A skilled entwiner can manually do most of these tasks almost instantly, these cantrips allow them to do them even faster when intending to show off or needing them done instantly.
Curl - A very weak, short range (6") telekinisis that allows for control of the end of a rope without actually touching it. Very useful when working in odd locations, or when only one hand is available.
Detangle - Untangles mundane knots at four times normal speed.
Defray - Transforms a frayed rope into a whole one.
Splice - instantly splices two ropes of very similar material and size. Splice is as strong as the weaker rope.
Thread - Causes tread or other material to become threaded into a needle instantly. Go to Comment
This simple yet rare cantrip will allow a moderately skilled magic user to make lead appear and taste like gold, allowing the mage to temporarily fool a shopkeeper.
This has several limitations.
Firstly, the lead does not change shape, and so has to be shaped into coins or ingots before the cantrip is cast (some unscrupulous mages have been known to carry illegal coin moulds and stamps to shape lead disks into coins)
Secondly, the cantrip only lasts for a limited amount of time, and shopkeepers will often know that they have been duped the next day, when they see lead in their coffers, making any long-lasting wealth impossible.
Thirdly, this cantrip is clearly seen as illegal and although not hard to learn, very few would teach it openly and its use is severely punished.
(Interestingly, this cantrip is often used by town guards to break up sieges and hostage situation, and due to its rarity, very few hostage takers will actually know they have been duped) Go to Comment
A very useful list. I can imagine that there would be literally thousands of cantrips in a high-magic world -- experiments originating in the wizardry dorms, failed thesis spells of upper classmen, or even the homebrew cantrips of local hedgewizards and witches. Go to Comment
On an aside note, the fruit fly lives for just one day, house flys live a bit longer, about 29 days.
If I used this idea, I would make the user invest twice as much hit points as the bug has normally, or 2d4, whichever is higher, but they get to control where it goes. If the bug is killed, they would have to heal the hit points naturally, if they have it return to them before it dies, and crumbles to ash, they would get back half the hit points and have to heal the rest naturally. Go to Comment
I do see some promise, but how did anybody come up with the idea... What is the benefit? Yes you hear what is said near the bug, but can you direct it to travel where you want it to go?
If not, the cost to pay seems rather high.
How many hitpoints does a common housefly have in your setting? It would seem reasonable that you would have to invest only the number of hitpoints that the housefly has.
Now in D&D you will sleep away damage at a rate of your character level.... So your hitpoints would grow back in one single night.
What happens to the "bug" when it reaches its natural time of death? does it turn into a jewel encrusted bug again? Is it just gone?
What happens if the "bug" gets killed? (same as above)
If it is just gone, I would say it is a bad investment to "revive" the bug, it would be smarter to pry of the jewels and sell them. Go to Comment
I actually like this idea. I don't really know why.
It is a simple idea, but because it is detailed in such a simple manner, I don't really enjoy it that much. It has so much promise as the two commetns above me has stated. This does have potential, which I gave credit for, but I also took off a lot for there not really being much background or information regarding who, what, where, why, and how. Basics to any story.
On a side note, I actually saw this in an X-Files episode where 'Aliens' had metallic roaches. They looked real, but if you crushed one it would leave metal splinters. Kinda creepy. Go to Comment
Interesting idea: These things were made for groups, maybe even regiments. Where are the other helms? If the players get ahold of a couple of these, they might work fing for a while, but perhaps after a short time, they start hearing things that they think is the other wearer, but the other wearer is unaware of.
For example, say there's a set of eight and the players have two. They're jaunting about enjoyint there new toy when one hears "Traitor." whispered from the other. Some time after that, one hears "Coward." then the other hears "Theif." The words could become threats and become louder and louder untill the players either ditch the helms or discover the source of the noise.
The two helms that survived were worn by a couple of gaurdsmen that betrayed their fellows and led them into an ambush. The spirits of the dead gaurdsmen now want revenge, and foucused on the helms because that was the last place they heard their betrayers from. Go to Comment