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Unearthed Wrecana - Expanding Cantrips with Stunts
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<blockquote data-quote="Garthanos" data-source="post: 7324795" data-attributes="member: 82504"><p><strong>SAMPLE TRICKS</strong></p><p></p><p>Subsequently </p><p></p><p>EXPANDING CANTRIPS EXPANDED: SAMPLE TRICKS</p><p>Wednesday, December 23, 2009, 09:42 PM EST</p><p>Categories: Dungeons & Dragons</p><p></p><p>In my prior blog, I introduced the concept of “Tricks”, which would allow a class of any Power Source to create minor supernatural effects like a wizard’s Prestidigitation if the character were trained in an Associated Skill assigned to the class’ power source. (Arcana for Arcane, Religion for Divine, Acrobatics for Martial, Nature for Primal, Insight for Psionic, and Stealth for Shadow.) In comments to the blog, Peter Schaefer, one of WotC’s developers, asked for some sample power blocks for these tricks. This follow-up blog is intended to oblige him.</p><p></p><p>I’m not going to produce one for the Arcane Power Source. It already exists – Prestidigitation, Light and Mage Hand, which should be given to all members of Arcane classes who are trained in Arcana. (My original blog explains how wizards should be compensated in return for sharing their cantrips.) </p><p></p><p>What follows are some equivalent Tricks for Divine, Primal, Psionic, Shadow, and even Martial classes. </p><p></p><p></p><p>Orison</p><p><strong>Divine Trick</strong></p><p>You manifest a small amount of your divine favor to bring about a small blessing.</p><p>At-Will ♦ Divine</p><p>Standard Action ♦ Close Burst 5</p><p>Prerequisite: Member of a class of the Divine power source and trained in Religion.</p><p></p><p>Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range.</p><p></p><p>Confirmation. Confirm that a willing individual has or has not been consecrated to a god to which you have also been consecrated.</p><p></p><p>Create Water. Create up to 1 gallon of fresh water, which must appear in an empty vessel that can safely hold that water without spilling.</p><p></p><p>Embalm. Preserve a corpse such that it will not decompose for 24 hours.</p><p></p><p>Halo. Glow with a divine light equivalent to a torch for up to 1 hour.</p><p></p><p>Pageantry. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.</p><p></p><p>Purify. Purify one meal or 16 ounces of liquid of impurities, disease, and mold (though not or poison or other alchemical material).</p><p></p><p>Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual.</p><p></p><p> </p><p></p><p>Obsecration</p><p><strong>Primal Trick</strong></p><p>Minor spirits are more than happy to perform little favors for you.</p><p>At-Will ♦ Primal</p><p>Standard Action ♦ Close Burst 5</p><p>Prerequisite: Member of a class of the Primal power source and trained in Nature.</p><p></p><p>Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range.</p><p></p><p>Affect Temperature. Increase or decrease the ambient temperature in the burst by 20 degrees for one hour. The temperature in the burst cannot be further changed until the effect ends. You may end this effect with a free action.</p><p></p><p>Coax. Coax a natural beast that is already friendly to you (and not another character’s animal companion) to perform a standard, move, or minor action that it is capable of performing, even if it has not been formally trained to do this on command.</p><p></p><p>Display. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.</p><p></p><p>Predict Weather. Know what the weather will be, barring any supernatural intervention, in the square in which you stand, for the next 24 hours.</p><p></p><p>Transpose Items. Summon a small trickster spirit to transpose two unattended objects of less then 5 pounds within the burst.</p><p></p><p>Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual.</p><p></p><p> </p><p></p><p>Charm</p><p><strong>Psionic Trick</strong></p><p>You use your mental powers to manifest a minor effect.</p><p>At-Will ♦ Psionic</p><p>Standard Action ♦ Close Burst 5</p><p>Prerequisite: Member of a class of the Psionic power source and trained in Insight.</p><p></p><p>Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range.</p><p></p><p>Eavesdrop. Eavesdrop on any whispered conversation within the burst.</p><p></p><p>Flourish. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.</p><p></p><p>Levitate. Move an unattended object of less than five pounds within the burst to another square within the burst.</p><p></p><p>Lighten. Decrease the weight of you and any nonliving objects you carry by half until the end of your next turn. (Your carrying capacity also decreases by half.) Your weight cannot otherwise be decreased during while this power is active.</p><p></p><p>Peer. If you are in the World, Shadowfell or Feywild, you may peer into the corresponding location in any of the other two coterminal planes until the end of your next turn. Until this effect ends, you are blinded with respect to any creatures on the plane on which you are on.</p><p></p><p>View Dreams. Watch the dreams of any unconscious creature that is dreaming within the burst. You cannot alter these dreams with this power.</p><p></p><p>Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual.</p><p></p><p> </p><p></p><p>Imprecation</p><p><strong>Shadow Trick</strong></p><p>The dark powers at your disposal can also you’re your life more pleasant.</p><p>At-Will ♦ Shadow</p><p>Standard Action ♦ Close Burst 5</p><p>Prerequisite: Member of a class of the Shadow power source and trained in Stealth.</p><p></p><p>Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range.</p><p></p><p>Blur. Appear blurry to any who view you for the next hour such that it is difficult for them to recognize you when this power is not active.</p><p></p><p>Chills. Cause a chill to run down the spines of any creatures within the burst. This does not actually change the ambient temperature.</p><p></p><p>Darkle. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.</p><p></p><p>Disguise Aura. Obfuscate your aura for 24 hours so as to deceive other Tricks’ attempts to scry you. This power does not foil other scrying powers or rituals. </p><p></p><p>Quench. Snuff one unattended non-magical flame in the burst that is smaller than a standard campfire.</p><p></p><p>Spoliate. Spoil unattended food and liquids within the burst. The spoliation is obvious to sight and smell. If consumed, it provides no nourishment, and tastes horrible, but imposes no other ill effects.</p><p></p><p>Wilt. Wilt living plants in the burst that are not monsters.</p><p></p><p>Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual.</p><p></p><p> </p><p></p><p>Theatrics</p><p><strong>Martial Trick</strong></p><p>You use your prodigious physical prowess to entertain the crowds.</p><p>At-Will ♦ Martial</p><p>Standard Action ♦ Close Burst 5</p><p>Prerequisite: Member of a class of the Martial power source, trained in Acrobatics.</p><p></p><p>Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range.</p><p></p><p>Contort. Contort your body so that you can squeeze into a space meant for a creature two size categories smaller than you (although you are considered restrained while squeezed).</p><p></p><p>Glow. Rub two stones together in such a way that the friction causes one to glow with the brightness of a torch for one hour.</p><p></p><p>Mimicry. Mimic the voice of one natural creature you have studied for several days. Someone familiar with the mimicked voice can detect the subterfuge if their passive Insight exceeds your Bluff check. (If you are not trained in Bluff, you gain a +5 to this check, as if you were.)</p><p></p><p>Palm. Cause an object in your hand to appear to disappear, secreted somewhere on your person.</p><p></p><p>Smokepuff. Using a handful of dirt or sand, create a puff of smoke.</p><p></p><p>Swallow. Swallow an object of less than 5 lbs. The object can be regurgitated during the next short rest, or passed at the next extended rest. The object will be unharmed, but you might not be (at the DM’s discretion).</p><p></p><p>Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual.</p><p></p><p>DMs should also keep in mind that these are just some examples of Tricks. Players should feel free to improvise more tricks using the guidelines set forth in my prior blog on the subject.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7324795, member: 82504"] [b]SAMPLE TRICKS[/b] Subsequently EXPANDING CANTRIPS EXPANDED: SAMPLE TRICKS Wednesday, December 23, 2009, 09:42 PM EST Categories: Dungeons & Dragons In my prior blog, I introduced the concept of “Tricks”, which would allow a class of any Power Source to create minor supernatural effects like a wizard’s Prestidigitation if the character were trained in an Associated Skill assigned to the class’ power source. (Arcana for Arcane, Religion for Divine, Acrobatics for Martial, Nature for Primal, Insight for Psionic, and Stealth for Shadow.) In comments to the blog, Peter Schaefer, one of WotC’s developers, asked for some sample power blocks for these tricks. This follow-up blog is intended to oblige him. I’m not going to produce one for the Arcane Power Source. It already exists – Prestidigitation, Light and Mage Hand, which should be given to all members of Arcane classes who are trained in Arcana. (My original blog explains how wizards should be compensated in return for sharing their cantrips.) What follows are some equivalent Tricks for Divine, Primal, Psionic, Shadow, and even Martial classes. Orison [B]Divine Trick[/B] You manifest a small amount of your divine favor to bring about a small blessing. At-Will ♦ Divine Standard Action ♦ Close Burst 5 Prerequisite: Member of a class of the Divine power source and trained in Religion. Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range. Confirmation. Confirm that a willing individual has or has not been consecrated to a god to which you have also been consecrated. Create Water. Create up to 1 gallon of fresh water, which must appear in an empty vessel that can safely hold that water without spilling. Embalm. Preserve a corpse such that it will not decompose for 24 hours. Halo. Glow with a divine light equivalent to a torch for up to 1 hour. Pageantry. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Purify. Purify one meal or 16 ounces of liquid of impurities, disease, and mold (though not or poison or other alchemical material). Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual. Obsecration [B]Primal Trick[/B] Minor spirits are more than happy to perform little favors for you. At-Will ♦ Primal Standard Action ♦ Close Burst 5 Prerequisite: Member of a class of the Primal power source and trained in Nature. Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range. Affect Temperature. Increase or decrease the ambient temperature in the burst by 20 degrees for one hour. The temperature in the burst cannot be further changed until the effect ends. You may end this effect with a free action. Coax. Coax a natural beast that is already friendly to you (and not another character’s animal companion) to perform a standard, move, or minor action that it is capable of performing, even if it has not been formally trained to do this on command. Display. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Predict Weather. Know what the weather will be, barring any supernatural intervention, in the square in which you stand, for the next 24 hours. Transpose Items. Summon a small trickster spirit to transpose two unattended objects of less then 5 pounds within the burst. Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual. Charm [B]Psionic Trick[/B] You use your mental powers to manifest a minor effect. At-Will ♦ Psionic Standard Action ♦ Close Burst 5 Prerequisite: Member of a class of the Psionic power source and trained in Insight. Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range. Eavesdrop. Eavesdrop on any whispered conversation within the burst. Flourish. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Levitate. Move an unattended object of less than five pounds within the burst to another square within the burst. Lighten. Decrease the weight of you and any nonliving objects you carry by half until the end of your next turn. (Your carrying capacity also decreases by half.) Your weight cannot otherwise be decreased during while this power is active. Peer. If you are in the World, Shadowfell or Feywild, you may peer into the corresponding location in any of the other two coterminal planes until the end of your next turn. Until this effect ends, you are blinded with respect to any creatures on the plane on which you are on. View Dreams. Watch the dreams of any unconscious creature that is dreaming within the burst. You cannot alter these dreams with this power. Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual. Imprecation [B]Shadow Trick[/B] The dark powers at your disposal can also you’re your life more pleasant. At-Will ♦ Shadow Standard Action ♦ Close Burst 5 Prerequisite: Member of a class of the Shadow power source and trained in Stealth. Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range. Blur. Appear blurry to any who view you for the next hour such that it is difficult for them to recognize you when this power is not active. Chills. Cause a chill to run down the spines of any creatures within the burst. This does not actually change the ambient temperature. Darkle. Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor. Disguise Aura. Obfuscate your aura for 24 hours so as to deceive other Tricks’ attempts to scry you. This power does not foil other scrying powers or rituals. Quench. Snuff one unattended non-magical flame in the burst that is smaller than a standard campfire. Spoliate. Spoil unattended food and liquids within the burst. The spoliation is obvious to sight and smell. If consumed, it provides no nourishment, and tastes horrible, but imposes no other ill effects. Wilt. Wilt living plants in the burst that are not monsters. Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual. Theatrics [B]Martial Trick[/B] You use your prodigious physical prowess to entertain the crowds. At-Will ♦ Martial Standard Action ♦ Close Burst 5 Prerequisite: Member of a class of the Martial power source, trained in Acrobatics. Effect: Use this trick to accomplish one of the effects given below, or another effect of similar power approved by your Dungeon Master. The power must manifest on your person or in a square within the power’s range. Contort. Contort your body so that you can squeeze into a space meant for a creature two size categories smaller than you (although you are considered restrained while squeezed). Glow. Rub two stones together in such a way that the friction causes one to glow with the brightness of a torch for one hour. Mimicry. Mimic the voice of one natural creature you have studied for several days. Someone familiar with the mimicked voice can detect the subterfuge if their passive Insight exceeds your Bluff check. (If you are not trained in Bluff, you gain a +5 to this check, as if you were.) Palm. Cause an object in your hand to appear to disappear, secreted somewhere on your person. Smokepuff. Using a handful of dirt or sand, create a puff of smoke. Swallow. Swallow an object of less than 5 lbs. The object can be regurgitated during the next short rest, or passed at the next extended rest. The object will be unharmed, but you might not be (at the DM’s discretion). Nothing you create with this power can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This power cannot duplicate the effect of any other power or ritual. DMs should also keep in mind that these are just some examples of Tricks. Players should feel free to improvise more tricks using the guidelines set forth in my prior blog on the subject. [/QUOTE]
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