed dim light in a 10-foot radius. For the illusion to continue, the caster must concentrate and therefore cannot take actions or reaction during that time. Dispelling the lights existence is the ending or interruption of concentration and can occur at any time. Initiative in combat should still be rolled even if the action is to continue with concentration.
Daze AnimalCantrip Control 
Time Required:1 action Range:60 feet Duration:1 round
This can affect a medium-size or smaller animal with a spirit score of 1 point when it can be seen within range. The beast makes a spirit preservation save (DC:7). If it fails, the animal cannot take actions or reactions until the start of the caster's next turn.
DetuneCantrip Control 
Time Required:1 action Range:60 feet Duration:Instantaneous
One instrument seen within range becomes detuned. Anyone using the instrument in a performance has tactical disadvantage on their ability checks to play it. If the instrument is held by a creature when the cantrip is cast, then that creature makes a spirit preservation save against a DC (d4+6); a successful save negates the effect.
DressCantrip Control 
Time Required:1 action Range:Touch Duration:Instantaneous
A willing creature (and note "willing") who is touched instantly dons up to four unworn and uncarried articles of clothing within 30 feet. Likewise, the cantrip may "doff" a like number of articles being worn. If removing clothing, the articles appear folded at the caster’s feet. Any donned clothing is worn in the order desired, with any twists, ties, bows, or specific spacing and detail chosen. The clothing can't be behind glass or any other obstruction.
Fire FingerCantrip Control 
Time Required:1 action Range:Self Duration:10 minutes
A flame surrounds the caster’s hand, which will not harm the caster or equipment. In addition to spreading dim light for 15 feet, the fire can be used to ignite combustible materials with direct contact for 10 seconds. If used against a grappled, incapacitated, restrained stunned or unconscious victim, 1 point of fire damage against body can be inflicted with two actions, both requiring successful attack rolls. The first round starts the burning; the second round delivers the damage. In the interim duration for this specific type of burning, the flame-wielder cannot take any reactions.
FriendsCantrip Control 
Time Required:1 action Range:Self Duration:Up to 1 minute
During the effect, the caster has advantage on all competition saves involving social interaction directed at a single creature who is not hostile at the time of casting. Further, the caster will add +5 to any DC required in social interactions. On the completion of the cantrip, the creature influenced is permitted a perception check against a DC (d4+6) to be aware that magic was used against him, her or it.
HairstyleCantrip Control 
Time Required:1 action Range:Touch Duration:Up to 7 days
By running one's hands along a willing creature's hair, this can change its color, shape, form, and even length, up to 1 foot shorter or longer. The effect will last for seven days or until the recipient is no longer willing to keep the change, whichever expires first.
ItemizeCantrip Control 
Time Required:1 action Range:30 feet Duration:Instantaneous
The quantity of a specific non-magical item within view can be instantly known. This is the cheat to how many marbles in the jar. The type of item must be have been handled in the past. If the caster has never eaten or touched a banana before, then knowing how many are in the tree above is not possible. The object being itemized must also be reasonably specific. One can learn how many apples are in a basket, for example, but not how many items of fruit in a pantry.
JubilateCantrip Control 
Time Required:1 action Range:60 feet Duration:Instantaneous
Using an enchantment that works the same way as inspiration; therefore, those two cannot work in conjunction. A happy little tune is sung, bolstering the spirits of one friendly creature within range, who gains 1 temporary hit point and allows a +1 bonus to the first die roll, be it a save, attack or check. These enhancements last until the start of the caster's next turn.
LightCantrip Control 
Time Required:1 action Range:Touch Duration:1 hour
Upon touching an object, no larger than five-feet in any dimension, which objects emits bright light in a 20-foot radius, colored as desired. Covering the object blocks the light, and the effect can be dismissed at will. However, if the object is worn or held by a hostile or unwilling being, then that creature may roll a body save against a DC (d4+6) to avoid it.
