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Slayer Lynne having a time
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"It was a test, and you passed."

What on Earth is that supposed to mean?

"Every Slayer, on her eighteenth birthday—should she live to see it—is trapped powerless in a controlled environment with a single vampire, whom she must defeat in order to pass. It's called the Cruciamentum, and it's an ancient tradition dating back to the early sixth century. Every Slayer before you has faced the same rite of passage."

The word Why? gets stuck in her throat.

"I'm very proud of you, Chantal," he goes on. "The suppressant I administered before the trial should wear off within the next few days; in the meantime, I must remind you not to travel after dark without an escort..."

She blinks, and he's stopped speaking. Dizzy spell. She's been having them, since... well, apparently since her Watcher started drugging her. The thought seems too heavy to hold; she puts it down, and finds herself at the piano in the foyer, tracing her fingers over the case.

Her hands aren't steady enough to hold a crossbow, but they're steady enough to play Claire de Lune. She sits.


The lights turn off. She looks up from her hands, which are playing Für Elise, and blinks. What time is it? Dark out already. She needs to patrol.

She can't patrol without her powers.

She looks down at her hands again, still tapping out note after note without her help. She thinks about ending the song, but that doesn't seem to be happening. She'll have to wait until the song ends on its own, and then go to bed without patrolling...


Ten steps out the door, pockets heavy with stakes. It's not that she doesn't remember how she got here. She was present the whole time, at least in theory. It's just that... it's like playing the piano. One note leads into the next. Dusk is time for patrol, so she's patrolling. She doesn't know how to turn around. In theory it's easy but in theory lifting your hands off a piano before the song is over is also easy, and she's no good at that either.

She makes it a short one, at least, steers her feet down Clover Lane and then onto Front Street even though the Clover Lane patrol usually runs twice that far. A short Clover Lane patrol isn't unheard of, if she's tuckered out from training. Sometimes she even cuts through the park on the way back. Should she cut through the park? It's faster, but some nights it's a hotbed of vampirism... while she was thinking about it, her feet have already decided. She shoves her hands deeper into her pockets, warding off the late autumn chill.

A voice from behind her says, "Hey, beautiful." She walks faster. If she doesn't turn around she can pretend it's just a catcaller, and you don't have to stake catcallers.

The vampire's hand catches her shoulder, and her body twists. Trained instincts pull a stake from her pocket, aimed for the heart. The vampire's face is smooth, but she can feel the subtle hum of demonic energy, the fingertips cold against her neck. It's obvious.

He knocks her arm aside, laughing.

This is, she thinks distantly, a very stupid way to die.

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She's... not dead?

She has a very vivid memory of all her blood leaving her body.

How is she not dead?

Slowly, she opens her eyes.

She seems to have been napping in an excessively comfortable office chair. In front of her is a desk, and on the desk is a book, a slim leatherbound volume with an unfamiliar symbol stamped into its cover.

 

For lack of any better ideas, she opens it.

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Introduction

Your world is one of countless worlds, some so close as to be nearly indistinguishable from your own, some so distant that the very foundations of physical existence there are completely alien to you.

This book was made in one such world. It comes to you now because you are needed. A distant world is under threat, and you have been chosen to save it.

Bound into these pages by enchantment and ritual are a number of cantrips: spells you can learn, and refine with practice into powerful tools of magic. Here also are several quests: tasks you can accomplish to gain more power. You will need that power to complete your ultimate goal.

Read through the book carefully. Think about what you might need. Then, spend your allotted points to gain cantrips and accelerate their growth. You can allocate points with an act of will, and revoke them the same way.

When you are content with your choices, close your book, place your hands on the front cover, and say the following words aloud:

I accept this gift and its burdens.

Your selection of cantrips will be finalized and you will be sent on to your destination.

The space in which you encountered the book was created to be a safe and restful haven for careful thought, and warded accordingly against mental damage from solitary confinement; but if you delay your choice long enough to test those wards, you will be sent on to your destination as soon as they begin to fail, with any unallocated points distributed randomly among available options.

The current status of the wards is healthy: more than one week remaining.
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...she puts the book down.

She gets out of the chair and looks around the room.

(Her body is working again. Ease of movement, balance, effortless strength. Her Slayer powers are restored.)

It's not a large room. You could charitably describe it as "cozy". There are warmly glowing sconces on every wall, two apiece, and they keep the place bright without being glaring.

