Cantrip (1 or 2 PPE) Spells

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Cantrip (1 or 2 PPE) Spells

Unread post by DiceCollector »

Im thinking of sending some in to the Rifter. What do you think? Would any of you use some low cost "fluff" spells? One of my favs is "chicken soup" Spend 1 ppe to make anything you can eat or drink taste like chicken soup. I have 20 or 25 in my files and would LOVE to type them up and send them in, but DO NOT want to waste my time.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by The Dark Elf »

What about the free PDF's that the fans do. Who doesnt download free stuff?
Rifter 52 Cannibal Magic
Rifter 55 The Ancestral Mystic P.C.C.
Rifter 59 The Lopanic Games adventure "The Lion, the Ditch & the Warlock". Illustrations to this adventure can be found here.
Rifter 71 & 72 Double Issue Ninjas & Superspies adventure "On a Wing & a Prayer"
Rifter 80 Masters Unlimited
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by azazel1024 »

I think cantrips have been sorely missing. First off, I think there are a lot of the "basics" that wizards would learn in the process of becoming wizards. Next I think a lot of wizard are going to create their own cantrips in the process of learning how to create more powerful spells. Lastly, even if not a full wizard, I think there are going to be some dabblers who either never learned to become full wizards, or who had just enough gumption to stick it out with a wizard to learn the basics of channeling PPE and how to cast the most basic of basic spells, but either didn't have the ability, will or time to put the years in to be come a full wizard.

These last guys probably wouldn't even count as a half wizard. They are maybe going to be able to handle 1st level spells at most, and are mostly going to be little 1-2PPE cantrips.

I like the idea of spells, both useful and humorous like.

Static spark 1PPE, creates a small blue static spark. Too weak to cause damage, but just enough to wake someone up or give them a little zing.

Pull my finger 1PPE, Makes a very loud farting sound. Both distracting and humorous.

Lunar glow 2PPE, Causes a small object, or part of an object, held in the hands of the wizard to glow with the strength of 2 candles + 1 per level of experience. Lasts 2 minutes per level of experience.

Torch light 2PPE, causes a candle flame to increase in brightness to the level of a torch (about 10x brighter than a regular candle). Lasts 3 minutes per level of experience.

Name on it 1PPE, Tired of your traveling companions always claiming they didn't see your name on that (insert item or food here)? Well here is your mystical solution. The wizard casts this spell and their mystically appears written on the surface of the object (can be true name or common name). Effect lasts 1 hour per level of experience or 1 day per level of experience if 4PPE are spent. The name is indelible (can't be erased), though in the case of food or destructable objects, it can be broken apart, partially eaten, etc.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Severus Snape »

Trip, 2 PPE. Causes the target of the incantation to stumble and (potentially) fall on his/her face. Target gets a saving throw with success indicating that he/she does not trip. If the target fails the saving throw, the target stumbles a bit, with a 50% chance of falling down. Single use per casting.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Genhuman »

1) Personally, with cantrips, I would not increase the effect per level. Its just too minor of a magic to let experience make it stronger, as it is barely strong enough to make an effect in the first place.

2) If someone needs to roll a save, I would make it easier to save than a normal spell, for the same reason as above.

I guess I now have to dig out some of my old notebooks, and put up some I designed long ago.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Reagren Wright »

Sounds like a good idea to me :D .
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by drewkitty ~..~ »

Here are some old 0th spells. Not mine, but I did reformat them into the PB standard spell format.


Does it make sense to create spells that are next to nothing in power but may have been used by students studying the arcane arts of wizardry? This can ONLY be done by characters learning magic under another the guidance of another mage (but have not yet switched OCC's) These would be weak spells that have little to no affect on anything important, and have no capability of increasing in power with level. No spell at this level costs more than 1-4 PPE...as that is the PPE of most non-practitioners of magic that may try learning the arts. Here's an example:

0-th Level Spells

listings are for the normal mages usage and the apprentice usage [ i.e.: mage (apprentice)]

spark
range: self
Duration: instant
saving throw: none
PPE:1 (2)
creates a spark identical to that of flint and tinder from your pointer finger,

Glow
range: Self
duration: 1 min/L (2d4 sec)
saving throw: none
PPE: 1 (2)

Juggle
range: self
duration: 30 sec/L (3d4 sec)
saving throw: none
PPE: 1 (2)

Mischief
Range: Touch
Duration: 15 sec/L (3d4 sec)
saving throw: standard
PPE: 3 (6)
allows the beginner to create a single change in 1 target's sensory perception for 5d4 seconds This can affect one sense only: sight, sound, smell, touch, or taste. It can do NO damage or have any negative affect on the target.
Examples:
1. Change eye color
2. Create a rosy smell in the immediate area (or foul odor)
3. Create a whistling sound
4. Put the taste of fish in somebody's mouth
5. Create a warm sensation on somebody's skin

Wind Arrow
Range: 10 feet/L (5 feet)
duration: instant
saving throw: none
PPE: 1 (3)

Erase
Range: touch
Duration: 5 sec/L (2 sec)
saving throw: none
PPE: 1 (4)
The learning mage makes many mistakes in the beginning. This spell allows the pupil to erase a previously made pen or pencil mistake, that the mage has made, by rubbing it with his/her finger. Lead, ink, paint, crayon, marker, etc, the beginner can rub it and it will erase clean and neatly. Applies ONLY to non-magical and non-mechanical writing (no scrolls or computers)

No Shadow
Range: touch
Duration: 2 min/L (15 sec)
saving throw: standard
PPE: 2 (6)
Eliminates the shadow of one creature or object, regardless of lighting conditions. the person suffers no ill effects, but he will attract attention to himself in broad daylight

Candle
range: 3 feet/L (1 foot)
Duration: 1 hour/L (5 min)
saving throw: none
PPE: 1 (4)
Makes a marble sized orb that glows at one candle illumination.

