Caralaria 13th Age and Ptolus Dungeon World: Difference between pages

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{{13thAgeCharacter
This page details how we converted some of the basics from the 3.5-based ''Ptolus'' to the ''Dungeon World'' system. It is colored by having done this to support an existing campaign, switching to ''Dungeon World'' after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas ''Dungeon World'' is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. ''Ptolus'' is a bit more high energy and optimistic than the default of ''Dungeon World''. Still, ''Dungeon World'' works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.
|name=Caralaria
|intro=As a pure monk, Caralaria was difficulty to convert until the recent release of ''13 True Ways'', which defined the monk for ''13th Age'' for the first time. This version of the monk is more complicated than the _Pathfinder_ monk, but also seems like a lot more fun.
|gender=Female
|race=Human
|class=Monk 6
|uniquething=
|backgrounds=Path of Iron +4, Fashion Provocateur +2, Feral Child +2
|icons=The Foundry +2, The Spire +1, The Entropy Sphere -1
|level=6
|strength=18
|constitution=18
|dexterity=20
|intelligence=16
|wisdom=16
|charisma=14
|str=4
|con=4
|dex=5
|int=3
|wis=3
|cha=2
|ac=24
|pd=21
|md=20
|hp=110
|recoveries=8
|recoveryroll=6d8+8
|armor=None, no shield
|basicmelee=+14 vs AC
|basicmeleedmg=6[W]+11
|basicmeleemiss=6
|basicmeleeweapon=punch
|basicmeleedie=d8
|basicmeleeavg=32
|basicranged=+11 vs AC
|basicrangeddmg=6[W]+10
|basicrangedmiss=0
|basicrangedweapon=shuriken
|basicrangeddie=d4
|basicrangedavg=25
|racialpower=''Quick to Fight'': Roll Initiative Twice and choose result you want.
|classfeatures=* ''Jab, Fist & Kick Attacks'': Monk forms provide jab (6d6+STR), punch (6d8+STR) and kick (6d10+STR) attacks. You may get magic-weapon style powers from magic bracers.
*''Forms'': Monks attack in a three step progression, with forms that provide one of each type of attack. Each step improves your defense: opening (+1 AC), flow (+2 AC), finishing (+3 AC). Monks can mix forms, but must follow the progression, and have to begin with an opening on a miss or round spent doing something else.
*''Ki'': You get a pool of six points of ki per day. Spending ki is a free action, and only one point can be spent per turn. A point can be spent to adjust the natural result of a roll by 1 or to activate a ki power.
*''Two-Weapon FIghting'': You may reroll a melee attack on a natural roll of 2.
|classtalents=* ''Flurry<sup>a</sup>'' (at-will, quick action, escalation 2+): Target one enemy with a DEX+Level vs. AC attack, dealing jab damage.
** Ki Power (A Thousand Palms): After making a flurry attack, spend a point of ki to make another flurry attack against a different target.
* ''Leaf on Wind<sup>c</sup>'' (1/battle, when you make move action): Take another move action as a free action. In addition, if you fall with a wall, tree, or other physical object next to you, you can fall up to 30 feet per level without taking damage. When an enemy makes an attack against you that targets more than one creature, you only take half damage from that attack, hit or miss.
** Ki Power (Wind’s Comrade): You can spend 1 point of ki during your turn to gain ''flight'' until the end of your turn.
* ''Spinning Willow Style<sup>ac</sup>'' (when a ranged- or close-quarters attack targeting AC or PD hits you): Roll a normal save, take only half damage on success. On a natural 18+, take no damage and redirect a quarter of the damage to a nearby enemy.
** Ki Power (The Willow Bends): You can spend 1 point of ki to turn a failed Spinning Willow Style save into a success.
* ''Path of the Perfect Warrior'' (1/day): For an entire battle, increase your jab damage dice to d8s, your punch damage dice to d10s, and your kick damage dice to d12s.
**Ki Power (Perfect Breath): Once per day when you are healing using a recovery, you can spend 1 point of ki to heal using a second (free) recovery as well.
|specialtitle=Forms
|specialtext=<table class="wikitable" style="font-size: smaller">
