Wizardry/Sorcery


Cantrips

There are many levels of Wizardry/Sorcery magic, with a cantrip being the lowest. Whereas higher level spells might be summoning miniature suns to blaze through your opponents, a cantrip would be lighting a match. They are much easier to cast, easier to learn, and typically the most common uses of magic. Cantrips are a form of magic spells learned and used by apprentice Wizards during their long, rigorous, and tedious training for the craft of magic-use. They spend hours practicing and perfecting these small magics that can be cast without much effort, so that they can learn and Master the higher magics as well as be able to withstand the energies produced from higher magics. Typically they're small effects like generating an orb of light, a puff of smoke, or a puddle of acid. But don't underestimate their impact. With creativity and good luck cantrips can be game changing.

A cantrip is a spell that can be cast with a very low P.P.E cost and without being prepared in advance. Only those which involve living creatures afford any saving throw. Individuals in a state of extreme concentration (such as when casting a spell) do not generally have that concentration broken by person-affecting cantrips (5% chance). The effects of cantrips, and the people and items affected by them, radiate a very faint magical aura.

  1. Accelerate/Decelerate
  2. Alacrity
  3. Appearing Ink
  4. Arcane Sneak Attack
  5. Arousal
  6. Astral Light
  7. Aural Scan
  8. Banana Slip
  9. Bee
  10. Belch
  11. Blank
  12. Blink
  13. Bluelight
  14. Boil Water
  15. Bug
  16. Chill
  17. Clean
  18. Colour
  19. Coloured Lights
  1. Compass
  2. Control Flames
  3. Cough
  4. Count
  5. Creak
  6. Curdle
  7. Dampen
  8. Dim
  9. Dirty
  10. Distract
  11. Druid Craft
  12. Dry
  13. Dust
  14. Dusty
  15. Exterminate
  16. Fart
  17. Ferment Grape
  18. Firefinger
  19. Flavour
  1. Footfall
  2. Freshen
  3. Friends
  4. Frostbite
  5. Gather
  6. Giggle
  7. Gnats
  8. Green-Flame Blade
  9. Groan
  10. Gust
  11. Hairy
  12. Harmless Ray of Light
  13. Haze
  14. Hide
  15. Infestation
  16. Impersonation
  17. Invisible Scribe
  18. Knot
  19. Know Quality
  1. Know Vintage
  2. Lubrication
  3. Luminous Eyes
  4. Mage Hand
  5. Magic Feather
  6. Mask
  7. Mend
  8. Mending
  9. Mini Missile
  10. Mirage
  11. Mirth
  12. Moan
  13. Mouse
  14. Mute
  15. Nod
  16. Noise
  17. Notice
  18. Palm
  19. Pitch
  1. Polish
  2. Present
  3. Protection from Sun
  4. Quick Makeover
  5. Rainbow
  6. Rattle
  7. Ravel
  8. Remove
  9. Restore
  10. Salt
  11. Sapping Sting
  12. Scratch
  13. Shape Water
  14. Shears
  15. Shine
  16. Shoo
  17. Slap
  18. Smokepuff
  19. Sneeze
  1. Sort
  2. Sour
  3. Spare the Dying
  4. Sparks
  5. Spice
  6. Spider
  7. Spill
  8. Sprout
  9. Stepping Stones
  10. Stitch
  11. Stone
  12. Sweeten
  13. Tangle
  14. Tap
  15. Tarnish
  16. Taster's Choice
  17. Thaumaturgy
  18. Thump
  19. Tie
  1. True Strike
  2. Tune
  3. Tweak
  4. Twitch
  5. Umbrella
  6. Unbutton
  7. Unlock
  8. Untie
  9. Vicious Mockery
  10. Virtue
  11. Vision
  12. Warm
  13. Wash
  14. Whistle
  15. Wilt
  16. Wink
  17. Wrap
  18. Written Word
  19. Yawn

Cantrip Descriptions

    1. Accelerate/Decelerate

      Level: 0
      P.P.E. Cost: 1/2
      Range:30 feet
      Damage: N/A
      Duration: Concentration, up to 1 round
      Area of Effect: See description
      Saving Throw: Standard
      Description: You make a minor change to the way time interacts with a single creature or object within range. Until the end of your next turn, the target's Speed is reduced or increased by 1. Likewise, if the creature falls 20 feet or less before the spell ends, it lands on its feet and has resistance to any falling damage it takes. Back
    2. Alacrity

      Level: 0
      P.P.E. Cost: 1/2
      Range:30 feet
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: Individual
      Saving Throw: None
      Description: You imbue a willing creature you can see within range with a temporary burst of speed. The target gains a 10' bonus to its walking speed until the end of its next turn. If you target yourself, this spell lasts until the end of your current turn. Back
    3. Appearing Ink (Reversible)

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: Special
      Area of Effect: Special
      Saving Throw: None
      Description: This cantrip turns a small amount of ink (up to one pint) into water. The ink remains clear and colourless until it dries, at which time it reverts to its normal state. The reverse, disappearing ink, turns up to a pint of water into an inky liquid that evaporates like water, leaving no trace when it dries. Back
    4. Arcane Sneak Attack

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: Special
      Duration: 1 round
      Area of Effect: Individual Weapon
      Saving Throw: None
      Description: Charge a weapon with mischievous energy to make Sneak Attacks more deadly. You touch a weapon within range and infuse it with mischievous energy to better exploit a foe s open defenses. The next time that weapon is used to make an attack it deals an additional 1d4 damage on a successful hit. If that attack would be considered a Sneak Attack it adds 1d6 instead. The effect is lost at the end of your next turn or after an attack with the weapon is made, regardless of if the attack was successful or not. Back
    5. Arousal (Reversible)

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1 turn + 1 round per level
      Area of Effect: Creature touched
      Saving Throw: Negates
      Description: This spell creates a state of extreme horniness in the affected creature, including both biological and physiological effects, although said horniness is not directed towards anyone or anything in particular. The reverse of this spell, disinterest, completely snuffs out any lust the recipient might be feeling. Back
    6. Astral Light

      Level: 0
      P.P.E. Cost: 1/2
      Range:Self
      Damage: N/A
      Duration: Concentration, up to 1 hour
      Area of Effect: 10'
      Saving Throw: None
      Description: By gently waving your hand in a circular motion, you slowly draw forth an aurora of light into the air around yourself for the duration. This aurora persists in spaces you move through, leaving a glowing trail marking where you've been, and emits dim light in a 10-foot radius along its length. When the spell ends, you can choose to extinguish the aurora immediately or allow it to slowly fade over the course of the next 8 hours. Back
    7. Aural Scan

