These are magic words you can safely use on other players or even with regular citizens. They capture deep meaning with or even without explanations. They convey succinctly without prejudice or pretense.
(SMILE): This spell requires no sounds. It has a somatic component of contracting both zygomatic and obicularis muscles of the face. A longer entry will be dedicated to this singular most powerful cantrip available to all. Higher level Smile spells can be learned for higher chances of casting success.
NO: The most useful cantrip for Tanks and Healers. It has an interdimensional capability of temporal expansion. It gives its caster more time to do the things that are important to them.
NOW: There are times when a task needs to be done by another player or by non-player characters. Delays and excuses can be given, but inevitably some tasks can and MUST be done immediately. Invoke this once in a blue moon to give it power. Its energy comes from the gravity of factors affecting the whole universe.
Extrapersonal Cantrips
These words are used on tasks. They help adventurers move forward if they are stuck. They allow adventurers to admit mistakes and move on. Most of all using these cantrips keep them observing and aware of their current status in a particular quest.
START: Closely related to the Intrapersonal Go, this word focuses on a task that is being pushed aside.
PUSH: Once a task has been started, sometimes it needs a follow-through. Push can give you just the right amount of additional force to get things moving.
DONE: This cantrip wards off the Hounds of Perfection that keep adventurers from completing a task. Once something is good enough, anyone can cast this cantrip and get it over with.
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