<tr><th rowspan="2">Form</th><th rowspan="2">Attack</th><th rowspan="2">Roll</th><th colspan="2">Hit</th><th colspan="2">Miss</th><th rowspan="2">Special</th></tr>
<tr><th>Even</th><th>Odd</th><th>Even</th><th>Odd</th></tr>
<tr><td colspan="8" style="background-color: #ddf">''Opening Attacks''</td></tr>
<tr><td>Dance of the Mantis</td><td>Springing Mantis Strike</td><td>DEX + Level vs. AC</td><td colspan="2">Jab damage</td><td colspan="2">-</td><td>One enemy; when you start your turn unengaged, you can move before the attack as part of the standard action for this attack.</td></tr>
<tr><td>Three Cunning Tricksters</td><td>Fox Senses Weakness</td><td>DEX + Level vs. AC</td><td colspan="2">Jab damage</td><td>Half damage</td><td>-</td><td>One enemy.</td></tr>
<tr><td>Way of the Metallic Dragon</td><td>Bronze Thwarts an Army</td><td>DEX + Level vs. AC</td><td colspan="2">Punch damage</td><td colspan="2">Level damage</td><td>One enemy; You must be engaged with two enemies to use this attack.</td></tr>
<tr><td>Iron Crusader Form</td><td>No Retreat</td><td>DEX + Level vs. AC</td><td colspan="2">Punch damage</td><td colspan="2">Half damage</td><td>On enemy; can use this if you or one of your allies has dropped to 0 hit points or below during this battle.</td></tr>
<tr><td colspan="8" style="background-color: #ddf">''Flow Attacks''</td></tr>
<tr><td>Dance of the Mantis</td><td>The Pincer Whirls Shut</td><td>DEX + Level vs. AC</td><td>Punch damage, or kick damage against large or huge targets, plus you can roll a disengage check as a free action after the attack.</td><td>Punch damage, or kick damage against large or huge targets</td><td colspan="2">Half damage</td><td>One enemy.</td></tr>
<tr><td>Three Cunning Tricksters</td><td>Monkey Taps the Shoulder</td><td>DEX + Level vs. AC</td><td colspan="2">Punch damage</td><td colspan="2">Half damage</td><td>One enemy; when you use this attack, you can pop free from one enemy anytime during that turn as a free action.</td></tr>
<tr><td>Way of the Metallic Dragon</td><td>Silver Warrior Advances</td><td>DEX + Level vs. AC</td><td>Punch damage, and 10 ongoing cold damage.</td><td>Punch damage, and one of your allies can pop free from the target</td><td colspan="2">Half damage</td><td>One enemy that has more hit points than you.</td></tr>
<tr><td>Iron Crusader Form</td><td>No Mercy</td><td>DEX + Level vs. AC</td><td colspan="2">Punch damage</td><td colspan="2">Level damage</td><td>One enemy; gain a +4 bonus with this attack when you target a staggered enemy.</td></tr>
<tr><td colspan="8" style="background-color: #ddf">''Finishing Attacks''</td></tr>
<tr><td>Dance of the Mantis</td><td>Precise Mantis Kick</td><td>DEX + Level + 2 vs. AC</td><td colspan="2">Kick damage</td><td>Your crit range with opening, flow, and finishing attacks expands by 1 until the end of the battle.</td><td>Level damage</td><td>One enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.</td></tr>
<tr><td>Three Cunning Tricksters</td><td>Crane Summons Carp</td><td>DEX + Level vs. AC</td><td>Kick damage, plus when an enemy engaged with you
targets you with an attack before the start of your next turn, you can deal Jab damage to it as an interrupt action</td><td>Kick damage</td><td colspan="2">Half damage</td><td>One enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.</td></tr>
<tr><td rowspan="2">Way of the Metallic Dragon</td><td>General Slays the Hordes (first attack)</td><td>DEX + Level vs. AC</td><td colspan="2">Kick damage</td><td colspan="2">Level damage</td><td>Up to two enemies</td></tr>
<tr><td>General Slays the Hordes (second attack)</td><td>DEX + Level vs. AC</td><td colspan="2">Punch fire damage</td><td colspan="2">Level damage</td><td>Up to two enemies</td></tr>
<tr><td>Iron Crusader Form</td><td>No Weakness</td><td>DEX + Level vs. AC</td><td>Kick damage, plus you gain resist damage 16+ until the start of your next turn</td><td>Kick damage</td><td colspan="2">Level damage</td><td>One enemy; gain a +4 bonus with this attack when you target an enemy taking ongoing damage.</td></tr>
</table>