Dancing Feather
Range: 10 feet/L (4 feet)
Duration: 10 min (2 min)
saving throw: none
PPE:1 (3)
Is able to make light objects, like a feather, float in the air. Maximum weight is 4 ounces.

Bug Zap
Range: self, 10 feet/L (10 feet)
duration: instant
saving throw: none (dodge)
PPE: 4 (4)
This spell zaps all insect pests dead with in the range os the spell. (The apprentice must aim at the bug to zap it. can only target one bug at a time.)

Mending
Range: touch
Duration instant/Permanent
saving throw: none
PPE: 3 (7)
This repairs minor damage to minor objects only. it can mend a tear in clothes, paper, and such materials. has no effect on wood or metal. can only Repair 1" /L (1') of damage to paper and cloth, on any greater material it has no effect. When used on a person, it will hold a wound closed for 1 hour/L (10 min), it has no healing affect on the person.

Sun Umbrella
Range: above, near self or above someone else 10'/L (above self only)
Duration: 1 min/L per PPE point invested (10 sec per PPE point invested) [this spell can be maintained till the mage runs out of energy]
saving throw: none
PPE: 1 (1)
The spell allows the creation of a two dimensional barrier that simply blocks light. Full mages can bend the shape of the spell into other shapes, The Sun Umbrella can be up to 3 feet across (double P.P.E. spent and you can double the size) and is great for keeping the sun out of your eyes or creating a handy little privacy screen.

Invisible Umbrella.
Range: above, near self or above someone else 10'/L (above self only)
Duration: 1 min/L per PPE point invested (10 sec per PPE point invested) [this spell can be maintained till the mage runs out of energy]
saving throw: none
PPE: 1 (1)
The spell allows the creation of a semi circle of force that is strong enough to deflect water. The barrier is intended to keep rain off the caster while they walk, so it is mobile in relation to them or another person (if cast above someone else). It is no good against hail, but works against falling snow and even heavy downpours of rain or other (similar) falling liquids.

Dusting
Range: 10'/L away (3' away)
Duration: 15 sec (15 sec)
Area effected: 1o square feet/L (3 square feet)
saving throw: none
PPE: 1 (2)
A relatively simple cleaning spell that gathers all dust from any surfaces in the affected area and collects it into a tight little pebble in the caster's hand. This spell is not strong enough to collect anything more substantial than dust particles, but can collect even heavy deposits of the stuff.

Clear Breathing
Range: Touch
Duration: 1d4 min/L (1d4 melees)
saving throw: none (standard, 12)
PPE 3 (9)
By laying hands upon the head, nose, throat, & sinus area of the recipient, the mage can clear congestion caused by common colds, flu, or any other respiratory infection. This does NOT cure the disease, only eases breathing until the infection builds back up again (usually within minutes). It does NOT clear solid objects from choking victims, nor drowning victims. Strictly infections and only temporarily.

Call Butterfly
Range: 20'/L & LoS (15',& LoS)
Duration: instant
saving throw: none (standard, 12)
PPE: 1 (2)
This spell allows the caster to call a butterfly from within visual range to come and land on his person. It works on any non-supernatural insects such as dragonflies, moths, beetles, fireflies etc, but ONLY ONE. The insect will see the caster as a safe shelter from predators, but will fly away whenever it feels the need to.

Bloom
Range: 5 feet (touch)
Duration: instant/ Permanent
saving throw: none (standard, 12)
PPE: 2 (4)
This spell accelerates the growth of a single bud, NOT the entire plant [full mages will affect 1 bud per level]. A bud will grow to an adult flower within 1d4 seconds, though the rest of the plant will remain as normal.

Refill
Range: 1'/L (1 foot)
Duration: Permanent
saving throw: none
PPE: 2 (5)
This spell is quite possibly the simplest of all "CREATION" magic. The spell will refill a half-cup worth of drinkable liquid (water, wine, juice, milk, coffee, tea, soda, beer). The cup must already contain a half cup of the same liquid to be refilled (can not be empty), and the spell will double it's volume to a full cup. Does not work with any complex chemicals, magical liquids, or drinks the caster is not familiar with (such as an alien beverage)

Calculate
Range: Self or other by touch (self only)
Duration: 2 min/L (1 min)
saving throw: none
PPE: 1(2)
This spell turns the mage's brain into a calculator for the duration o perform math calculations quickly. The math problem can either be dictated verbally, or can appear on a blackboard, computer screen, etc. The caster will only know the answer if there IS an answer (no theory or probability). This will only speed up the calculating possess of the mage. He still needs to know how to do math. [ calls for a Math skill roll on the appropriate math skill] Will let the mage complete long series calculations in a brief amount of time. If a math problem is dictated, it must be done within the spell duration.