      Level: 0
      P.P.E. Cost: 1/2
      Range:Self
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: 30-foot radius
      Saving Throw: N/A
      Description: You utter a series of clicks into the surrounding area, audible to a range of 150 feet. Until the beginning of your next turn, you have blindsight within a 30-foot radius sphere centered on where the spell was cast. This spherical area of effect can't pass through walls or other blocking materials. Back
    8. Banana Slip

      Level: 0
      P.P.E. Cost: 1/2
      Range:Self
      Damage: N/A
      Duration: Concentration, up to 1 minute
      Area of Effect: 25 ft radius
      Saving Throw: Saving Throw vs. P.P.
      Description: You wave your hands and chant a mystic chant, as bananas cover the ground within a 25 ft radius of you. Any creature within this area, as well as any creature that moves into this area for the duration of the spell, makes a P.P. saving throw to avoid slipping on banana peels. On a failed save, the creature slips and falls prone. Back
    9. Bee

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: Special
      Duration: Instant
      Saving Throw: None
      Description: When this cantrip is used, the caster summons a bee from someplace where is not important, for the creature appears in seconds. The bee will appear in whatever spot the caster is gazing at, up to 1 foot away. The bee is, of course, annoyed, and is 90% likely to sting any living creature it finds itself upon. (This will certainly cause the subject to react violently if it would otherwise be so affected by a bee sting.) Back
    10. Belch

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: When this cantrip is cast, the subject will involuntarily belch. A saving throw is applicable only to see how loud or muffled the burping is, failure indicating a very loud belch, success meaning that the sound is relatively low and muffled. Back
    11. Blank

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1 hour per level
      Area of Effect: Book touched
      Saving Throw: None
      Description: This cantrip covers the print on the pages of a book and replaces it with the illusion of blank pages. For the blank pages to be convincing, the pages in the book must be seen bythe caster during the casting, otherwise the blank pages might not match up with the real ones. Also, individual pages may not be blanked. This is an all or nothing spell. The caster concentrates on blankness while passing her left hand over the book and muttering the proper words. Back
    12. Blink

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: By means of this cantrip, the caster causes the subject to blink his eye(s). The blinking reaction is only momentary, of course, lasting no more than half a second. Back
    13. Bluelight

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: 1 minute per level of the spell caster
      Saving Throw: None
      Description: This cantrip enables the caster to conjure a small sphere of glowing blue radiance. The light has an eerie effect when seen from a distance, but the 3 inch sphere only illuminates an area of 5 feet around itself. Furthermore, the bluelight does not cast reflections beyond this radius. The light does not affect either infravision or ultravision. Back
    14. Boil Water

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: Permanent
      Area of Effect: One container
      Saving Throw: None
      Description: With this cantrip, the wizard can heat the water (or water-based liquid) in a container of up to a quart to boiling. The wizard must concentrate on the container during the entire casting. The cantrip is used mainly by herbalists, who use it to create poultices and draughts quickly. Back
    15. Bug

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: Special
      Duration: Instant
      Saving Throw: None
      Description: A variation of the bee cantrip, the bug cantrip enables the caster to summon some form of crawling insect. The bug appears in the same manner as the bee summoned by the cantrip. It will likewise be irritated and will pinch, bite, or otherwise attack the creature it might find itself upon, with appropriate results. Back
    16. Chill

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip allows the caster to cause non-living liquid or solid material to become about 40 degrees F cooler than it was, subject to a minimum temperature of freezing. The chilling effect lasts for an instant, after which the subject warms slowly back to normal temperature. Back
    17. Clean

      Level: 0
      P.P.E. Cost: 1/2
      Range:Self, one person and the clothes he s wearing up to 10 feet away, or two people by touch
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This is a simple but incredibly useful spell designed to remove dirt and grime from the body of a living being and the clothes s/he wears. Magic energy flows over the person and magically removes dirt, grime, stains and just about anything that the spell caster considers unclean. The recipient of this magic instantly becomes spotless, from head to toe. The hair and body look as if right out of the shower (only dry) and the clothes as if freshly washed and dried. The spell cannot be used on armour, buildings, vehicles, streets, or anything else, only living creatures and clothes/fabric. One pile of clothes, weighing no more than 25 pounds can also be washed in place of a person with clothes. Note: This spell only cleans off the surface of the target and will not rid them of diseases or poison, although it will kill most surface parasites, such as lice, ticks and fleas. Back
    18. Colour

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 cubic yard
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: By use of this cantrip the caster brings colour to an object. It can be used to restore faded hues or to tinge those already coloured with a different hue. Thus, dull or faded fabric and be brightened, pigments restored, or even hair or skin changed to another colour. The effect must be renewed every 30 days. Back
    19. Coloured Lights

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Special
      Saving Throw: None
      Description: When this cantrip is used, the caster creates one or more globes of pastel light. A single globe of illumination 1 foot in diameter can be brought forth, or a pair of 6 inch diameter globes, three 4 inch globes, or four 3 inch globes of any colour may be created. Each globe will illuminate a radius around it equal to five diameters. As long as the caster concentrates on the coloured lights, the cantrip will remain active, and the globe or globes will float near or rest upon the caster, as s/he desires within the 1 foot range. Globes can be moved back and fort, up and down, to and fro as desired. The illumination from any one of them will not cast reflections beyond 1 foot past the radius of illumination, and the light shed cannot be detected beyond 3 feet past. Infravision and ultravision are not affected if light is coloured pale blue or pink, but other hues will disturb these visual capabilities. Back
    20. Compass

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1D6 seconds
      Area of Effect: Special
      Saving Throw: None
      Description: This cantrip causes a glowing arrow to appear in the cupped palm of the wizard. It is a light green in colour, and wavers around in the general direction of north. The spell will work underground, as well as at sea, and is not affected by a lodestone. Back
    21. Control Flames

      Level: 0
      P.P.E. Cost: 1/2
      Range:60 feet
      Damage: N/A
      Duration: Instantaneous or 1 hour
      Area of Effect: 5 feet
      Saving Throw: None
      Description: You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
      1. You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
      2. You instantaneously extinguish the flames within the cube.
      3. You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
      4. You cause simple shapes such as the vague form of a creature, an inanimate object, or a location to appear within the flames and animate as you like. The shapes last for 1 hour.
      If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Back
    22. Cough

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: This cantrip enables the caster to make the subject individual cough spasmodically. If a saving throw is made, the cough is only a brief one with will not usually disturb other activities. Failing the saving throw indicates the victim is affected by a loud and active series of coughs lasting from 1-3 seconds. Back
    23. Count

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Permanent
      Area of Effect: 1-yard per level cube touched
      Saving Throw: None
      Description: Count verbally announces the number of objects in the specified area (with a minimum of one cube yard), like grains of sand or pieces of silver, an apprentice can count up to 10 things, a 1st-level wizard can count 100 things, a 2nd-level one 1000 things, a 3rd-level one 10,000 things, and so on. Back
    24. Creak