''Form Feat Ki Powers''
== Characters ==


* ''Dance of the Mantis<sup>a</sup>'': You can spend 1 point of ki during your turn to roll a disengage check as free action.
We opted to use the alternative character creation system spelled out in ''Class Warfare'', as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in ''Dungeon World'' were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to ''Dungeon World'''s 10-level system by cutting their 3.5 levels in half.
* ''Three Cunning Tricksters<sup>a</sup>'': When you roll a natural 18+ on a save, you can spend 1 point of ki to transfer the effect/ongoing damage you saved against to an enemy engaged with you (in addition to ending the effect on you). Death saves and last gasp saves are excluded.


|feats=* ''Adventurer'': Dance of the Mantis, Flurry, Spinning Willow Style, Three Cunning Tricksters
Some characters required custom moves or even custom specialties (in ''Class Warfare'' terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.
* ''Champion'': Leaf on the Wind, Spinning Willow Style
 
|magicitemmax=7
== Special Moves ==
|magicitems=*''clever step robe'' (epic, two slots, armor chakra): +3 AC. You gain a +4 bonus to all defenses against opportunity attacks. Quirk: Likes to dance little jigs.
 
*''vanity bracers'' (epic, two slots, weapon chakra): +3 to hit and damage with unarmed strikes. When you hit with an unarmed strike, deal +4d6 damage if you are the only one engaged with that enemy. Quirk: Tells their real name to everyone.
The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.
*''slayer's boots'' (champion, recharge 11+, boot chakra): +2 to disengage checks and other checks involving fancy footwork. When one or more creatures attempt to intercept you while you’re moving to engage an enemy during your turn, you dodge past them instead so they can’t intercept. Quirk: Recites death poems of ancient heroes. At length.
 
*''scroll of seven subtle serpents'' (champion, recharge 6+, book chakra): When you make a melee attack based on Dexterity, Intelligence, or Wisdom, pick an additional effect from one of the following options after seeing whether the attack is a hit. Quirk: Always in constant motion, or swaying gently when still.
''some setting wide, generic moves''
**Deal +2d8 damage on a hit
 
**Deal +2d6 damage on a miss
== Faction Moves ==
**Pop free from one enemy.
 
**Gain 3d8 temporary hit points
While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be ''Dungeon World'', which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from ''Monsterhearts'') strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to ''Dungeon World'''s strengths? We went with adding "faction moves" to the game.
**Roll a save against an ongoing save ends effect.
 
*''defense ring'' (champion, recharge 6+, left ring chakra): When you take damage from an attack, prevent 20 of that damage. Quirk: Stubborn.
You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a '''faction move''' reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues, such as this one:
}}
 
=== Delver's Guildsman ===
 
When '''you research an expedition under the city in the Delver's Guild maproom''', roll+INT. '''On a 10+''', hold 3. '''On a 7-9''', hold 2, but other guildsmen get wind of your expedition. '''On a miss''', hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:
* Take +1 to spout lore, discern realities or undertake a perilous journey.
* Recognise a landmark when lost.
* Find a guild waystation.
 
== Ptolus ==
 
''rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)''
 
Like all settlements in ''Dungeon World'', Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:
 
''when you worship at the...''
 
''when you enter the Necropolis at night...''
 
''when you use the observatory...''
 
and so on.
 
== Specialties ==
 
The following are some additional specialties for use with the ''Class Warfare'' character creation concept. Most of these exist to better match some d20 or ''Pathfinder'' concepts.
 
=== Spontaneous Caster ===
 
You have an innate connection to magic that manifests as an ability to cast a limited selection of spells. The spells you know reflect your nature and personality, your psyche made real.
 
==== Compendium Class ====
 
Barring some extremely unusual magical accident or event, this specialty should only be taken at character creation.
 
==== Stats ====
If you choose the spontaneous caster specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.
 
==== Starting Moves ====
You start with all three of these moves:
 
'''Arcane Potential'''
 
Magic courses through your veins, which you can manifest as a repertoire of ingrained spells. Your repertoire starts with three cantrips. When you gain a level, add a new magic spell of your level or lower to your repertoire.
 
'''Gather Mojo'''
 
When you spend uninterrupted time (an hour or so) in quiet contemplation of your inner nature, hold mojo equal to twice your level, minus 2. Lose any mojo you previously held.
 
