Cantrips and Modifiers

 

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Cantrips and Modifiers

Cantrips are minor Attacks, buffs, and effects. They do not cost Essence. Characters can cast Cantrips outside of Combat, but performing complex tasks with them takes effort. The player must declare their intent and the GM will decide the CR.
Cantrip Modifiers function much like perks. They change the function of a Cantrip, making them more powerful. Cantrip Modifiers also give the option to Boost a Cantrip by spending one Essence to add or enhance a listed effect.
Cantrips and Cantrip Modifiers can be purchased for 1 XP, like a Tier 1 Perk. However, the use of Cantrips and Cantrip Modifiers do not expend Essence, unless Boosted or otherwise noted.
You can choose to apply or not apply a Cantrip Modifier.
Universal Properties
All Cantrips are assumed to use Strike + Magic. If a CR or Targeted Defense is not listed a roll still might be required if an effect is based on the number of Successes. All Cantrips have a Medium Range unless otherwise noted. All Cantrips consume a Primary action.

Name of Cantrip or Modifier
Tier Level
Requirements to use or take this Cantrip or Modifier
Times per Scene/Combat/Duration l Action Used l Duration of Effect l Stat + Skill + CR or vs. Defense l Range l Affected Area l Applicable Targets
〇 Conditions that allow you to use your reaction.
Description and effects of the Spell listed here.
▲ Boost Effects will be listed here.

Cleanse Cantrip

Cleanse
Tier: 1*
CR: 4 l Self or 1 Ally
You can remove one Negative Status Effect from the Target.

Deep Cleanse
Tier: 1*
Requires: The Cleanse Cantrip
You can remove all Negative Status Effects from the Target with Cleanse.
▲ The Target also heals 1d4 + ½ Spike in Vitality.

Healing Cleanse
Tier: 1*
Requires: The Cleanse Cantrip

The Target heals Spike Tenacity when you use the Cleanse Cantrip on them.
▲ The Target also heals Spike in Health.

Energy Missile Cantrip

Energy Missile
Tier 1*
PD l 1 Foe
The Target takes 1d4 + Spike (energy) damage. You may choose the type of damage when you make the attack.

Energy Blast
Tier: 1*
Requires: Energy Missile Cantrip

Your Energy Missile becomes Blast: 2.
▲ Your Energy Missile becomes Blast: 4.
Special: You can not use this Modification with Energy Chain or Energy Cone.

Energy Chain
Tier: 1*
Requires: Energy Missile Cantrip

Your Energy Missile becomes Chain: 5.
▲ Your Energy Missile becomes Chain: 10.
Special: You can not use this Modification with Energy Blast or Energy Cone.

Energy Cone
Tier: 1*
Requires: Energy Missile Cantrip

Your Energy Missile becomes Cone: 4.
▲ Your Energy Missile becomes Cone: 8.
Special: You can not use this Modification with Energy Blast or Energy Chain.

Potent Energy Missile
Tier: 1*
Requires: Energy Missile Cantrip

Your Energy Missile now does 1d6 + Spike (energy) damage.
▲ Increase the damage die to 1d10.

Fast Friends Cantrip

Fast Friends
Tier 1*
MD l 1 Scene l 1 Character
The Target is Glamoured. You may cast this Discreetly but if you fail the Target is aware of you and what you attempted to do.

Best Fast Friends
Tier: 1*
Requires: Fast Friends Cantrip

You can choose to Charm the Target.
▲ You can Dominate the Target.

Illusion Cantrip

Illusion
Tier 1*
CR: 4 l 1 Scene
You can make a small illusion that occupies one hex.  The illusion can perform simple actions and make sounds but it cannot respond to its environment.  It canot move out of its hex.  It lasts for one Scene.

Hard Light Illusion
Tier: 1*
Requires: The Illusion Cantrip

The illusion can now fool all the senses, including touch.  The illusion can still not deal any type of damage.
▲ The illusion can now move small objects, nothing weighing over 5 kg.

Intelligent Illusion
Tier: 1*
Requires: The Illusion Cantrip

The illusion can now respond to situations and move around in a Blast: 3 area.
▲ The illusion is free to move where it wants and can respond to situations naturally.

Magic Mobility Cantrip

Magic Mobility
Tier 1*
CR: 3 l 1 Round l Self
You gain the Burrow, Climb, Fly, or Swim Movement Method.

Fast Magic Mobility
Tier: 1*
Requires: The Magic Mobility Cantrip

Add ½ Speed to your Speed when you use Magic Mobility.
▲ Double your Speed when you use Magic Mobility.

Phasic Magic Mobility
Tier: 1*
Requires: The Magic Mobility Cantrip

You can Teleport when you use Magic Mobility.
▲ The Target changes to Self or Ally.

Magic Shield Cantrip

Magic Shield
Tier 1*
CR: 3 l 1 Round l Self
Gain +1 to 1 Defense of your choice.

Magic Dampener
Tier: 1*
Requires: The Magic Shield Cantrip

When you use Magic Shield Attacks against you are Weakened.
▲ Gain +1 to two Defenses instead of one.

Soul Rend Cantrip

Soul Rend
Tier 1*
AD l 1 Foe
The Target takes Spike (mental) damage.

Nagging Soul Rend
Tier: 1*
Requires: The Soul Rend Cantrip
When you use Soul Rend the Target gains Wounded: 1 (mental).
▲ The Target now has Wounded: 2 (mental).

Potent Soul Rend
Tier: 1*
Requires: The Soul Rend Cantrip
When you use Soul Rend add +1d4 to the damage.
▲ Add +1d8 instead of +1d4 to the damage.

Traumatic Soul Rend
Tier: 1*
Requires: The Soul Rend Cantrip
When you use Soul Rend the Target also becomes Confused.
▲ You can also move the Target 6 hexes.

Telekinesis Cantrip

Telekinesis
Tier 1*
CR: 3 l 1 Object
You can move an object weighing up to 5 kg. 2 hexes. If you Attack with this item you must hit the Target’s PD and you do 1d8 damage.

Grappling Telekinesis
Tier: 1*
Requires: The Telekinesis Cantrip
You can now Restrain using Telekinesis.  Use your Strike as Brawn and your Magic as Melee.  The Target must remain within 10 hexes of you to maintain the Restrain.
▲ You can move a restrained character 6 hexes as a Secondary Action. You cannot move them into the air.

Improved Telekinesis
Tier: 1*
Requires: The Telekinesis Cantrip
When you use Soul Rend you can now move an object weighting up to 50 kg. 6 hexes. If you Attack with this item you must hit the Target’s PD and you do 2d8 damage.
▲ You can now move 100 kg. 10 hexes. If you Attack with the item you do 3d8 damage.

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