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: 5-15 seconds
      Saving Throw: None
      Description: By means of this cantrip, the caster evokes a noise similar to that of a door with corroded hinges slowly opening, or else a sound as if someone or something were walking across squeaking floorboards. The former sounds lasts for up to 5 seconds and the later for up to 15 and can be made to travel up to 10 feet away from the caster. Back
    25. Curdle

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: Permanent
      Saving Throw: None
      Description: This cantrip is broader than its name, for it affects many food and drink items. The magic curdles milk and hastens spoilage or wilting, but does not putrefy food and drink as per that spell. It has a permanent effect on the object. The subject must be of relatively small size, i.e. a small cask of liquid, a bushel of vegetables, etc. If used on a creature that is harmed by magics such as putrefy food and drink, the cantrip inflicts 1D4 points of damage. Back
    26. Dampen

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 cubic yard
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: When a cantrip of this sort is cast, the subject area is permeated by a fog-like dampness, which leaves all material within it damp to the touch. It is useful for many sorts of things. It is hard on parchment, and it similarly makes it and like substances hard to set aflame. Those within the area of effect of the dampen cantrip will be enwrapped in a light fog, and objects in this fog, while still visible, will lose their detail. Back
    27. Dim

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: 15 seconds
      Saving Throw: None
      Description: By means of a dim cantrip, the caster causes a light source to become weaker or the very air to become less permeated by light rays. If multiple light sources are to be affected then about 6 torches, a medium sized fire, 72 candles, or even a light or continual light spell can be affected. The dim cantrip will cause any of the above light sources to at best shed only half their normal radiance for 15 seconds. Torches will burn only as brightly as candles; candles will but glow dimly; a fire will become torch like in illumination, and all light spells dim to half their normal brightness. Affected light must be within 1 foot of the caster. Back
    28. Dirty

      Level: 0
      P.P.E. Cost: 1/2
      Range:Self, one person and the clothes he s wearing up to 10 feet away, or two people by touch
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: The opposite of the clean cantrip, this enables the caster to soil, spot, and sully people or clothes. Back
    29. Distract

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: By means of this cantrip, the caster causes all who are watching to look at an area of the caster s choice. The area must be to the right or left of the caster, and the distraction must be within 10 feet of the caster. Thus, the caster can cause viewers to watch his or her right hand and a location a few feet distant where the caster s finger is pointing, while the caster s left hand does something unnoticed. Back
    30. Druid Craft

      Level: 0
      P.P.E. Cost: 1/2
      Range:30 ft
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: 5 foot radius
      Saving Throw: None
      Description: Whispering to the spirits of nature, you create one of the following effects within range:
      1. You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
      2. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
      3. You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
      4. You instantly light or snuff out a candle, a torch, or a small campfire.
      Back
    31. Dry

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 yard
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip removes dampness and excess moisture from materials within the area of effect. It is useful for cloth, herbs, and cleaning chores. Back
    32. Dust

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 foot radius
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: A cantrip of this sort removes all fine dust and tiny grit particles from exposed surfaces such as floors, shelves, walls, etc. The material so removed is transported elsewhere, but new dust can accumulate, of course Back
    33. Dusty

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 foot radius
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: By means of this cantrip, the caster causes a film of dust and grime to settle upon all exposed surfaces within the area of effect. Back
    34. Exterminate

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 small creature
      Damage: Special
      Duration: Instant
      Saving Throw: None
      Description: When this cantrip is used, the caster may kill a small pest such as a fly, mouse, rat, beetle, or the like. It is useful for indoor and outdoor applications. If the subject is very small, and area of up to cubic foot can be rid of pests. This cantrip is effective against magical creations and normal sized creatures magically shrunk to insect size, but has no effect on polymorphed creatures and similarly enchanted beings. Back
    35. Fart

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: 2D6 seconds
      Area of Effect: One person
      Saving Throw: M.E. check Negates
      Description: This spell causes the recipient to emit a loud, raunchy, obnoxiously odoriferous fart for 2D6 seconds. The victim must make a M.E. check to avoid distraction. Back
    36. Ferment Grape

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Permanent
      Area of Effect: One grape
      Saving Throw: None
      Description: By use of this spell an apprentice can convert the contents of a grape into fermented wine. It will not change the skin of the grape, so it will keep its shape. This spell is mostly used by apprentices tired of the same old food from teachers who do not approve of alcohol, but it could also be good in an emergency for use against alcohol-sensitive monsters. Back
    37. Firefinger

      Level: 0
      P.P.E. Cost: 1/2
      Range:Self
      Damage: 1D4
      Duration: 10 seconds
      Saving Throw: None
      Description: The firefinger cantrip enables the caster to cause a jet of flame up to foot in length to shoot forth from his or her finger. The flame is very hot and will ignite combustible materials such as parchment, twigs, kindling, and the like without difficulty, providing the materials are relatively dry. Back
    38. Flavour

      Level: 0
      P.P.E. Cost: 1/2
      Range:One Object
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip enables the caster to give the subject a superior or better or different flavour. Thus, mush can be made to taste as if it were lobster bisque, but the spell will not actually affect quality or wholesomeness. Spoiled food remains spoiled; a poisoned drink would still be deadly (though any tell-tale taste of the poison may be masked in this fashion.) Back
    39. Footfall

      Level: 0
      P.P.E. Cost: 1/2
      Range:2 feet
      Damage: N/A
      Duration: 1 minute
      Saving Throw: Standard
      Description: When this cantrip is used, the caster creates the audial illusion of footsteps. The sound is as if a human or humanoid was walking. The footfalls can be soft or fairly noisy. They can approach, move away from, follow, or otherwise seem to parallel a person or party. They must begin within 1 foot of the caster but they may thereafter move away from him or her up to a 2 foot distance. Back
    40. Freshen

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: By means of this cantrip, the caster brings new life or freshness to the object desired. The magic applies to food and drink items such as milk, beer, meat, and raw vegetables. It also works with cut vegetables, flowers, herbs, etc. Although it will remove a slight taint of spoilage, restore drooping flowers, and so on, it is not as effective as a purify food and drink spell, and it lasts for but an hour. The subject must be of relatively small size, i.e. a small cask of liquid, a sheep, a bushel of vegetables, etc. If used on a creature that is harmed by magics such as purify food and drink, the cantrip inflicts 1-4 points of damage. Back
    41. Friends

      Level: 0
      P.P.E. Cost: 1/2
      Range:Self
      Damage: N/A
      Duration: Concentration, up to 1 minute
      Area of Effect: Individual
      Saving Throw: None
      Description: For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it. Back
    42. Frostbite