'''Spontaneous Caster'''
 
When you cast a spell from your repertoire while holding at least as much mojo as the level of the spell, roll+CHA. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one:
* After it is cast, spend mojo equal to the level of the spell.
* The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you gather mojo.
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.
 
==== Advanced Moves ====
 
''When you gain a level from 2-5, you may choose from these moves:''
 
'''Empowered Magic''' (requires: Spontaneous Caster)
 
When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:
 
* The spell’s effects are maximized.
* The spell’s targets are doubled.
 
'''Deep Connection''' (requires: Gather Mojo)
 
Choose a spell. You learn and cast that spell as if it were one level lower.
 
'''Expanded Repertoire''' (requires: Arcane Potential)
 
Add a new spell from the spell list of any class or archetype to your repertoire.
 
'''Improvisational Trick''' (requires: Gather Mojo)
 
When you create a fleeting advantage with raw magic, describe how you do it, then spend 1 mojo. Take +1 forward.
 
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''
 
'''Deeper Connection''' (requires: Deep Connection)
 
Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.
 
'''Greater Empowered Magic''' (replaces: Empowered Magic)
 
When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:
 
* The spell’s effects are doubled.
* The spell’s targets are doubled.
 
'''Spell Augmentation''' (requires: Spontaneous Caster)
 
When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.
 
==== Spontaneous Caster Alignments ====
 
You may choose one of these instead of a magician alignment:
 
'''Chaotic'''
 
Interfere with someone who opposes your nature.
 
'''Lawful'''
 
Pay the expected price when magic helps you.
 
==== Prepared Caster Bonds ====
 
* __________ has seen my true face.
* __________ can teach me much about myself, though they don't know it.
* __________ is somehow connected to my source of magic.
 
==== Prepared Caster Gear ====
 
Choose one:
* Adventuring gear (5 uses, 1 weight).
* Dungeon rations (5 uses, 1 weight).
* Healing potion.
 
==== Prepared Caster Races ====
 
You may choose one of these instead of a magician race option:
 
'''Elf'''
 
Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.
 
'''Halfling'''
 
Choose one of your first level spells. When you cast this spell, one aspect of its effects—area, damage, range, targets, etc—is doubled.
 
'''Human'''
 
Choose one spell from another archetype, or from a school of magic you have not studied. You can cast it as if it were one of your own spells.
 
=== Heirophant ===

Revision as of 21:41, 4 December 2014

This page details how we converted some of the basics from the 3.5-based Ptolus to the Dungeon World system. It is colored by having done this to support an existing campaign, switching to Dungeon World after the characters had already reached the upper-mid levels. At these levels, 3.5 tends to be about "you saved the city!", whereas Dungeon World is designed more towards a "you might starve while hiding from the rat men" sort of aesthetic. Ptolus is a bit more high energy and optimistic than the default of Dungeon World. Still, Dungeon World works very nicely in a big urban setting with lots of factions and obligation, but where dungeon crawling is still the focus of play.

Characters

We opted to use the alternative character creation system spelled out in Class Warfare, as this allowed creation of characters that more readily matched the PCs from our existing campaign. But, even had we started with new first level characters, we still would have done this. The playbooks in Dungeon World were built with an "old school" feel, and that feel isn't a great match to the more cosmopolitan Ptolus. For characters we converted, we adapted them from 3.5's 20-level system to Dungeon World's 10-level system by cutting their 3.5 levels in half.

Some characters required custom moves or even custom specialties (in Class Warfare terms), some of which are detailed below. Most received one or two faction moves (see below), though most starting characters probably would not.

Special Moves

The basic moves remain as is, as do most of the special moves from the book. While in Ptolus, some additional special moves are available.

some setting wide, generic moves

Faction Moves

While Ptolus, as written, contains factions and politics and such, it still remains largely about dungeon-delving, with the factions probably influencing the hows and whys of such exploration. And, while you could set a game entirely about political intrigue in Ptolus, that game wouldn't be Dungeon World, which is significantly more focused on dungeon-delving than politics. Even importing more political tech from other Powered-by-Apocalypse games (such as replacing Bonds with Strings from Monsterhearts) strays too far. So, how to mine the rich factions and politics of the setting in a way that plays to Dungeon World's strengths? We went with adding "faction moves" to the game.