There isn't a door.

She sits back down and keeps reading.

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Information

Cantrip Basics

Unless otherwise specified, each cantrip can be cast at will, as often as you want.

Schools: The ten schools of magic are Attack, Sensory, Protection, Healing, Summoning, Interaction, Enchantment, Manipulation, Travel, and Effect. Each cantrip belongs to one or two schools.

Upgrade Areas: Each cantrip has four Upgrade Areas, which begin at Tier 0 when you gain the cantrip. With practice, you can train them up to Tier 3. If you allocate points to an upgrade area, you will accelerate your growth in that area tenfold up to the level you purchased. Each tier includes the effects of all tiers below it where applicable, and you can choose to cast any cantrip at a lower tier.

When purchasing acceleration, point costs are not cumulative within an Upgrade Area: buying Tier 3 at the listed cost grants you Tiers 1 and 2 for free.

Focus: Some cantrips Require Focus. They take active mental effort to maintain, and it is very difficult to maintain more than one at once.

Except for Prestidigitation, every cantrip that Requires Focus has one Upgrade Area whose Tier 3 effect removes required focus from that cantrip.

A cantrip which both Requires Focus and has a listed Duration will only take active mental effort when trying to manage multiple simultaneous castings; it will be effortless when cast alone.

Overmagic: Once you have brought all four of a cantrip's Upgrade Areas to Tier 3, you can begin making progress toward its Overmagic. Each Overmagic is personalized to the caster, and grants one passive and one active effect. The passive effect cannot be suppressed except by the caster's will; the active effect exhausts the cantrip when cast, leaving it unusable for several hours, though the passive effect will remain. Active Overmagic often has a similar range, duration, method, etc. to its associated cantrip, but will usually be significantly enhanced in at least one and potentially several of those areas.

Unless otherwise noted, cantrips avoid harming the caster: a caster cannot be burned by their own Fire Bolt or put to sleep by their own Lullaby. It is possible to learn to use harmful cantrips on yourself intentionally, but it is always harder than using them the normal way.

Some cantrips summon spirits or other beings. In cases where a suitable source of beings is not available, or at the caster's discretion, Summoning cantrips may instead create them, using the summoner's own mind and soul as a sort of foundation or template from which to build a suitable spirit. These created beings are often consistent across separate castings of the same cantrip. (When a spirit is being summoned in their capacity as e.g. a dead person, and the spirit of that dead person is not available, the spell will fail rather than construct a facsimile. Spirits of the dead being summoned in their capacity as guides or wardens may be replaced if unavailable.)

Most Cantrips have specific listed durations; some take instantaneous effect and cannot be held for any significant length of time. The default cantrip duration is 1 minute, which can be assumed to apply to all holdable cantrips without a listed duration.

One advanced caster, or multiple casters working together, can overlap the effect of a single cantrip with itself by casting it multiple times simultaneously on the same target. While some cantrips stack straightforwardly when multicast in this way, others will be subject to diminishing returns: two overlapping castings might provide only one and a half or one and a quarter times the effect of a single cast.
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This isn't how magic works. She has been specifically forbidden from studying magic due to addiction risk, but she has to know the theory to do her job, and this is not remotely how magic works.

Then again, resurrecting the dead is also traditionally very difficult.

...is she a vampire right now? She tries biting her hand. It hurts. She tries biting harder. No fangs are in evidence, though the base of her thumb is very bruised now. She wipes her hand on her pants and keeps readi—

These are different pants than the ones she died in. A completely different outfit. The pants are black, the shirt is dark blue. The fabric is really nice. She can't remember ever owning anything like it. It fits her perfectly.

 

After a moment to process that little mystery, she turns her attention back to the book.

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The next section's pretty short.

Mastery Level

There are six possible Mastery Levels that describe how well a caster has trained a given cantrip.

 

Mastery Level

Requirements

1

Novice

Able to cast cantrip

2

Apprentice

At least one area at Tier 2 

OR All areas at Tier 1 or above

3

Journeyman

All areas at Tier 1 or above and at least one area at Tier 3 

OR All areas at Tier 2 or above

4

Master

All areas at Tier 2 or above and at least two areas at Tier 3

5

Grandmaster

All areas at Tier 3 and Overmagic achieved

6

Archmage

Overmagic mastered

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So far, so strangely akin to a tabletop roleplaying sourcebook.

