
Bah, so you want to learn about magic, eh? Alright, listen up.
Magic, in the simplest terms, is the art of manipulating the very fabric of reality. It’s not some parlor trick or mere illusion. No, it’s about understanding and wielding the fundamental energies that make up the world.
- The Basics: First things first, magic is about control, precision, and understanding. You don’t just wave a wand and hope for the best. You need to understand what you’re doing, why you’re doing it, and how it affects the world around you.
- Types of Magic: There are various types of magic, like elemental magic, dealing with fire, water, earth, and air. Then there’s necromancy, enchantments, divination, and more. Each has its own rules and methods.
- Spellcasting: To cast a spell, you generally need three things: the verbal component (words of power), the somatic component (hand gestures), and the material component (physical items or ingredients). Some spells might not need all three, but that’s the general idea.
- Study and Practice: Magic ain’t something you master overnight. It requires diligent study and relentless practice. You’ll need to learn from ancient tomes, practice your incantations, and experiment with spell components.
- Respect the Power: Finally, respect the power you wield. Magic can be dangerous, not just to others but to yourself. Misuse it, and you’ll find yourself in a world of trouble.
Now get to studying, and don’t come back until you’ve learned something worth talking about!
Flickerflame Cantrip (5e)
- School of Magic: Evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S (verbal and somatic)
- Duration: 1 round
Description: You create a small flame and quickly teleport it to a point within range. The flame flickers erratically, causing distractions and brief bursts of light.
Effects: When you cast this spell, choose a point within range. Each creature within 5 feet of that point must succeed on a Dexterity saving throw or take 1d4 fire damage. Additionally, until the start of your next turn, the flickering flame creates a distracting flicker. The first attack roll made against each affected creature has advantage if the attacker can see the flame.
At Higher Levels: The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Flickerflame Cantrip (SWADE)
- Rank: Novice
- Power Points: 2
- Range: Smarts x 2
- Duration: Instant
Description: You conjure a small, teleporting flame that flickers wildly, distracting and disorienting foes.
Effects: Roll your spellcasting die. On a success, you create a small flame at a point within range, causing each enemy in a Small Burst Template centered on that point to make an Agility roll. On a failure, they are Distracted until the end of their next turn. With a raise on the spellcasting roll, enemies who fail their Agility roll are also Shaken.
Modifiers:
- Increased Damage (+2 Power Points): Enemies who fail their Agility roll also take 2d4 fire damage.
- Greater Range (+1 Power Point): Double the range of the spell.