You you get involved with some faction within the city, the GM may decide to represent your membership in or associate with that faction with a faction move reflecting the advantages and costs of dealing with that faction. The term "faction" casts an intentionally wide net, and might represent a particular guild, noble house, political affiliation, neighbourhood, organisation, society, or even race. Generally, faction moves involve a roll that exchanges possible obligation or other cost for assistance, information, matériel, bonuses or some other advantage. Most such moves will be tailored to the character. Some might be available to any character willing to pay membership dues, such as this one:

Delver's Guildsman

When you research an expedition under the city in the Delver's Guild maproom, roll+INT. On a 10+, hold 3. On a 7-9, hold 2, but other guildsmen get wind of your expedition. On a miss, hold 1, but some of the information you find will turn out to be dangerously misleading (the GM will tell you when). Spend hold while on the expedition to choose one of the following:

  • Take +1 to spout lore, discern realities or undertake a perilous journey.
  • Recognise a landmark when lost.
  • Find a guild waystation.

Ptolus

rich, growing, legion, safe, religion (Church of Lothian, others), exotic (technology, magic items, slaves, drugs), oath (Empire of Tarsis), trade (every steading nearby, most major cities), market, history, arcane, divine, guild (all varieties), craft (metalwork), power (political, divine)

Like all settlements in Dungeon World, Ptolus is a steading, an extremely large and prosperous one. Most locations in the city make available at least one custom move. Some examples:

when you worship at the...

when you enter the Necropolis at night...

when you use the observatory...

and so on.

Specialties

The following are some additional specialties for use with the Class Warfare character creation concept. Most of these exist to better match some d20 or Pathfinder concepts.

Spontaneous Caster

You have an innate connection to magic that manifests as an ability to cast a limited selection of spells. The spells you know reflect your nature and personality, your psyche made real.

Compendium Class

Barring some extremely unusual magical accident or event, this specialty should only be taken at character creation.

Stats

If you choose the spontaneous caster specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.

Starting Moves

You start with all three of these moves:

Arcane Potential

Magic courses through your veins, which you can manifest as a repertoire of ingrained spells. Your repertoire starts with three cantrips. When you gain a level, add a new magic spell of your level or lower to your repertoire.

Gather Mojo

When you spend uninterrupted time (an hour or so) in quiet contemplation of your inner nature, hold mojo equal to twice your level, minus 2. Lose any mojo you previously held.

Spontaneous Caster

When you cast a spell from your repertoire while holding at least as much mojo as the level of the spell, roll+CHA. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one:

  • After it is cast, spend mojo equal to the level of the spell.
  • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you gather mojo.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

Advanced Moves

When you gain a level from 2-5, you may choose from these moves:

Empowered Magic (requires: Spontaneous Caster)

When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:

  • The spell’s effects are maximized.
  • The spell’s targets are doubled.

Deep Connection (requires: Gather Mojo)

Choose a spell. You learn and cast that spell as if it were one level lower.

Expanded Repertoire (requires: Arcane Potential)

Add a new spell from the spell list of any class or archetype to your repertoire.

Improvisational Trick (requires: Gather Mojo)

When you create a fleeting advantage with raw magic, describe how you do it, then spend 1 mojo. Take +1 forward.

When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

Deeper Connection (requires: Deep Connection)

Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.

Greater Empowered Magic (replaces: Empowered Magic)

When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:

  • The spell’s effects are doubled.
  • The spell’s targets are doubled.

Spell Augmentation (requires: Spontaneous Caster)

When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.

Spontaneous Caster Alignments

You may choose one of these instead of a magician alignment:

Chaotic

Interfere with someone who opposes your nature.

Lawful

Pay the expected price when magic helps you.

Prepared Caster Bonds

  • __________ has seen my true face.
  • __________ can teach me much about myself, though they don't know it.
  • __________ is somehow connected to my source of magic.

Prepared Caster Gear

Choose one:

  • Adventuring gear (5 uses, 1 weight).
  • Dungeon rations (5 uses, 1 weight).
  • Healing potion.

Prepared Caster Races

You may choose one of these instead of a magician race option:

Elf

Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.

Halfling

Choose one of your first level spells. When you cast this spell, one aspect of its effects—area, damage, range, targets, etc—is doubled.

Human

Choose one spell from another archetype, or from a school of magic you have not studied. You can cast it as if it were one of your own spells.

Heirophant