Air sketch
Range: touch
Duration: 30 min/L (5 min.)
Writing duration: 1 min/L (30 sec.)
saving throw: none
PPE 1(2)
This spell simply allows the caster to use the tip of the finger to draw in the air, leaving a clearly visible mark. The caster can write a short message, draw a simple diagram, etc. The marking can be broken into individual words or lines, but the effect is fairly rough, like a crayon, and can be shaded in any color the caster desires.

Jingle Fingers
Range: touch (self)
Duration: 3min/L (1 min.)
saving throw: standard
PPE: 1 (2)
A really useless, but kind of fun spell. The hands are enchanted to produce sounds when moved, and to vary the pitch and tone of the sounds with the various movements of the fingers, angle of the hands and proximity to each other. A caster adept at this spell can make little compositions with the hands in a graceful dance through the air, with tinkling, warbling, clatters and plinks, kind of like a harp or wind chime was being played. The sounds are not very loud, but can be amplified by other means.
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Re: Skid Mark

Unread post by drewkitty ~..~ »

Panomas wrote:Skid Mark Curse: Lvl 0.5
P.P.E.: 2
The curse appears between the cheeks (you know the ones) as a soft brown streak or unflattering, “skid mark,” on the outside of the clothing. If gone unnoticed for longer than 2 hours this brown streak, has not only the potential to produce a rather pungent aroma, but can also be a further danger to our, unfortunate hero; as the smell is known to potentially (G.M.s discretion-muhahaha!!) attract a variety of wild and desperately hungry animals!

Note: this spell has no effect-on that, "smelly guy on the bus." :roll:



eidting notes
you left out a couple words
"If they have gone unnoticed for longer than..."

Also, could you put it in standard PB spell format and fill in the missing stats for the spell.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by DiceCollector »

drewkitty ~..~ wrote:Here are some old 0th spells. Not mine, but I did reformat them into the PB standard spell format.


Does it make sense to create spells that are next to nothing in power but may have been used by students studying the arcane arts of wizardry? This can ONLY be done by characters learning magic under another the guidance of another mage (but have not yet switched OCC's) These would be weak spells that have little to no affect on anything important, and have no capability of increasing in power with level. No spell at this level costs more than 1-4 PPE...as that is the PPE of most non-practitioners of magic that may try learning the arts. Here's an example:

0-th Level Spells

listings are for the normal mages usage and the apprentice usage [ i.e.: mage (apprentice)]

spark
range: self
Duration: instant
saving throw: none
PPE:1 (2)
creates a spark identical to that of flint and tinder from your pointer finger,

Glow
range: Self
duration: 1 min/L (2d4 sec)
saving throw: none
PPE: 1 (2)

Juggle
range: self
duration: 30 sec/L (3d4 sec)
saving throw: none
PPE: 1 (2)

Mischief
Range: Touch
Duration: 15 sec/L (3d4 sec)
saving throw: standard
PPE: 3 (6)
allows the beginner to create a single change in 1 target's sensory perception for 5d4 seconds This can affect one sense only: sight, sound, smell, touch, or taste. It can do NO damage or have any negative affect on the target.
Examples:
1. Change eye color
2. Create a rosy smell in the immediate area (or foul odor)
3. Create a whistling sound
4. Put the taste of fish in somebody's mouth
5. Create a warm sensation on somebody's skin

Wind Arrow
Range: 10 feet/L (5 feet)
duration: instant
saving throw: none
PPE: 1 (3)

Erase
Range: touch
Duration: 5 sec/L (2 sec)
saving throw: none
PPE: 1 (4)
The learning mage makes many mistakes in the beginning. This spell allows the pupil to erase a previously made pen or pencil mistake, that the mage has made, by rubbing it with his/her finger. Lead, ink, paint, crayon, marker, etc, the beginner can rub it and it will erase clean and neatly. Applies ONLY to non-magical and non-mechanical writing (no scrolls or computers)

No Shadow
Range: touch
Duration: 2 min/L (15 sec)
saving throw: standard
PPE: 2 (6)
Eliminates the shadow of one creature or object, regardless of lighting conditions. the person suffers no ill effects, but he will attract attention to himself in broad daylight

Candle
range: 3 feet/L (1 foot)
Duration: 1 hour/L (5 min)
saving throw: none
PPE: 1 (4)
Makes a marble sized orb that glows at one candle illumination.

Dancing Feather
Range: 10 feet/L (4 feet)
Duration: 10 min (2 min)
saving throw: none
PPE:1 (3)
Is able to make light objects, like a feather, float in the air. Maximum weight is 4 ounces.

Bug Zap
Range: self, 10 feet/L (10 feet)
duration: instant
saving throw: none (dodge)
PPE: 4 (4)
This spell zaps all insect pests dead with in the range os the spell. (The apprentice must aim at the bug to zap it. can only target one bug at a time.)

Mending
Range: touch
Duration instant/Permanent
saving throw: none
PPE: 3 (7)
This repairs minor damage to minor objects only. it can mend a tear in clothes, paper, and such materials. has no effect on wood or metal. can only Repair 1" /L (1') of damage to paper and cloth, on any greater material it has no effect. When used on a person, it will hold a wound closed for 1 hour/L (10 min), it has no healing affect on the person.