      Level: 0
      P.P.E. Cost: 1/2
      Range:60
      Damage: Special
      Duration: Instantaneous
      Area of Effect: 30' rad
      Saving Throw: Saving throw vs P.E. for half damage
      Description: You cause numbing frost to form on any creature in a 30 ft radius that you can see within range. The targets must make a P.E. saving throw. On a failed save, the target takes 1D6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. At Higher Levels. The spell s damage increases by 1D6 when you reach 5th level (2D6), 10th level (3D6), and 15th level (4D6). Creatures save for half damage. Back
    43. Gather

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 sq yard
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip enables the caster to neatly gather numerous small objects into a stack or pile. For instance, if nails, nuts, coins, papers, or like objects were spilled, the magic would bring them together. It can be sued selectively, for instance to separate one type of material from another; but only the selected type would be gathered neatly. Back
    44. Giggle

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: 2-3 seconds
      Saving Throw: Standard
      Description: By means of this cantrip, the caster causes the subject individual to involuntarily giggle. The loudness and length of this reaction depend on the saving throw. If the subject fails to save, the result will be a chuckle or giggle lasting about 2 or 3 seconds. If the save succeeds, only a brief chuckle will be caused. Back
    45. Gnats

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 cubic foot
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: This cantrip is similar to the bee and bug cantrips described above, except that when it is used a cloud of gnats is summoned. The swarm will immediately proceed to fly around the head of the nearest living creature, distracting the creature for 10-40 seconds unless a successful saving throw is made. Back
    46. Green-Flame Blade

      Level: 0
      P.P.E. Cost: 1/2
      Range:Self (5-foot radius)
      Damage: Special
      Duration: Instantaneous
      Area of Effect: 5 feet radius
      Saving Throw: None
      Description: You brandish the weapon used in the spell s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes 1D6 fire damage. At Higher Levels. At 5th level, the melee attack deals an extra 1D8 fire damage to the target on a hit, and the fire damage to the second creature increases to 2D8. Both damage rolls increase by 1D8 at 10th level (2D8 and 2D8) and 15th level (3D8 and 3D8). Back
    47. Groan

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: This cantrip creates the audible illusion of a wracking cry coming from some location no more than 10 feet from the caster. Naturally, those creatures within hearing distance are allowed a saving throw vs. spell, and if it succeeds the individual will hear no such noise. A container or door will not hamper the range, so that a groaning sound can be made to seem to come from behind a door, in a chest, etc. Back
    48. Gust

      Level: 0
      P.P.E. Cost: 1/2
      Range:30 feet
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: 10' radius
      Saving Throw: Saving throw vs P.S.
      Description: You seize the air and compel it to create one of the following effects at a point you can see within range:
      1. One Medium or smaller creature that you choose must succeed on a P.S. saving throw or be pushed up to 5 feet away from you.
      2. You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn t pushed with enough force to cause damage.
      3. You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
      Back
    49. Hairy

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: While this cantrip is not actually one of the standard useful ones which apprentices reverse for mischievousness, it is one which is generally used for no good purpose. It causes hair, fur, or hair like growth to thicken and lengthen. Thus, a head of hair, a peach, a beard, a cat, or whatever could be affected. The growth will cause the subject material to increase from 2-12 inches in length. The subject material must be trimmed or cut to remove the cantrip s effect. This cantrip can be reversed to shorten growth or effectively shave, but since the effect on short material (growth under 1 inch in length) is complete absence of growth for 2-12 days, it is not often used. Back
    50. Harmless Ray of Light

      Level: 0
      P.P.E. Cost: 1/2
      Range:6 yards + 1 yard per level
      Damage: N/A
      Duration: One second
      Area of Effect: One creature
      Saving Throw: Special
      Description: When cast, a ray of light is emitted from the wizard's index finger, lasting about a second. The colour is up to the wizard (sunlight cannot be duplicated, as the ray is monochromatic, like a laser). If aimed at a creature, a saving throw versus spell is required. If the saving throw succeeds, the ray missed. If it fails, the ray hits, inflicting no damage. Only a critical failure (1) can result in any ill effect. In that case, the victim was struck in the eyes, and is dazzled for 1D6 tenths of a round (-2 on all rolls). Of course, if the creature in question is blind, or immune to such attacks, there is no effect. At the GM's option, creatures particularly sensitive to light may be dazzled for a longer period of time. Back
    51. Haze

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot cube
      Damage: N/A
      Duration: 15 seconds
      Saving Throw: None
      Description: When a haze cantrip is cast, the atmosphere in the desired area of effect becomes cloudy, as if layered by smoke or filled with floating dust. Any creature attempting to discharge missiles or cast spells at a target screened by such a haze will be affected. The target is 5% harder to hit, so missile discharge is at 1 to hit and saving throws are at +1 (if a to hit roll is required.) Hiding in shadows is 5% more effective when screened by a haze cantrip. The hazy effect lasts but 15 seconds. It must be cast over an area with 1 foot of the caster. Atmospheric conditions will destroy the haze if applicable, a good breeze, rain, etc. A gust of wind spell will immediately disperse the haze. Back
    52. Hide

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: 5-10 minutes
      Saving Throw: Standard
      Description: This cantrip allows the caster to magically hide an object of virtually any size for a short period of time. The cantrip casts a dweomer over the desired object so that it becomes invisible to all who are in front of the caster. The dweomer will not work if viewers are beside or behind the caster. The cantrip lasts for 10 minutes on an object of 2 cubic yards or less in volume, but only half that for anything larger.
      Note: The magic does not affect sound, so that if a crowing rooster were made to seemingly disappear, the noise of its cry would still be heard. Likewise, if an elephant were hidden by the cantrip, the sound of its tread, trumpeting, or even breathing might be heard. Back
    53. Infestation

      Level: 0
      P.P.E. Cost: 1/2
      Range:30 Feet
      Damage: Special
      Duration: Instantaneous
      Area of Effect: Individual
      Saving Throw: None
      Description: You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a P.E. saving throw, or it takes 1D6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the direction rolled is blocked, the target doesn't move. At Higher Levels. The spell s damage increases by 1D6 when you reach 5th level (2D6), 10th level (3D6), and 15th level (4D6). Back
    54. Impersonation

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1 round
      Area of Effect: The caster
      Saving Throw: None
      Description: This cantrip allows the wizard to impersonate any speaker with nearly perfect ability. The wizard can only speak in languages he knows, and must possess a small item recently in close proximity to the original speaker (for example, an article of clothing). The wizard's audience will probably be greatly amused if they can see who is speaking, or completely fooled if not. Back
    55. Invisible Scribe

