Cantrip Spirit

The material below is Open Game Content

Penumbra Fantasy Bestiary

Penumbra Fantasy Bestiary

Author Chris Aylott et al
Publisher Atlas Games
Publish date 2003
OGL Section 15 fantasy-bestiary

The material below is Open Game Content

Cantrip Spirit
Fine Outsider (Incorporeal)
Hit Dice 1/2d8–4 (1 hp)
Initiative +0 (–4 Dex, +4 Improved Initiative)
Speed Fly 5 ft. (poor)
AC 14 (+8 size, –4 Dex)
Attacks None
Damage None
Face/Reach 1/2 ft. x 1/2 ft./0 ft.
Special Qualities Bound, Cantrip Manifestation, Darkvision 60 ft., Immunities
Saves Fort –2, Ref –2, Will –2
Abilities Str —, Dex 3, Con 3, Int 3, Wis 3, Cha 3
Skills Hide +14
Feats Improved Initiative
Climate/Terrain The Astral Plane
Organization Solitary
Challenge Rating 1/2
Treasure None
Alignment Always neutral
Advancement None

Bound cantrip spirits only exist on the Material Plane for 1 hour per level of the caster or less, depending on whether a magical source is present, or for a year and a day if its duration is magically extended; see the spells, below.

Bound (Su) A cantrip spirit must be bound to a place or object, or to a caster, otherwise it dissipates and returns to the Astral Plane from whence it came. Cantrip spirits cannot move more than 30 feet from the place, object, or person they are bound to, though they do move along with the person or object.

Cantrip Manifestation (Sp) The various types of cantrip spirits can each manifest one minor magical effect as an at-will spell-like ability, that can also be triggered or stopped by a command word spoken by the person it is bound to or spoken by anyone within 30 feet of the spirit’s binding location. The duration of this power is based on the concentration given it by the spirit. Cantrip spirits are known to have been created possessing following effects: dancing lights, daze, detect magic, ghost noise, light, mage hand, prestidigitation, ray of frost, read magic, and resistance. Other cantrip spells may be possible at the GM’s discretion but instantaneous spells generally can’t manifest as cantrip spirits. The cantrip spirit can choose or be told who or what its target should be (even for spells with a target of “you”).

Incorporeal Subtype Incorporeal creatures can only be harmed by other incorporeal creatures, by +1 or better weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all non-magical attack forms, and cannot be tripped or grappled by corporeal creatures. They cannot fall or suffer falling damage. An incorporeal creature has a 50% chance to ignore any damage from a corporeal source. The physical attacks of incorporeal creatures ignore material armor. Incorporeal creatures are not burned by normal fires, affected by natural cold, or harmed by mundane acids. They do not leave footprints, have no scent, make no noise, and can pass through solid objects at will.

Outsider Outsiders have Darkvision with a range of 60 feet. They are proficient with all simple weapons and those mentioned in their entries. A slain outsider cannot be raised or resurrected, although a wish or miracle spell can restore it to life.

Skills Cantrip spirits have a +16 size bonus to Hide checks. This is already worked into the stat block above.


Astrobal’s Summon Cantrip Spirit
Conjuration (Summoning)
Level Sor/Wiz 3
Components V, S, F, M
Casting Time 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
Effect One summoned cantrip spirit
Duration 1 hour/level or less (see text) (D)
Saving Throw None
Spell Resistance: No

This spell summons a cantrip spirit to serve the caster. The caster can bind the spirit to the point it was summoned, to an object, or to himself or another person. If bound to a spot, the spirit can be commanded to move no more than 30 feet from that spot. If bound to a person or to an object, the spirit will move with the person or object and can change its position relative to him or it, but can not move beyond 30 feet away. As a free action, the person a cantrip spirit is bound to can command the spirit to manifest or stop manifesting its one power. If a cantrip spirit is bound to a place or object, the caster designates a command word that anyone can use to require the spirit to manifest or cease manifesting its power as long as they speak the word within 30 feed of the spirit’s binding location.

The caster is limited to binding his Wisdom modifier (or a minimum of one if he has no positive Wisdom modifier) in cantrip spirits at any one time. If the spirit is bound to a place with no source of magical power within 30 feet of the binding spot, the duration of its presence will expire at six times the normal rate, and it will dissipate the round after it’s summoned if it’s not immediately bound to this plane. Magical sources include permanent or ongoing spells, magic items within the area, arcane spellcasters in the area, and other magical effects.

Focus A summoning circle. Material Component: Candles must be placed on specific sigils in the circle and be burned during the casting of the summoning.


Astrobal’s Personal Cantrip Spirit Binding
Transmutation
Level Sor/Wiz 5
Components V, S, F, M
Casting Time 1 full round
Range Close (25 ft. + 5 ft./2 levels)
Target One summoned cantrip spirit
Duration 1 year and 1 day
Saving ThrowWill negates
Spell Resistance Yes

This spell extends the duration a summoned cantrip spirit exists on the Material Plane after it is bound there by the caster. If the spell is not successfully resisted by the cantrip spirit, the spirit will be bound for an additional year and a day. This spell’s extended duration does not stack with further castings of the spell.

Focus A summoning circle. Material Component: Candles and incense are burned during the casting; the incense must include at least 200 gp worth of myrrh.

Page tags: monster outsider spell
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