Sun Umbrella
Range: above, near self or above someone else 10'/L (above self only)
Duration: 1 min/L per PPE point invested (10 sec per PPE point invested) [this spell can be maintained till the mage runs out of energy]
saving throw: none
PPE: 1 (1)
The spell allows the creation of a two dimensional barrier that simply blocks light. Full mages can bend the shape of the spell into other shapes, The Sun Umbrella can be up to 3 feet across (double P.P.E. spent and you can double the size) and is great for keeping the sun out of your eyes or creating a handy little privacy screen.

Invisible Umbrella.
Range: above, near self or above someone else 10'/L (above self only)
Duration: 1 min/L per PPE point invested (10 sec per PPE point invested) [this spell can be maintained till the mage runs out of energy]
saving throw: none
PPE: 1 (1)
The spell allows the creation of a semi circle of force that is strong enough to deflect water. The barrier is intended to keep rain off the caster while they walk, so it is mobile in relation to them or another person (if cast above someone else). It is no good against hail, but works against falling snow and even heavy downpours of rain or other (similar) falling liquids.

Dusting
Range: 10'/L away (3' away)
Duration: 15 sec (15 sec)
Area effected: 1o square feet/L (3 square feet)
saving throw: none
PPE: 1 (2)
A relatively simple cleaning spell that gathers all dust from any surfaces in the affected area and collects it into a tight little pebble in the caster's hand. This spell is not strong enough to collect anything more substantial than dust particles, but can collect even heavy deposits of the stuff.

Clear Breathing
Range: Touch
Duration: 1d4 min/L (1d4 melees)
saving throw: none (standard, 12)
PPE 3 (9)
By laying hands upon the head, nose, throat, & sinus area of the recipient, the mage can clear congestion caused by common colds, flu, or any other respiratory infection. This does NOT cure the disease, only eases breathing until the infection builds back up again (usually within minutes). It does NOT clear solid objects from choking victims, nor drowning victims. Strictly infections and only temporarily.

Call Butterfly
Range: 20'/L & LoS (15',& LoS)
Duration: instant
saving throw: none (standard, 12)
PPE: 1 (2)
This spell allows the caster to call a butterfly from within visual range to come and land on his person. It works on any non-supernatural insects such as dragonflies, moths, beetles, fireflies etc, but ONLY ONE. The insect will see the caster as a safe shelter from predators, but will fly away whenever it feels the need to.

Bloom
Range: 5 feet (touch)
Duration: instant/ Permanent
saving throw: none (standard, 12)
PPE: 2 (4)
This spell accelerates the growth of a single bud, NOT the entire plant [full mages will affect 1 bud per level]. A bud will grow to an adult flower within 1d4 seconds, though the rest of the plant will remain as normal.

Refill
Range: 1'/L (1 foot)
Duration: Permanent
saving throw: none
PPE: 2 (5)
This spell is quite possibly the simplest of all "CREATION" magic. The spell will refill a half-cup worth of drinkable liquid (water, wine, juice, milk, coffee, tea, soda, beer). The cup must already contain a half cup of the same liquid to be refilled (can not be empty), and the spell will double it's volume to a full cup. Does not work with any complex chemicals, magical liquids, or drinks the caster is not familiar with (such as an alien beverage)

Calculate
Range: Self or other by touch (self only)
Duration: 2 min/L (1 min)
saving throw: none
PPE: 1(2)
This spell turns the mage's brain into a calculator for the duration o perform math calculations quickly. The math problem can either be dictated verbally, or can appear on a blackboard, computer screen, etc. The caster will only know the answer if there IS an answer (no theory or probability). This will only speed up the calculating possess of the mage. He still needs to know how to do math. [ calls for a Math skill roll on the appropriate math skill] Will let the mage complete long series calculations in a brief amount of time. If a math problem is dictated, it must be done within the spell duration.


Air sketch
Range: touch
Duration: 30 min/L (5 min.)
Writing duration: 1 min/L (30 sec.)
saving throw: none
PPE 1(2)
This spell simply allows the caster to use the tip of the finger to draw in the air, leaving a clearly visible mark. The caster can write a short message, draw a simple diagram, etc. The marking can be broken into individual words or lines, but the effect is fairly rough, like a crayon, and can be shaded in any color the caster desires.

Jingle Fingers
Range: touch (self)
Duration: 3min/L (1 min.)
saving throw: standard
PPE: 1 (2)
A really useless, but kind of fun spell. The hands are enchanted to produce sounds when moved, and to vary the pitch and tone of the sounds with the various movements of the fingers, angle of the hands and proximity to each other. A caster adept at this spell can make little compositions with the hands in a graceful dance through the air, with tinkling, warbling, clatters and plinks, kind of like a harp or wind chime was being played. The sounds are not very loud, but can be amplified by other means.


Very Nice!! This is what I would like to do. I might get out my notebook and start working, my Girlfriend goes in to have her Gull Bladder taken out, I will have some time.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Wōdwulf Seaxaning »

@Dicecollecter..I look forward to your Cantrips..we can always use such minor magics for the game. BTW I hope that your G/F gets better soon.

