Roleplaying Cantrips


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Cantrip: Cantrap \Can"trap\, Cantrip \Can"trip\, n. [Cf. Icel. gandar, ODan. & OSw. gan, witchcraft, and E. trap a snare, tramp.] A charm; an incantation; a shell; a trick; adroit mischief.

What is a cantrip? For the purposes of this document, it's a small spell or gimmick that is produced via emote, rather than through a coded effect. For example:

  • An errant breeze ruffling a Whiran's hair when the air is still.
  • Sparks leaping from an Elkrosian's fingertips.
  • A Krathi igniting a torch by breathing on it.
  • A tremor moving through the ground, making bar bottles clink together, as a Rukkian gets angry.

Cantrips and similar magicky special effects can be employed to add significantly to the atmosphere of the game. In employing these devices, remember to use them to enhance the story, not to advance your character. Make the cantrips reflect your character's skill: someone new to their element would not be able to control it as easily or skillfully as someone who has been manipulating it for years.

Along the same lines, cantrips are usually related to the character's element. It would make no sense, for example, for a Vivaduan to emote something flame related. Be aware that emoted effects may have IC consequences. An Allanak templar, for example, might react to such an effect, if emoted in a way that makes it clear it is the result of deliberate effort, in much the same way as she or he might react to an actual "coded" cast.

It is possible to go over the top with cantrips, and sometimes the line is hard to tell. If you have doubts about whether something is okay to emote, feel free to check with the staff by emailing the mud account. Using common sense is also urged. Avoid imposing too much on the people around you unless you know they will play along. Major special effects, such as setting someone on fire, summoning winds to tear down a tent, etc, are going too far and should be handled through regular spellcasting or wishes.


Compiled by Sanvean
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