What's next?

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Training

When training a cantrip, you must spend a certain number of hours repeatedly casting that cantrip while focusing on pushing it to the limit in the areas you wish to train. The mental strain involved is similar to holding a cantrip with Required Focus, meaning that training a single cantrip with Required Focus is equivalent to holding two Required Focus cantrips at once under non-training conditions. Luckily, this strain does not increase when you train multiple areas of a single cantrip at once.

The amount of training required to train a cantrip to the next Tier in a certain Upgrade Area is the same as the point cost of purchasing acceleration to that Tier, and the number of hours required to achieve one point's worth of training depends on which tier you are progressing toward and how many areas you are training at once, like so:

Tier

One Area

Two Areas

Three Areas

Four Areas

0 to 1

8 Hours/pt

14 Hours/pt

18 Hours/pt

20 Hours/pt

1 to 2

20 Hours/pt

35 Hours/pt

45 Hours/pt

50 Hours/pt

2 to 3

80 Hours/pt

140 Hours/pt

180 Hours/pt

200 Hours/pt

Even if you don't train a cantrip, you can make slow progress with routine use. Routine use is at best ten times slower than active training, meaning it would take you 80 hours of solid casting with a single cantrip to gain your first point's worth of progress toward Tier 1 in one area, and you cannot make it more efficient by training multiple areas at once, nor can you direct your progress toward a specific chosen area; the progress you make in this way will land in arbitrary places, though lower tiers will always be completed before higher ones.

After you finish training a cantrip's Upgrade Areas, developing its Overmagic will require you to spend one thousand hours (or less, with acceleration) in focused meditation, contemplating the cantrip without casting it. You cannot meditate in this way while under any significant mental strain, such as training another cantrip or holding a cantrip with Required Focus.

Once you have developed a cantrip's Overmagic, it takes a further 10,000 castings of the Overmagic's active effect to master that Overmagic, at which point using the active Overmagic will be as easy as casting the base cantrip and will no longer exhaust it.

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...if this was a thing that existed, in the world, at all, the Watchers would have noticed.

Well, no. The cantrips could all be useless things like, oh, Detect Cheese, and accordingly obscure and little-known. But the way this list is written really does not make it sound like the cantrip list is going to consist of six variants on Detect Cheese.

 

She gets up from the desk again, walks to one of the walls, and touches it. Smooth paint. Pale blue.

She punches it as hard as she can.

...there's no impact. Not even a sound or a flash of light, like you might get if an impact was being magically defused. Her hand just... stops, at the surface of the wall. One moment she is punching the wall and the next moment she is not punching the wall. The wall is not punched.

Unsettled, she returns to her seat.

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Teaching

Once you have mastered a cantrip to at least the Apprentice level, you can begin teaching it to others. Under most circumstances, you can only teach someone to begin casting a cantrip at the Novice level; if they want to make further progress, they must train it on their own.

Teaching is incompatible with training: you cannot train any cantrips while teaching.

Unless you teach with Grandmaster or higher mastery, your student(s) will be limited to a certain number of uses of the taught cantrip per day.

The time it takes you to teach a cantrip, the level of preexisting magical ability a student needs in order to learn it from you, the number of students you can teach it to at once, the number of times your students will be able to use the cantrip per day once they learn it, and their potential for further training, all depend on your mastery level for that cantrip, as follows:

Mastery Level

Requirements

Class Hours

Class Size

Usages per Day

Improvability

Novice

Cannot Teach

-

-

-

-

Apprentice

Awakened magic capacity

300

1

2 to 3

None

Journeyman

Latent magic capacity

100

4

4 to 8

Up to Tier 1

Master

No requirement

40

9

9 to 16

Up to Tier 2

Grandmaster

No requirement

15

16

At Will

Up to Tier 3

Archmage

No requirement

5

25

At Will

Up to Overmagic

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Even Detect Cheese would have revolutionized the magic-using world by now, assuming there has ever been an Archmage!

The introduction did say that this book came from a totally alien world, but by this point she's really starting to believe it. Though the possibility that it's some kind of insane prank also looms large.

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Enchanting

Another way to increase access to cantrips is by enchanting them into items. You can do this with any cantrip you have mastered to at least the Apprentice level.