@Dewkitty ..nice cantrips.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by victor15065 »

How about a 0 lvl spell that causes you to never fall down we can call it can't trip
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Aaryq »

If you share your list of cantrips with me, I will name a good NPC after you, OP
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Genhuman »

I didn't realize that Thread Necromancy was a Cantrip. :D
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Glistam »

I think at one point I allowed the D&D second edition spell "Cantrip" as a level 1 invocation that cost 1 P.P.E.. That seemed sufficient to me - 0 level spells never sat well with me, especially as apprentice spells. But the Cantrip spell did the trick in my mind.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by eliakon »

Glistam wrote:I think at one point I allowed the D&D second edition spell "Cantrip" as a level 1 invocation that cost 1 P.P.E.. That seemed sufficient to me - 0 level spells never sat well with me, especially as apprentice spells. But the Cantrip spell did the trick in my mind.

level 0 spells run into all sorts of problems (they take zero days to teach for instance, and can not be legally selected as an option by a huge array of classes (like mystics).)
Just lumping them all in level 1 solves all these problems. As does allowing the general "you can do petty magic for a couple of PPE, talk to the GM and we will figure it out on a case-by-case basis" (which is pretty much the same thing as "here you all get the level 1 spell 'cantrip' go play"
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by pblackcrow »

Now, here's a problem...how many should they have to start out with? All or some? Or should it be based on what the teacher is willing to impart?
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by eliakon »

pblackcrow wrote:Now, here's a problem...how many should they have to start out with? All or some? Or should it be based on what the teacher is willing to impart?

Yes.

It depends.

Really, if your going with "there is a level 1 spell called Cantrip that costs 1+ PPE" then that solves the problem right there
If your going with "there are individual cantrip spells" I would personally say that they know ten or twenty of them or so, and even let them pick them as they go (of course I know how to light a candle....*poof*)
If your going with "you can just "do magic" then there is no need to make up cantrips at all
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Aaryq »

This is not my work. I found this through google. It seems pretty generic to fit for any system including Palladium.
http://meandhim.tripod.com/cantrip.htm

Please remember the rules for Cantrips:

1) No cantrip can Directly injure another individual.
2) No cantrip can Directly interupt anothers concentration.
3) When influencing another or anothers possessions then that person is entitled to a save vs. spells.
4) Cantrips will not harm any magical item, or any item or person within. The protection of a Protection from Cantrips Spell.
5) Specialists cannot creat cantrips belonging to their opposition schools.


Marbles: Can create two handfulls of marbles which when thrown cause any walking or running over them to make a Dex check or suffer damage from falling, another check is made to stand again. Also this spell can be modified to make Caltrops, however they have a normal duration compared to the permanant duration of the marbles.

Balance: This Cantrip gives the caster more control over his equilibrium so that he/she may for example cast spells while on board a ship without being braced, or it may help in a single Dex feat giving the PC a +1 bonus to any check for 1 round. For Steadness in a Unsteady enviroment it lasts for 1 hour/level. The caster when falling allways lands on his feet.

Coin: Conjures one Silver that lasts for 5 rounds then disappears. if bitten it disappears.

Sharpen: Can be used to sharpen objects so that they can be used as a slashing weapon. Examples a coin can be sharpened so that it can be used to inflict 1 point of damage or slice a string of a purse. A thumb nail can be sharpened to do the same along to cut roped binding the caster. The Somatic component is simply to touch the item to be sharpened with ones index finger and to make a hissing noise.

Boom: This cantrip causes a firecracker to appear in the PC's hand and can be thrown up to 10 feet away, it causes a loud bang wherever it hit's and usually is used to scare or distract.

Spark: will ignite any flammable material such as paper or oil, if used to catch a persons clothes on fire, then it does after a save vs. spells and then it only causes damage on the second round. Range 1 yard

Conjure Water: can create enough water to satisfy any person for a day, or in the Desert for 1/2 day.

Palm/Place: can cause objects to appear in the casters hand, or cause objects in the wizards hand to be teleported into a desired place(such as a purse or backpack)each case calls for a save vs spells. Also this cantrip will not affect magical items. Useful in retreving spell components from backpack. This spell will only affect items that the caster knows are there, such as a gold peice that a innkeeper just put in his pocket. Also the spells range is 10 feet or less. Also useful for retreiving ones dagger after it has fallen. The Range for this spell is 5 feet.

Snatch: Related to the Palm/Place this cantrip takes items out of anothers and places them in the casters, Useful with spell components or small weapons such dagger or knives. A save vs spells is also allowed for this spell.

Unravel/Stitch: This cantrip will unravel a seam of any item of clothing such as a purse or shirt causing it to fall apart, Stitch does the opposite but a seam must be present.

Chill/Warm: will cause something or someone to become cold or warm. (usually which causes the person to shiver or sweat)

Glowing Eyes: Causes the PC'S eyes to glow, the color is choosen by the PC but if cast before Hypnotism it add's a -1 to the victims save throws if he/she looks at the PC's eyes.

Open/Close: can cause door handles to turn and open slowly/or doors to close. If used on chests the lid must be under two pounds in order to lift.

Unlock/Lock: causes simple locks such as those found on Everyday doors to unlock, this spell will not lift bolted doors or those with Superior locks made by locksmiths. Also if used on locked chests or cabinents it's chances of opening such locks are 5%+3%/Level(8 at first, 20 at Fifth)also it can be attempted as many times as the caster has levels.