      Level: 0
      P.P.E. Cost: 1/2
      Range:3 feet
      Damage: N/A
      Duration: Concentration
      Area of Effect: Special
      Saving Throw: None
      Description: By casting this cantrip, the wizard brings into existence a field of force able to write normal materials with a quill pen. The wizard must sit quietly for the duration of the writing, and simply speaks what is to be written. The invisible scribe writes in a handwriting vaguely like the wizard's in any language the wizard knows how to read. It is fairly slow. Back
    56. Knot

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip is a permutation of the tie cantrip. Knot causes thread, string, cord, or rope to knot itself in such a manner as to be very difficult to untie, taking 2-8 melees to undo. It works even on material already affected by a tie cantrip, but not on magical ropes, ropes being held onto by a character or creature, or taut lines such as a bowstring. Back
    57. Know Quality

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Permanent
      Area of Effect: Equivalent of one bottle or less
      Saving Throw: None
      Description: By casting this spell, an apprentice or wizard is able to tell what quality of wine or champagne he is drinking. This spell will let the caster know by quickly flashing a colour, on the surface of the drink, corresponding to the level of quality. It will also warn of possible spoilage (but not of poison). The colour black means poor or bad quality. Blue means good or average quality. A light blue means very good and white meansexcellent. If the flash is black and red, the wine is spoilt. Back
    58. Know Vintage

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Permanent
      Area of Effect: Equivalent of one bottle or less
      Saving Throw: None
      By use of this spell, an apprentice or wizard is able to tell the vintage (year) of one single bottle of wine or champagne. It is also possible to tell, with a 10% chance of failure, the vineyard or winery where the wine came from. This spell is very useful for those who are not sure about a particular bottle of wine. Back
    59. Lubrication

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage:
      Duration: 10 minutes per level
      Area of Effect: 10x3-inch area
      Saving Throw: None
      Description: This cantrip covers an organic surface with a slippery layer of a greasy nature. Back
    60. Luminous Eyes

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1 round
      Area of Effect: The caster
      Saving Throw: None
      Description: This cantrip causes the caster's eyes to become luminous (not a light source worth a damn, but pretty impressive). Back
    61. Mage Hand

      Level: 0
      P.P.E. Cost: 1/2
      Range:30 feet
      Damage: N/A
      Duration: 1 minute
      Area of Effect: Self
      Saving Throw: None
      Description: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds. Back
    62. Magic Feather

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Concentration
      Area of Effect: One feather
      Saving Throw: None
      Description: This spell simply allows the wizard to control a feather. This is very useful for writing things secretly, or for tickling someone. It is related to the unseen servant spell. Back
    63. Mask

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: 10 miutes
      Saving Throw: None
      Description: A mask cantrip enables the caster to alter his or her visage, or the visage of whatever subject individual s/he chooses, by means of an illusion. Ears, hair, head shape, facial features, and all such aspects of appearance are affected. This spell causes others to not see the details of the wizard's face. Anyone paying attention to the wizard is entitled to a saving throw versus spell. If the saving throw succeeds, they realise that they cannot discern some detail in the wizard's appearanceThe mask will only be detectable if a viewer peers closely or can detect illusion and does so. Back
    64. Mend

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: Piece of cloth touched
      Saving Throw: None
      Description: This spell rejoins parted fabric, whether it was torn, cut, ripped, or shredded. It does not affect leather, nor will it affect a tear that has been subsequently altered significantly (sewn to something else, or hemmed). Back
    65. Mending

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: Single Object
      Saving Throw: None
      Description: This spell repairs a single break or tear in any object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can t restore magic to such an object. Back
    66. Mini Missile

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 yard + 1 yard per 3 levels
      Damage: 1 sdc
      Duration: Instantaneous
      Area of Effect: Special
      Saving Throw: None
      Description: This cantrip is a weaker version of magic missile. Casting generates only a single missile that does 1 point of damage. Back
    67. Mirage

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Special
      Saving Throw: Standard
      Description: This cantrip lets the caster cause an area to appear to be something other than it is. The mirage cantrip brings an illusionary scene to cover the area. The area must be relatively flat and featureless, and the mirage must be an actual place, in existence at the time, which the caster has actually beheld. The cantrip lasts for as long as the caster concentrates, although each melee there is a 5% cumulative chance that it will waver and reveal its true nature. Touching a mirage will instantly dispel the cantrip. Back
    68. Mirth

      Level: 0
      P.P.E. Cost: 1/2
      Range:20 yards
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: 100 yards
      Saving Throw: None
      Description: This cantrip causes a high-pitched, girlish giggle to come into existence somewhere within 20 yards of the caster. The caster controls where it will sound. It only lasts for a second or two,and requires the caster to point at the location. Back
    69. Moan

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: This cantrip is the same as a groan cantrip, except that the sound involved is either a pitiful moaning or else an eerie one. The desired sound is either a low-pitched one for the haunting effect or a high pitched one for the pitiful effect. Back
    70. Mouse

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip enables the caster to bring forth a mouse up to 1 foot from his position. The animal will be a typical field mouse or as similar a species as possible. When it arrives, the caster will have no control over the mouse, and the animal will behave, as would any mouse in the given situation. Back
    71. Mute

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: 1 minute
      Saving Throw: Standard
      Description: The mute cantrip allows the caster to alter the shape of small objects of a mineral nature. The magic is effective against glass, metal, stone, etc. A plane can be altered to a rod, a torus to a sphere, etc. Thus, a coin could be changed to be a ring. Similarly, glass could be changed to crystal, lead to silver, copper to gold, etc. However, magical items are too strong for this cantrip to affect them. If another individual actually touches the object affected, they make a saving throw vs. spell magic and if it succeeds the cantrip is dispelled. Back
    72. Nod

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: This cantrip causes the subject to give an involuntary nod of the head due to muscle contraction. The effect is as if the subject were nodding in agreement or as a greeting. A successful saving throw negates the effect. Back
    73. Noise

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot radius
      Damage: N/A
      Duration: Special
      Saving Throw: Standard
      Description: The caster of a noise cantrip causes illusory sound of whatever nature s/he desires, although it is indistinct and confusing. Thus, s/he can cause a murmuring sound as if many voices were speaking behind a thick door or at a great distance, a rushing sound similar to wings and wind combined, shuffling and scraping as if many people were moving things or walking slowly but at some distant place etc. The cantrip lasts for as long as the caster concentrates. Back
    74. Notice

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Concentration
      Area of Effect: The caster
      Saving Throw: None
      Description: With this cantrip, the wizard can put himself into a trance-like state in which he is highly aware of the details of his surroundings. For the duration of the trance, the wizard is at +2 perception (or +4 if there is something particular he is looking for), but cannot take any actions. Also, he is at a -2 penalty to rolls and is likely to ignore most attempts at communicating with him. The wizard can break the trance at any time, and can do so in response to a remark he "didn't hear", an impending attack, or whatever - it is assumed that his subconscious will snap him out if really necessary. Back
    75. Palm