Enchanting is incompatible with training and teaching; you cannot enchant an item while training or teaching any cantrips.

When you enchant an item, you temporarily impair your ability to use the cantrip for a short while after you finish enchanting. The impairment stacks; if you impair your use of a cantrip by 80% and then 80% again, it will be down to 4% of its original effectiveness until the impairment expires. While a cantrip is below 10% effectiveness, you cannot enchant more items with it.

By default, enchanted items have a certain number of charges (which may be infinite) and lose their magic once all their charges are expended. At Journeyman or Master level, you can choose to instead enchant an item that has fewer available uses, but recharges all of them over the course of 24 hours.

The use of magic items is generally restricted to those who have some magic potential, although at the Archmage level you can get around that. You can also set your own restrictions on the use of an item; these are set as you enchant the item and cannot be changed afterward. By default, all such restrictions work on a whitelist basis, with new criteria adding more users rather than narrowing the pool further.

  • "Broad group" restrictions are things like gender, species, or world of origin.
  • "Specific group" restrictions are things like being related to a specific person, or having a certain disposition to a specific person, like "loyal to me".
  • "Specific users" allows you to whitelist individual people you can identify.
  • "Restricted users" allows you to whitelist individual people you can identify, but have the item set to revoke the access of anyone who fails a previous restriction.

The time it takes you to enchant an item with a cantrip, the level of impairment you sustain in the process, the maximum tier at which you can enchant the item, the number of times the item can cast the cantrip before being exhausted, requirements for who can use the item, and restrictions you can set on users, all depend on your mastery level for that cantrip, as follows:

Mastery Level

Time

Impairment

Power

Number of Uses

Potential Users

User Restrictions

Novice

-

-

-

-

-

-

Apprentice

20-30 Hours

80% for 5-9 Days

Tier 0

2-4 Total

Awakened magic

None Available

Journeyman

5-9 Hours

30% for 1-2 Days

Tier 1

10-16 or 2-4

Latent magic

Broad Group

Master

1 Hour

5% for 3-5 Hours

Tier 2

17-25 or 5-9

Any magic

Specific Group

Grandmaster

20 Minutes

None

Tier 3

At Will

Any magic

Specific Users

Archmage

5 Minutes

None

Overmagic

At Will

Anyone

Restricted Users

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Either no one has ever progressed farther than Master in any cantrip at least as useful as Detect Cheese, or nothing like this has existed in her world. 20 minutes to enchant a reliable at-will magic item that works for anyone with the slightest speck of magical talent, ability, or incidental contamination? The masquerade would have fallen. Cheese detectors would litter the streets.

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Quests

You have a very significant task ahead of you, and in order to complete it, you will need more than the power this grimoire could offer on its own.

Quests are automatically generated for a grimoire's recipient based on their particular strengths, weaknesses, needs, and abilities. They are designed to be feasible to complete, though not necessarily easy. Because of the nature of your task, your quests may be especially difficult, the better to offer you more power once you finish them.

All quests grant rewards. Some of them additionally grant points, which have already been included in your starting points total at the start of the Cantrips section. Some rewards take effect at the start of the quest, like the point rewards; others take effect when the quest is completed, which may be at the end of its timeframe or at the moment when you accomplish its goal.

Some quests, especially the more powerful ones, have penalties for failure. If you run out the quest's timeframe without finishing it, or if you violate the conditions of an ongoing quest, the penalty will apply. It is meant to be possible to complete all your quests without failing any, and this book will track progress and time limits so you can stay organized and not have to worry about maintaining access to a calendar or figuring out which things do and don't count.
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It is meant to be possible...

Somehow, she can't find it in her to believe that.

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Quest List

The Light of the Moon
Timeframe: 6 Months ⧫ Initial Reward: Points
Final Reward: Magical darkvision ⧫ Penalty: Reward retracted

You must spend at least one hour meditating under the light of each full moon. Cloud cover and other natural obstacles won't count against this, but being indoors or underground will, unless you are imprisoned or otherwise unable to reach the sky; in that case, meditate while the full moon shines.

Toil and Rest
Timeframe: 6 Months ⧫ Initial Reward: Points
💧 Final Reward: Substitute mental focus for any gestural component
Penalty: Reward retracted

Each day you must do one significant act of physical development, such as exercising for 20 minutes, and one significant act of personal restoration, such as having a hot shower or bath, eating a comforting meal, or meditating.