Mana Meal: Creates 1 small loaf of bread which if used with the water cantrip can create enough food to feed the wizard for 1 day, however it is not enough to help the PC to gain HP's, it's enough to Prevent loss of HP's.

Rosco's Annoying Anvil: This spell creates a minature Anvil which weighs about 5 lbs. to appear over the victims head, although it causes no damage it can cause the individual to fall over in pain(DEX check to remain standing), If the target is casting a spell then the anvil waits untill the spell is cast. A save throw is possible if the person is expecting something to happen.

Rosco's Card Trick: This Cantrip will conjure a Playing Card of any color or shape, if playing a game of cards it can alter a playing card to match his description, The verbal component is to whistle "The Gambler" and the somatic is to tap the card to be altered. The chance of being caught is determined by the DM.

Rosco's Rubber Ball: Conjures a Blue and Red Ball with a white Stripe in the Middle, If thrown the Ranges are 1 2 3. If batted with a Club the Ranges become 2 4 6. This cantrip can be used in offensive manner. The casting time is 2, The speed Factor is 2 or 4 with a Club. These factors can be added together to make an attack. The Ball does 1 point of Punching damage which dissapears in 1 turn, This spell is very useful against wizards and Priests.

Rosco's Ball o'Static: This cantrip conjures a ball of static in one of the casters Hands, it can be thrown at a target using the casters Thac0 with Dex adjustments, the Target if hit feels a static shock(no damage) and it causes the targets hair to stand up on end for 1 turn and static cling to plague him for the day. This gets bad if the target comes in contact with alot of people. Of course the Target gets a save throw. Range 1

Conjure Sunglasses: Creates a pair of Sunglasses for the Caster, with these Sunglasses the caster recieves a +1 bonus to any light or Blinding attacks of 2nd level or less. The sunglasses only work on Sunny Days. They can be altered to help Prevent Snowblindness or SunStroke.

Conjure Blindfold: This spell conjures a Blindfold that appears on the caster it also gives the caster a +1 to his Blind-fighting skills. Very useful when taking on Invisible or Gaze powered Creatures. Lasts untill taken off

Sticky/Slippery: This spell is mainly used to make any area under 1"foot either slippery or sticky. Very useful when you see a thief about to draw a dagger to stab you with it, or you wish to make a fool of someone by making the scroll case there about to give to someone stick to their hand causing great woe to the holder. This spell lasts for 2 rounds, a save throw is allowed.

Conjure Lockpick: will create 1 lock pick of the casters choice that lasts for 2 turns or untill the lock is picked or the attempt fails. Some Thieves who can cast this spell also have a Different Version Conjure"Magic"Key which in reality conjures a crowbar to Pry the Lock with, It's duration is 1 turn.

Paintbrush: Creates a Paintbrush tipped with the paint color of the casters choice, it is enough to draw a simple picture or write up to five words on a surface, after either is done the paintbrush disappears.

Magic Word: This cantrip creates a mouth such as that on a magic mouth, when a certain condition takes place such as a man in green passing within 1 foot, It speaks one word before dissapating, the max range is one foot. Useful as an alarm while sleeping or on ones purse against thieves.

Jokies Present: This spell creates a Bright Yellow Box with a Red Ribbon when the Box is opened it Explodes doing no damage but it Blinds and Deafens the holder for 1 round unless a save is made, This spell is one of Rosco's Favorites. Duration is Standard

Rosco's Ripe Tomato: This spell conjures a Very Ripe Tomato that can be thrown, it does not substain the person attempting to eat the tomato. If thrown it does no damage except to stain the targets clothes and perhaps his pride also.

Bump: This cantrip is used mainly by Gemomancers(Earth Elementalists) it is cast on any natural earthen floors or fields, It is mainly used to trip running opponents(Save vs. Spells).

Ball of Smoke: Creates a Ball of smoke that covers a 5'radus for 1 round. mainly used for escape attempts.

Glowing Hand: used by the great Illusionist thief Rasmus, It created an image of a glowing hand, this hand lasts for 1 week and is usually used as a calling card for crimes or to frighten someone as a pretend curse.

Ice: Can freeze any cubic foot of water into a single icecube. This is useful for creating Ice for drinks at parties. Also it is useful on smooth floors, the wizard throws water over the floor and then freezes it with this cantrip, causing anyone walking on it to make a dex check or fall taking 1d2 points of damage or running to make a dex chack -3 or take 1d3 points of damage, This cantrip has many uses.

Rosco's Neck Pinch: This cantrip was taught to Rosco by a Spelljamming Grey Elf by the Name of Spack, This Cantrip Gives the Caster a +15% chance of Knocking the Target with a Punching Attack. This lasts until the Caster makes a successful Punching Attack or 1 turn.

Metal Detection: Range 1 foot: This cantrip acts as a scanner in which the casters hand senses if metal is within 1 foot of it, used in the Griffins Nest Tavern where the Bouncer scans persons to make sure the only metal entering is in the persons purse only. No Save.

Wrap: Creates a small peice of paper which wraps itself around small items such as spell components, This cantrip is very useful in conjunction with the Palm/Place Cantrip.

Elemental Shield: Creates a Red Shield around the caster that lasts untill concentration ends, it will protect the caster from 8 hp of elemental damage, this includes elemental spells cast at him, The caster must be crouched with one hand resting on the ground for the spell to succeed. No Movement is possible during this cantrip.