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: 10 seconds
      Saving Throw: Standard
      Description: This cantrip enables the caster to secret a small object in his hand without seeming to do so. The dweomer creates an illusory duplicate of the object to be palmed, so that the other can be taken while under a form of hide cantrip (which actually works regardless of viewer position.) The illusory duplicate must be quickly covered or screened form view, or else any onlookers will see it wink out of existence. Back
    76. Pitch

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 2 rounds
      Area of Effect: The caster
      Saving Throw: None
      Description: This cantrip sounds a perfectly-tuned note from out of nowhere. The note is centred on the wizard, and can be heard from a distance of 20 feet. Things that block normal noise (walls, curtains, silence, 15-foot radius, etc.) block this as well. This spell is useful for tuning instruments "by ear", or with the help of a tune cantrip. It is also slightly disturbing to those around the wizard, as any single note would be if held outfor two rounds. To cast this cantrip, the bard must speak out loud the name of the note he wishes to hear, such as "middle C", "B flat", or "quarter-step above the first F sharp above Back
    77. Polish

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: When this cantrip is used, the caster magically smoothes and brings a luster to materials such as wood, metal, stone, leather, or ceramic. Naturally, the desired object must be relatively clean in order for the cantrip to be effective. The object affected must be of reasonable size a floor up to 100 sq feet, an armoire, etc. It works better on smaller objects, of course, such as boots, mirrors, crystal containers, etc. Back
    78. Present

      Level: 0
      P.P.E. Cost: 1/2
      Range:2 foot radius
      Damage: N/A
      Duration: Special
      Saving Throw: Special
      Description: A present cantrip enables the caster to bring any small object or series of objects from within a 2 foot radius of his or her person to his or her hand. The object or objects will appear magically in the caster s had. If an object as large as a tankard is thus presented, the cantrip will be exhausted, but as many as a dozen coins could be brought to the hand before the dweomer failed. The caster must know the exact nature and location of the object or objects to be presented. If they are on the person of another individual, a saving throw vs. spell magic applies, unless the object or objects are in plain sight. Back
    79. Protection from Sun (Reversible)

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 3 hours + 1 hour per level
      Area of Effect: Person touched
      Saving Throw: None
      Description: This cantrip protects the target from suffering sunburn even under very adverse conditions. It does not protect against sun stroke, snow-blindness, or heat exhaustion. The reverse of the spell, tan, allows the target to get a nice tan by staying in the sun for only an hour or so in any clime and on all but the cloudiest days. Back
    80. Quick Makeover (Reversible)

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: Person touched
      Saving Throw: None
      Description: This spell arranges the target's hair, cleans the face and skin, applies some minimal amounts of make-up, sprays the target with any desired perfumes, fixes the target's clothing or minor bits of apparel, etc. The spell cannot dress the target. The castermust have all the objects needed to perform these operations on hand. Upon casting the spell, the desired objects begin flying around the target and fixing her up. This spell applies equally well to males as to females, and can be reversed to muss the target up. Back
    81. Rainbow

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: 1D4 seconds
      Saving Throw: Standard
      Description: By means of this cantrip, the caster brings into being a plane of pastel colours, which exactly duplicates a rainbow. S/he can cause this 30 foot long, 1 foot wide band of colour to arch into a bowed shape, remain a ribbon, twist and turn, etc. In any event, one end of the rainbow must be within 1 foot of the caster when the cantrip is cast. The colours will glow softly and be visible even in total (non-magical) darkness. If no motion is desired, the caster may leave the vicinity of the rainbow; however if motion is desired, the caster must control it, and remain within 1 foot of one end of it. The rainbow will last for 1 minute and then fade away. All creatures failing to save will gaze at the rainbow for 1D4 seconds (1D4+1 if the caster keeps it in motion.) Back
    82. Rattle

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: 2 seconds
      Saving Throw: Standard
      Description: By means of this cantrip, the caster causes the audible illusion of a rattling sound associated with chains. Its direction and distance is the same as for a groan cantrip. The sound will last for up to 2 seconds. All creatures within 10 feet of the sound are entitled to a saving throw to determine whether they hear the illusionary sound. Back
    83. Ravel

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: 1 minute
      Saving Throw: None
      Description: This cantrip is the reverse of stitch. It will work only if there is a loose or broken thread in the seam or fabric to be affected, except for material magically stitched by the appropriate cantrip. When the latter sort of seam or material is involved, the ravel cantrip will always work except in a case where the subject is otherwise magical, i.e. a bag of holding, a cloak of protection, boots of elven kind etc. Back
    84. Remove

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Permanent
      Area of Effect: 1-yard per level cube touched
      Saving Throw: None
      Description: Like the cantrip Sort, remove can remove a number of things from a pile of things. The objects removed are not gone, but placed on a pile adjacent to the original pile. This cantrip has the same restrictions and capacities as the Sort. Back
    85. Restore

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: Piece of clothing touched
      Saving Throw: None
      Description: This spell regenerates worn out cloth, returning it to its original strength and texture. Faded pants, for example, would unfade. Any holes in the cloth must be fixed first, however, for it will not fix anything worse than wear and rubbing. Back
    86. Salt

      Level: 0
      P.P.E. Cost: 1/2
      Range:4 yards
      Damage: Special
      Duration: Instant
      Saving Throw: None
      Description: This cantrip causes a sprinkling of fine salt to magically appear and descend upon the desired object a stew, a troublesome weed patch, or a barrel full of stock fish to be preserved. The object must be of a reasonable size up to perhaps 4 sq yards in area or about 30 gallons liquid volume. Care must be taken to avoid over-salting if the object involved is smaller, and if the object is larger, it will not receive much salt. Creatures adversely affected by salt (such as a giant slug) take 1-4 points of damage from this cantrip. Back
    87. Sapping Sting

      Level: 0
      P.P.E. Cost: 1/2
      Range:30'
      Damage: 1D4
      Duration: Instantaneous
      Area of Effect: individual
      Saving Throw: Standard
      Description: You sap the vitality of one creature you can see in range. The target must succeed on a P.E. saving throw or take 1D4 damage. Back
    88. Scratch

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: A scratch cantrip causes the subject creature to experience an annoying itch on some portion of the body. Unless a saving throw is successful, the subject will involuntarily scratch at this itch. This will take but a second, and will immediately cause the itch to cease. Back
    89. Shape Water