Fragile Hope
Timeframe: 1 Year ⧫ Initial Reward: Points
💧 Final Reward: Whenever you make a true friend, you generate and learn a new cantrip, whose attributes are formed based on you, your friend, and the relationship between you.
Penalty: Reward retracted, and you are cursed to speak more quietly the more strongly you feel.

At least once a week on average, you must make a sincere request of another person, either to do something you'd like them to do or to refrain from doing something that would make you unhappy. You can complete this quest early by forming a relationship in which you are fully comfortable making such requests.

Absolute Fealty
Timeframe: 1 Year ⧫ Initial Reward: Points
Final Reward: Immunity to mind control
Penalty: Reward retracted, and you become permanently more susceptible to mental control and influence.

You will be bonded to a complete stranger for the duration of this quest, such that with a mere thought they can command you, and you will understand and obey. Resisting their commands is possible, but if you ever resist strongly enough to break the command rather than merely delay it, you will immediately fail the quest. (Orders that would threaten your life or health, or interfere with your completion of other quests, will be invalid and carry no compulsion or consequences.)

Heart of the Arcanist
Timeframe: 1 Year ⧫ Initial Reward: Mage Hand free at Tier 1
Final Reward: Tenfold accelerated development of Mage Hand Overmagic (stacks with purchase)
Penalty: Lose access to Mage Hand, and all cantrips become significantly harder to control.

You must learn, via introspection and meditation, to sense magic directly without spells or tools, and to manipulate your own magic directly without casting any of these cantrips.

Voracious Reader
Timeframe: 1 Year ⧫ Initial Reward: Scholar's Touch free at Tier 1
Final Reward: Tenfold accelerated development of Scholar's Touch Overmagic (stacks with purchase)
Penalty: Lose access to Scholar's Touch, and randomly lose access to a single sense or Sensory cantrip each day.

You must read an average of at least two books every week that you have not read before.

Grimoire
Timeframe: 10 Years ⧫ Initial Reward: Ink-enchantment ability
Final Reward: A ritual for turning a magic book of cantrips into a true grimoire
Penalty: Your copy of this grimoire will vanish, and you will be stripped of all magic it granted.

You must construct a book, of at least 100 pages, that is made of exclusively magical components. Then you must fill it with one hundred different cantrips, each enchanted at the Master level into a separate page while writing the cantrip's name on the page with magical ink, a process which will leave the cantrip bound inertly into the book. This book has no direct use, but with the ritual granted by the completion of the quest, you can elevate it into a true grimoire like this one, binding it to your chosen recipient at the same time. You will be able to construct more books afterward by the same means, though it will always be a significant undertaking. The quality of the result depends substantially on the quality of the ingredients, so make sure to use the most magical components you can find.

My Focus Is Unparalleled
Timeframe: 5 Years
Initial Reward: Hold up to X castings of any Focus cantrip at once
Capstone Reward: Increase your effective Mastery level by one when teaching.

For every cantrip which Requires Focus (Prestidigitation excluded; 50 available) that you train to the point of removing required focus, add 1 to X. Capstone reward is achieved when X is 24.

Effective Improvement
Timeframe: 5 Years
Initial Reward: Selectively reduce the effects of a cantrip down to 1/X
Capstone Reward: With a few hours of meditation, you can establish a teachable variant of any cantrip you know to at least Master level that omits some of the original's effects completely.

For every cantrip with an Effect (56 available) whose Effect you train to Tier 3, add 1 to X. Capstone reward is achieved when X is 24.

A Little More Time
Timeframe: 5 Years
Initial Reward: Hold any cantrip for up to X times its natural duration
Capstone Reward: You can make spell effects permanent; each permanent casting exhausts the cast cantrip for 1/X years.

For every cantrip with a Duration (55 available) whose Duration you train to Tier 3, add 1 to X. Capstone reward is achieved when X is 24.

Compressed Casting
Timeframe: 5 Years
Initial Reward: Enchanting speed multiplier up to X
Capstone Reward: Increase your effective Mastery level by one when enchanting.

For every cantrip with a Method (41 available) whose Method you train to Tier 3, add 1 to X. Capstone reward is achieved when X is 24.

Aim Far
Timeframe: 5 Years
Initial Reward: Cast any cantrip at up to X times its natural range
Capstone Reward: You can cast cantrips originating from any of your active spell effects.