Symbolize: Creates a symbol that can be placed on any flat non-living surface it is commonly used by wizards as warnings to other wizards or to inform the wizard of another wizards domain. It is only visible when another wizard uses any detection spells such as the cantrip Magic Detection.

Drain: This cantrip is the most powerful of all cantrips. With it a Magician can Drain Magical Items in order to cast spells already in the wizards spellbook. A +1 dagger could power a 1st level spell, A cloak of Elvenkind could power a 2nd level spell, a Wand of Lightening could power a 3rd level spell. A saving throw vs. Disintegration is allowed or else the item is destroyed. A charged item however does not need this but instead is drained of 1d12 charges. This cantrip also has a great effect on the wizard also if he fails a System Shock then he passes out for 1d20 rounds. Also if the item Disintegrates he also takes 1d20 hp of damage.

Cutting: This cantrip can be used to cut wire and rope up to 1/2 inch. I find this one very useful against Bows and Crossbows!

Adrenaline: This rare cantrip enables the caster to double his/her movement rate for 1 round. No extra attacks either...

Flashlight: This cantrip causes light to spring forth from the casters index finger, it can be useful in reading or examining items without using alot of light, in close quarter fighting it is useful against anyone using infravision (save vs. spell to avoid). It lasts untill concentration is broken. Range is 5 feet.

Tasters Choice: Causes items of food to taste as the Caster wishes, Bread could taste like Chocolate etc... Other foods in another's possession can be altered but allowed a save throw to be altered.

Count: This allows the caster just by touching somenthing to count how many items of his or her choice are within a particular area(1 square foot/level). This cantrip is useful in determining how many gold coins are in a purse, for example.

Glow: This cantrip can only be cast upon any item that the caster is holding or upon the caster himself, it can cause a dagger glow green or the caster to glow a bright orange. This glow is useless for the purpose of illumination but is useful in scaring the average Humanoid.

Scorch: This cantrip causes paper or thin wood products to burn away to nothing without heat or smoke or flame visible. It's range is 1 foot and a save is allowed if such item is in anothers possession.

Exploding Cork: This cantrip can only be cast on corks, it causes the cork to explode in a burst of flame(damage only if anyone is holding the cork during explosion. It can be set to explode up to a 1d10 rounds from when the spell is cast, Rosco uses this spell often as a diverson. A flask of Gunpowder that is plugged with cork can be a very useful diverson.

Compass: This cantrip conjures a glowing green arrow that appears floting over the casters hand, it points north unless a lodestone is present.

Paintball: This cantrip conjures a paintpellet which can be used in a sling or slingstaff or can be fired out of a Wheellock Pistol without powder. It causes no damage but can be aimed at any part of the target with a called shot, ignore armor of enemy when determing to hit or not. If aimed at face -8 to hit remember if no closed Helm is worn then it also is AC 10. only count DEX and Magic Bonus's. If face is hit allow a save vs spells or target is blinded for 1d3 rounds.

Awareness: This cantrip alters the Casters awareness and concentration, while under this cantrip the caster loses all DEX bonus's and can only concentrate on one item at a time, such as finding a secret door. A +2 bonus is given to anything the caster is concentrating on. This cantrip lasts untill concentration is broken.

Sort: This cantrip is useful in sorting items into piles such as sorting gold from copper peices into seperate piles.

Clean: This cantrip animated cleaning untensils or creates cleaning untensils to clean a specific area (10'Max) or Creature.

Color: With this cantrip the caster can alter the color of any surface, if used on ones body then seperate castings are required for hair skin eyes if used on clothes then it can enchante one peice of clothing at a time. This is a permanant cantrip.

Summon: This spell summons or conjures insects, rodents, or non poisonous snakes or spiders. Normal Items weighing less than 1 lb can be conjured such items cannot be worth more than 1 gp however and may not be made from any valuable material. Items 5lbs can be conjured but they have a duration of 1 turn before they disappear.

Influence: This cantrip can influence anothers bodily Functions in such as way that he or she can be made to: wink, nod, scratch, belch, fart, giggle, sneeze, or perform some other involuntary action. All are allowed a save vs. spells and neither can break spellcasting attempts.

Spoil(Freshen)Food/Flower: This cantrip will spoil or freshen food or small vegatation. If used on anothers meal then it requires a save.

Exterminate: Kill small rodents and bugs with 0 hp, 2/level can be killed in this manor.

Dispel Cantrip: Dispels any cantrip in Progress or was cast within the last turn. Example: It will dispel a newly Animated rat, or change somones food fresh if it was spoiled with a recent cantrip.

Polish: This cantrip will polish any particular surface and help with the prevention of Rust. All polished items recieve a +1 to their save throws.

Salt: Sprinkles fine salt on any one item -- careful not to use too much.

Shine: Removes tarnish, rust, corrosion, etc.

Spice: Brings particular spice or herb to food or drink.

Stitch: Sews seams in cloth or leather -- neither stronger nor weaker than seam done without magic.

Sweeten: Adds sweetener; sugar, honey, syrup, etc.

Dirty: Soils, spots, or sullys walls, floors, dishes, clothes, etc.