      Level: 0
      P.P.E. Cost: 1/2
      Range:30'
      Damage: N/A
      Duration: Instantaneous or 1 hour
      Area of Effect: 5' radius
      Saving Throw: none
      Description: You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
      1. You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn t have enough force to cause damage.
      2. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
      3. You change the water s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
      4. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
      If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Back
    90. Shears (Reversible)

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Concentration
      Area of Effect: One target
      Saving Throw: Negates
      Description: Shears causes hair, fur, or fur-like growth on the target to shorten by up to an inch, possibly causing it to disappear. Its effect on nearly bare skin is to completelyprevent growth for 2 days. The reverse of this spell, augmented hairiness, causes hair or fur to thicken and lengthen by up to two inches. This increase is permanent until the hair is trimmed or cut. Neither form affects rugs, furs, or any other hair or fur not on a living body. Unwilling targets get a saving throw versus spell. Back
    91. Shine

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: Similar to the polish cantrip, this magic allows the caster to remove tarnish, rust, corrosion, and similar substances from the desired object. This cantrip brings about a mirror-bright shine to objects capable of such, causing their surfaces to be smooth and unmarred. A piece of jewelry, for instance, would be made more attractive, and the gems (only of such a piece might be actually made more valuable.) If base value of the gem(s) in a piece of jewelry was originally decreased, and a shine cantrip is used upon the object, then the owner may (if desired) find out whether the value of the gem(s) has been changed. No gem can be re-valued in this manner more than once. Back
    92. Shoo

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1 hour per level
      Area of Effect: 30-foot radius
      Saving Throw: None
      Description: This spell allows the wizard to "shoo" away annoying bugs and small pests. Back
    93. Slap

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: One creature
      Saving Throw: Negates
      Description: The victim of this spell feels a forceful slap across the cheek. Creatures must save versus spell or lose concentration and be distracted for one round, dazed by the blow. Back
    94. Smokepuff

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: When this cantrip is employed, a puff of actual smoke appears in the desired location, up to 1 foot distant from the cater, and will ascend as would a normal cloud of smoke, or be dissipated, depending on the prevailing conditions. The caster can cause the smoke to be white, gray, black, brown, yellow, or green. Back
    95. Sneeze

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: A cantrip of this nature causes an irritation in the nasal passages of the subject. Unless the subject makes a successful saving throw vs. spell, a sneeze will occur. This single sneeze will relieve the irritation. Back
    96. Sort

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Permanent
      Area of Effect: 1-yard per level cube touched
      Saving Throw: None
      Description: This cantrip separates the specified amount of any mixture of dry materials: salt and pepper, for example, or gold, platinum, and bronze. The cantrip does not affect living things, and cannot be used to separate materials bound together, i.e., mortar, plaster or stone. Back
    97. Sour

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: When this cantrip is used, the caster causes the subject food or drink to take on a sour taste, not unlike vinegar of the appropriate sort. While it is typically used to spoil wine, beer, or some pastry, the sour cantrip can be used to useful purpose. The magic actually causes about a pint of vinegar to appear over the subject. This can be an empty container in which such liquid is desired. Back
    98. Spare the Dying

      Level: 0
      P.P.E. Cost: 1/2
      Range:touch
      Damage: N/A
      Duration: instantaneous
      Area of Effect: individual
      Saving Throw: none
      Description: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. Back
    99. Sparks

      Level: 0
      P.P.E. Cost: 1/2
      Range:1D4 feet
      Damage: Special
      Duration: Instantaneous
      Area of Effect: A few square feet
      Saving Throw: Special
      Description: When this cantrip is cast, a shower of sparks sprays forth from the wizard's hand. These sparks are harmless unless cast in the presence of highly flammable or explosive substances. Creatures particularly susceptible to fire damage, such as trolls, may, at the DM's option, suffer a point or two of damage from the sparks. Such injury can be avoided with a successful saving throw versus breath weapon at +4. Back
    100. Spice

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: Unlike the flavour cantrip, this magic actually brings a particular spice to the object of food or drink. Thus, ginger, pepper, and like spices can be brought to add zest (or disguise.) Herbs such as bay leaf, garlic, parsley, and so forth can likewise be evoked by this cantrip. The quantity is sufficient to spice food or drink for about a dozen people. The spice (or herb) appears over the object vessel as a fine powder or flake, falls upon it, and ads its substance to the dish or drink. Back
    101. Spider

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: Special
      Duration: Instant
      Saving Throw: None
      Description: Much as the bee, bug or mouse cantrips, spider summons a small, ordinary spider from elsewhere to the location desired by the caster, up to 1 foot distant from his or her person. The arachnid so summoned will usually be a common garden spider or the like, no larger than an inch or two in diameter, and basically harmless. There is a 5% chance that the creature will turn out to be one with powerful poison (black widow, brown recluse, etc.) Since the spider summoned will be annoyed, the creature upon which it finds itself, if such is the caste, will be subject to an immediate bite attack. This will have only a momentary effect, distracting the victim for a couple of seconds if it is a normal spider. If the spider is of the poisonous sort, the victim must also make a saving throw vs. poison. Back
    102. Spill

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: The opposite of a gather cantrip, this enables the caster to cause the contents of a container to spill out. The object container is actually tipped by the cantrip, and since the magic is not powerful, containers of more than about 1 gallon in size, or magical ones, will not be affected by the cantrip. Solids and/or liquids within the object container will spill out, if the container is not securely closed or capped. Back
    103. Sprout

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: By means of this cantrip, the caster causes acceleration in the growth of plants, particularly with respect to the germination of plant seeds. Upon its casting, the cantrip will cause seeds to shoot forth tiny sprouts, newly sprouted plants to grow an inch or so, buds to flower etc. Fruits and vegetables can be caused to ripen (or actually go past ripening to spoilage) by this cantrip. Back
    104. Stepping Stones

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1 round per 4 levels
      Area of Effect: Four spheres, 1-foot diameter each
      Saving Throw: None
      Description: This cantrip creates 4 spheres of force of approximately 1 foot in diameter. They can be placed anywhere within 20 feet of each other, and last approximately 1 round per 4 levels of the wizard. Combat of just about any sort will destroy these very useful discs, so they are not useful in combat. Furthermore, these disks cannot inflict any damage to anything. Back
    105. Stitch

      Level: 0
      P.P.E. Cost: 1/2
      Range:Special
      Damage: N/A
      Duration: None
      Saving Throw: None
      Description: This cantrip magically sews seams in cloth or leather. It will make new ones, or repair old work. About 20 yards of cloth can be thus stitched but only about 2 yards of leather. The seam thus created is neither stronger nor weaker than a seam done without magic. Back
    106. Stone