For every cantrip with a Range (39 available) whose Range you train to Tier 3, add 1 to X. Capstone reward is achieved when X is 24.

Overcharge
Timeframe: 5 Years
Initial Reward: In a single casting, multiply a cantrip's effects up to X times
Capstone Reward: You can multicast active overmagics as well as ordinary cantrips.

For every cantrip with an Intensity (32 available) whose Intensity you train to Tier 3, add 1 to X. Capstone reward is achieved when X is 24.

Finesse
Timeframe: 5 Years
Initial Reward: Add or exclude up to X specific targets when casting a cantrip
Capstone Reward: You can exclude from mass casts not just single targets but whole classes of targets, defined similarly to the "broad/specific group" restrictions on enchanted items.

For every cantrip with a Target (28 available) whose Target you train to Tier 3, add 1 to X. Capstone reward is achieved when X is 24.

Save the World
Timeframe: Indefinite ⧫ Initial Reward: Points
Final Reward: Dimensional navigation ability

Your new world is in danger, and you must save it.
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Fragile Hope is baffling. Absolute Fealty is a horror story.

...there's how many cantrips available?

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Cantrips

You begin with 240 points to spend. You have used 0 of them.

There are 100 cantrips in this book. Each costs one point to unlock. The point costs to purchase acceleration to higher tiers are listed individually. Purchasing overmagic acceleration costs 10 points every time, but is listed individually with every cantrip for display purposes.
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...and then it's straight into the cantrips. She skims the titles briefly. Some of the names look familiar.

The list is really long.

She skips to the end to find out if there's more to the book. There isn't.

So... now what?

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Every lesson she's ever learned as the Slayer is adamant that this can only be some kind of demonic trap.

But she followed the Watchers' rules diligently for three years, and where did that get her?

...she hates thinking such a disloyal thought. But maybe she is disloyal, now. Maybe being drugged and locked in an abandoned warehouse with a vampire is cause for disloyalty.

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Even if she's suspicious of the Watchers now, though, that doesn't actually make them wrong about most things that promise you great power being demons.

...it really doesn't read like any demon she's ever heard of. Most demons don't actually promise you great power, and most of the ones that do, do it pretty straightforwardly. Not a lot of elaborate deception. The elaborate deceptions do happen, but they're rare. And she has the feeling that they're not usually so... hmm... the thing that's giving her pause here, she thinks, is that she is being called to save a world, and with a weird amount of apparent sincerity for a demonic plot. Being the Slayer was also supposed to be about saving a world. Even if she can't bring herself to feel loyal to the Watchers anymore, she does still feel loyal to that.

Could be just a well-crafted trap, though.

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There is, at any rate, probably no harm in just reading through the cantrips. And she's curious. And it beats sitting here staring at her choice of doorless wall until the spell warding her against mental damage from solitary confinement (side note: what) wears off and kicks her out of Cozy Office Prison into the world she's meant to save. Or until the elaborate deceptions collapse and some other, probably worse thing happens. One of those.

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Acid Splash: frankly, she hates it. The thought of deliberately pouring acid on another living being turns her stomach. She can hear Mr. Jameson's voice in the back of her head, lecturing her for being too squeamish, and then she can hear Mr. Jameson's voice saying "Cruciamentum", and now she would like to stop hearing Mr. Jameson's voice. What's the next cantrip?

Alarm: seems... fine? Seems fine. Useful in as many as several situations. Better than Detect Cheese. Not interesting enough to tempt her to actually try the 'act of will' necessary to allocate a point to it.

Alignment: ...she stares at this one for a long moment, and then turns to the next page.

Alter Object: this cantrip alone could completely change human civilization. Master three upgrade areas, build entire houses in seconds. Depending how generous Alchemical transformation is, the houses could potentially be built out of whatever dirt happens to be lying around at the construction site, if you can call it a construction site when construction is instantaneous.

And yet... she just can't bring herself to be excited, somehow.

Animal Aspect: Seems Fine. At lower levels it's mostly redundant with being the Slayer. The higher levels look interesting, but...

Animal Friend: ...she remembers a bit about summoning from earlier, and flips back to read it again. So... she can summon animals... but they might be made out of her somehow? She can't figure out how she feels about that. Moving on.