MendingCantrip Control 
Time Required:1 minute Range:Touch Duration:Permanent
This cantrip repairs a single break in an object touched. This can mend a tear or two broken halves so long as the break or tear is no larger than six inches in any dimension. The result leaves no trace of the former damage. If the rupture is too large, then the cantrip make no repair at all.
MessageCantrip Control 
Time Required:1 action Range:120 feet Duration:1 round
Pointing at another creature, a message can be whispered. The target, and only the target, hears the message and can reply in a whisper that only the caster can hear. However, the target must be in line of sight. Moreover, the sent message occurs on the caster’s turn, while the reply is made on the recipient’s turn. If the recipient’s turn occurs after the caster’s next turn the following round, then no reply can be made.
MockeryCantrip Control 
Time Required:1 action Range:60 feet Duration:Up to 2 rounds
The caster spews enchanted insults at a single creature within range. Assuming the creature is not deaf, as comprehension is not required for the magic to work, then it must make a spirit preservation save against a DC (d4+6) or become at disadvantage for its next action.
PepperCantrip Control 
Time Required:1 action Range:30 feet Duration:Instantaneous
One creature within view and range suddenly sneezes loudly unless making a spirit preservation save an against a DC (d4+6).
PrestidigitationCantrip Control 
Time Required:1 action Range:10 feet Duration:Up to 1 minute
This cantrip can perform a simple trick, which can manifest in one of several different ways:
  • Create an instantaneous and harmless sensory effect, such as a puff of wind, shower of sparks, music or odd odor.
  • Light or snuff a flame up to the size of a torch, instantaneously
  • Clean or soil an object smaller than one-cubic foot
  • Chill, warm or flavor a nonliving material smaller than one-cubit foot lasting up to one hour.
  • Create a mark or symbol of a desired color on a nonliving object or surface lasting up to one hour.
RecollectionCantrip Control 
Time Required:Varies Range:60 feet Duration:Up to 6 seconds
This allows a reaction to be used to capture seeing something in range. That image can be displayed as a glamour within five feet of the caster and requiring an action. Essentially the scene is magically saved in memory as a snippet of what is seen, such as a building, a scene in a bar or a facial expression. Up to two images can be held at one time, losing the oldest if capturing a new one beyond the capacity. This is visual only, having no audio component.
ResistanceCantrip Control 
Time Required:1 action Range:Touch Duration:Up to 1 minute
Upon touching a willing creature, the caster selects when quality body, mind or spirit to affect. The enchanted being then may roll a d4 in addition to the first save roll made for the condition within the next minute.
StabilizeCantrip Control 
Time Required:1 action Range:Touch Duration:Instantaneous
By touching a living creature who is at 0 or negative body points, the recipient becomes stable and lifted from the death saves. It will not remove any level of exhaustion.
True StrikeCantrip Control 
Time Required:1 action Range:30 feet Duration:1 round
Upon the casting of this cantrip and concentrating until the next action the following round, the caster gains insight against the single-targeted creature in range. Provided the concentration has not broken, during the next action in the following round, the caster can gain advantage against the recipient. The advantage could be melee, range or magical attack.
ValetCantrip Control 
Time Required:1 action Range:30 feet Duration:1 minute
A floating, translucent hand appears at a point of choosing. It remains until the duration or dismissed and has a movement rate of 30 feet. Ani actions performed by the hand must be done as actions of the caster and the hand cannot multitask or exist while other incarnations of the cantrip are manifested. It can open doors, containers. The hand can lift or manipulate up to 10 pounds of mass. However, it cannot attack or activate magic/alchemical items.
Written PhraseCantrip Control 
Time Required:1 action Range:Touch Duration:Up to 1 minute
While speaking a word or phrase aloud and touching a book, scroll, or other object covered in writing, each instance of that word or phrase present becomes highlighted in glowing script for the duration. If used on a book, it will flip to the first page containing the subject of your search. The duration can last up to one minute but requires concentration, meaning the caster cannot take other actions or reactions.