Hairy: Causes hair, fur, or fur-like growth to thicken and lengthen. Be it hair, beard, cat, fur coat, etc. Increase is 2-12 in. Must be trimmed or cut to remove effect. Can be reversed to shorten growth or effectively shave, effect on material under 1" is complete absence of growth for 2-12 days.

Spill: Causes contents of one container to spill out. Containers of up to 1 gal can be turned over and spilled with this cantrip. Does not open lids or caps if secure.

Tweak: Unseen thumb and forefinger harmlessly, but annoyingly tweak some portion of a chosen subject within a 10'r of caster.

Light: Will light any one candle, lamp, or treated torch (only these items) or will douse any one candle or lamp within 10' radius.

Firefinger: When cast, the firefinger cantrip causes flame to spurt several inches from the wizard's outstretched finger. Combustibles will be ignited by the flame if they are dry. The material component is pitch, which must be rubbed on the finger prior to casting.

(Dis)Appearing Ink: This cantrip turns a small amount of ink (up to one pint) into water. The ink remains clear and colourless until it dries, at which time it reverts to its normal state. The reverse, Jamye's disappearing ink, turns up to a pint of water into an inky liquid that evaporates like water, leaving no trace when it dries.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Library Ogre »

That's pretty much the Cantrip spell from 2e AD&D, with specific examples that mimic the 1st edition Unearthed Arcana cantrips.

Color, in particular, mimics a Protection By Infliction Color Permanency ward.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Glistam »

No Cantrip should be permanent.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Glistam »

To be more constructive to the OP, I would enjoy the idea of seeing what sort of cantrips a Wizard learns during his or her apprenticeship. As they learn magic, what are the sort of basic magical effects which their teacher expects them to master in order to start to learn level 1 through level 4 spells? I think an article which discusses this would be interesting, even though I can't envision any spell less powerful than a level 1 spell which would be beneficial for the Wizard to retain past their training.

Also, I just realized (despite it being mentioned earlier) that this was a necro'd thread. Did the OP ever submit an article for the Rifter on this subject? Did such an article ever appear in a Rifter?
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by pblackcrow »

Was there not a grooming, tie, untie, etc spell in there or did I miss it?
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Library Ogre »

Part of my problem with cantrips as a concept is that there already exist spells that cost only 1 or 2 PPE... they're called 1st level spells. Blinding Flash is redonkulously useful for a single PPE. Globe of Daylight? 2 PPE gives you 3 minutes per level of bright light and vampire protection... a 1st level wizard can manage 27 castings... 81 minutes... of daylight at minimum, in the middle of the night, and still have enough left over to blind everyone nearby. A more average wizard? Close to 3 hours of vampire repelling bright-enough-grow-by light. With a 3rd level wizard of average PPE, you can have a short growing day even deep underground. Make the wizard 4th level and, every 12 minutes, he casts a spell, keeping the place light up like day. Depending on whether "12 foot area" means diameter or square feet, (I lean towards diameter) you're looking at expending what you call "cantrip" PPE for making a small house glow.

If I were to handle something like Cantrips, I'd be more inclined to call it a skill. Roll successfully and you use ambient PPE to perform a minor trick (light a pipe with a puff and a finger, shut a door with a glance, pull a coin that quickly disappears from someone's ear).
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by eliakon »

Mark Hall wrote:Part of my problem with cantrips as a concept is that there already exist spells that cost only 1 or 2 PPE... they're called 1st level spells. Blinding Flash is redonkulously useful for a single PPE. Globe of Daylight? 2 PPE gives you 3 minutes per level of bright light and vampire protection... a 1st level wizard can manage 27 castings... 81 minutes... of daylight at minimum, in the middle of the night, and still have enough left over to blind everyone nearby. A more average wizard? Close to 3 hours of vampire repelling bright-enough-grow-by light. With a 3rd level wizard of average PPE, you can have a short growing day even deep underground. Make the wizard 4th level and, every 12 minutes, he casts a spell, keeping the place light up like day. Depending on whether "12 foot area" means diameter or square feet, (I lean towards diameter) you're looking at expending what you call "cantrip" PPE for making a small house glow.

If I were to handle something like Cantrips, I'd be more inclined to call it a skill. Roll successfully and you use ambient PPE to perform a minor trick (light a pipe with a puff and a finger, shut a door with a glance, pull a coin that quickly disappears from someone's ear).

I would not want to make it that useful either. Perhaps a combination.
Something like
Cantrip: Level 1 PPE: 1(or maybe 2-3) Duration 10 minutes
While this spell is in effect the mage is able to perform various minor magics. while collectively these are quite useful and helpful individually they are not very potent. yadda yadda cantrip spell text here....
Or some such.
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by Glistam »

@Mark Hall: I like this approach. I think the Principles of Magic skill would be good for this.

@Eliakon: So basically, a P.P.E. version of the D&D Cantrip spell?
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Re: Cantrip (1 or 2 PPE) Spells

Unread post by eliakon »

Glistam wrote:@Mark Hall: I like this approach. I think the Principles of Magic skill would be good for this.

@Eliakon: So basically, a P.P.E. version of the D&D Cantrip spell?

More or less. I plan to test this out on the next mage that I have in game and see how it works.
When I have some experimental data to go with the theoretical I will report back here (Advanced Potential Necro-Warning!)
If people would be interested in such
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