Arcane Eye: okay, this is the first one she's seen that's really kind of tempting on its own merits. She would love to hide somewhere and spy on things. Except... she actively doesn't want to upgrade her Eyes into Possessors. 'Upgrade' seems like a misnomer for that whole track. That is not the way in which she would like to upgrade an arcane eye. Next.

Banish: this would be really useful if she ever loses her powers again. She really doesn't want to think about that.

Bleed: Speaking of things she doesn't want to think about.

Blessing: ...this one's really nice, actually. A must-have, if she were actually going to choose some cantrips, which she really doesn't feel ready to start doing yet.

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Blink: ...oh, she wants it. She wants to be able to run away from anything and everything instantly at will. She wants it.

She doesn't quite want it badly enough to actually try taking it, though.

Blood Money: —a possible interaction with Bleed pops unbidden into her head. She flips back to the start to double-check that you can use harmful cantrips on yourself if you do it on purpose. She flips back to Blood Money. Maybe with some extra healing... why is she even thinking about this? What's the next cantrip?

Charm: She stares blankly at it, and then flips back to the quest that lets you disable certain effects of cantrips you cast, and tries to figure out how much time it would take to raise the Effect upgrade area of 24 different cantrips to Tier 3, and gives up without really trying because she's daunted by the thought of doing that much math in her head. It would be nice to know what's going on in people's heads, how they work, what kind of people they are. It would be nice, but also kind of concerningly invasive, and she is absolutely not going to mind-control them just to get it, augh.

Circle: definitely has some tactical uses, but it does not really speak to her.

Cloudshape: this is so weirdly charming? Why is it so weirdly charming? It doesn't really seem that useful but... clouds fluffy.

Cog: speaking of weirdly charming! She could make a little guy! She does not really want to make a little guy. But she could make a little guy! If she wanted! Assuming this whole book is not just some form of horrible trick!

Color Ray: she's having a little of the Acid Splash emotion again. Admittedly it's not as bad as Acid Splash. Still. She thinks perhaps she might just not be a fan of Attack cantrips.

Commune: and now she's getting the Arcane Eye emotion. And this one doesn't even upgrade into weird possessing phantoms!

Counterspell: an obvious must-have if there's any chance she might encounter hostile magic. The part of her that's thinking about this list in purely tactical terms makes a firm mental note.

Crystal Shot: it's an attack cantrip. More viscerally upsetting than Color Ray, she thinks, but less than Acid Splash. If there's a cantrip more viscerally upsetting than Acid Splash, she doesn't want to meet it.

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Dancing Lights: ehhh...hh? Ehh. Wait hang on you can upgrade the lights to be intelligent??? Why??? No!!! Wait, and the T3 Effect upgrade is random mind control! Could these cantrips please stop having random mind control!

Daze: ...at... least... the mind control... is more upfront on this one??

Detection: it's the Arcane Eye emotion again. And another tactical no-brainer.

Disguise Self: sounds like something someone who wanted to disguise themself might do. Well, no, that's not fair, freeform shapeshifting can be useful in a variety of ways. It doesn't speak to her, though.

Divination: she's suspicious of this one on 'nothing good ever came of prophecy' grounds.

Druidcraft: this is another one that's really sweet. She's not sure how she feels about being able to only temporarily make a tree into a person, but the description of tree personalities sounds nice. It might not be so bad, being friends with a tree.

Eldritch Blast: ugh, attack cantrips. This one's still not worse than Acid Splash but it's concerningly close.

Facsimile: weird? Doesn't look that useful? She takes a closer look at the higher tiers in case she's missing something, and oh, there it is. Voodoo dolls. What'd Mr. Jameson call it—sympathetic magic. No thanks.

Faerie Fire: why is this spell tagged healing? It makes fire? She scans the upgrades until she sees it: Refining, under Nature. 'Can include diseases or poisons'. Okay. Wait, it can burn your soul?! Even if it's allegedly burning away evil, yikes!! Burn away all your fear and doubt? Hell fucking no! (She could maybe, as a person, use a little less fear and doubt in—) not like that she couldn't

Featherfall: oh look, a nice, reasonable, useful, non-terrifying cantrip. What a relief. You go, Featherfall. Keep on keeping on, Featherfall. Keep on not being Faerie Fire, Featherfall. It's very good how you aren't Faerie Fire.

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