      Level: 0
      P.P.E. Cost: 1/2
      Range:20 feet
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: One pebble
      Saving Throw: Special
      Description: This cantrip conjures up a small pebble in any desired location within 20 feet of the wizard. If the pebble is to affect another creature in any way, a saving throw is permitted to resist the spell. Back
    107. Sweeten

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip is the same as a spice cantrip, except that the result is the evocation of a sweetener sugar, honey, or even syrup. Back
    108. Tangle

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: A permutation of the tie cantrip, this magic allows the caster to cause fine material such as thread, hair, small grass, and the like to become twisted and entwined in a tangle. It will not work on heavy material such as rope. Untangling subject material will take 3-12 melees, unless it is roughly done and the material is broken and snapped in the process, torn loose, etc. The cantrip will tangle mixed materials such as grass and string, hair and threads, and so forth. Back
    109. Tap

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: By means of this cantrip, the caster is able to evoke an invisible force which will tap or rap against some solid object a door, lid, floor, table, wall, pane, or whatever. The sound will occur one, two or three times. Back
    110. Tarnish

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: The reverse of the shine cantrip, this causes a covering of rust, corrosion, verdigris, or the like to cover an object normally subject to such tarnishing. The object must be 1 cubic yard in volume or less. Back
    111. Taster's Choice

      Level: 0
      P.P.E. Cost: 1/2
      Range:30 feet
      Damage:
      Duration: 1 round per level
      Area of Effect: One creature
      Saving Throw: Negates
      Under the influence of this cantrip, an individual eating will taste whatever taste is desired. Back
    112. Thaumaturgy

      Level: 0
      P.P.E. Cost: 1/2
      Range:30'
      Damage: N/A
      Duration: Up to 1 minute
      Area of Effect: Self
      Saving Throw: none
      Description: You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
      1. Your voice booms up to three times as loud as normal for 1 minute.
      2. You cause flames to flicker, brighten, dim, or change color for 1 minute.
      3. You cause harmless tremors in the ground for 1 minute.
      4. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
      5. You instantaneously cause an unlocked door or window to fly open or slam shut.
      6. You alter the appearance of your eyes for 1 minute.
      If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Back
    113. Thump

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: An audible illusion, the thump cantrip causes all creatures within a 10 foot radius of the area of effect to hear a loud but muffled thumping sound, as if something large just fell from a height of a foot or so. A successful saving throw vs. spell nullifies the effect. Back
    114. Tie

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: By means of this cantrip, the caster can magically cause the object of the magic thread, sting, cord, rope, or even cable to tightly knot itself to either its other end or an end of a similar object within 1 foot of it. The resulting knot will be a normal one such as a square knot, half-hitch, running bowline, or whatever other sort is desired. Back
    115. Back

    116. Tune (Reversible)

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: 5-foot radius sphere
      Saving Throw: None
      Description: With this cantrip, the bard can bring one note of an instrument in tune with either a hummed note, the equivalent note played by a second instrument, or the result of a preceding pitch cantrip. The one note will end up perfectly in tune with the reference note. The reverse of this cantrip, untune, causes one note of the specified instrument to become horribly out of tune. Back
    117. Tweak

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: By means of this cantrip, the caster causes an unseen thumb and forefinger to harmlessly, but annoyingly, tweak some portion of a chosen subject within 5 feet of the caster. Portions subject to the cantrip are: cheek, nose, ear, beard, moustache, whiskers, or tail. The cantrip s effects do not disturb spell casting, although the tweaking might distract any creature by causing it to turn to discover the source of the annoyance. Back
    118. Twitch

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: By means of this cantrip, the caster causes a muscle contraction in some portion of the subject creature s appendages head, neck, hand, arm, foot, leg, etc. The twitch will be noticeable, but will not cause the subject great discomfort or loss of control or concentration. Back
    119. Umbrella

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1 hour per level
      Area of Effect: The caster
      Saving Throw: None
      Description: As with all cantrips, this one can be very useful, but not very powerful. It manifests itself as a field of force that resembles an umbrella. It lasts for up to one hour per level of the wizard at most, but if the concentration of the wizard is broken for more than one round, it will fade away. It actually does have some form and is "worth" 6 HP, but only magical weapons will affect it. Back
    120. Unbutton (Reversible)

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: One object
      Saving Throw: None
      Description: By means of this cantrip, the caster can magically cause the object of the magic to unbutton itself. The reverse, button, buttons an object. Back
    121. Unlock

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip enables the caster to conjure an invisible, key-like force appropriate to the locking mechanism to be opened (or closed.) The unlock cantrip will affect only simple locks of the most basic sort. Locks with tumblers or levers, as sell as combination locks, are not subject to this cantrip. Back
    122. Untie (Reversible)

      Level: 0
      P.P.E. Cost: 1/2
      Range:10 feet
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: One object
      Saving Throw: None
      Description: By means of this cantrip, the caster can magically cause the object of the magic - thread, string, cord, rope - to untie itself. The reverse, tie, ties an object. Back
    123. Vicious Mockery

      Level: 0
      P.P.E. Cost: 1/2
      Range:60'
      Damage: Special
      Duration: Instantaneous
      Area of Effect: Individual
      Saving Throw: save vs M.E.
      Description: You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on an M.E. saving throw or take 1D4 damage and have -3 on the next attack roll it makes before the end of its next turn. At Higher Levels. This spell s damage increases by 1D4 when you reach 5th level (2D4), 10th level (3D4), and 15th level (4D4). Back
    124. Virtue

      Level: 0
      P.P.E. Cost: 1/2
      Range:touch
      Damage: N/A
      Duration: 1 round
      Area of Effect: individual
      Saving Throw: none
      Description: You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1D4 + your spell strength modifier. The temporary hit points are lost when the spell ends. Back
    125. Vision

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: 1 turn
      Area of Effect: The caster
      Saving Throw: None
      Description: This cantrip allows the wizard to see things in the distance up to three times better for the duration of this spell. It also allows him to see things more clearly as they appear to be only one third of the distance away. It does, however, cause some problems when trying to see things close-up. The spell's duration may be ended at any time. Back
    126. Warm

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: This cantrip is the same as chill, except that the magic brings a warming of the liquid or solid. The temperature will rise at most about 40 deg. F. The cantrip will never cause living creatures to become warmer than their normal body temperature. Back
    127. Wash

      Level: 0
      P.P.E. Cost: 1/2
      Range:0
      Damage: N/A
      Duration: Instantaneous
      Area of Effect: One 10x10x10 foot cube
      Saving Throw: None
      Description: This spell removes dirt from all smooth surfaces in the area of effect. This includes skin, dishes, and stone walls, but not wood (unless highly polished), a dirt floor, etc. Back
    128. Whistle

      Level: 0
      P.P.E. Cost: 1/2
      Range:1 foot
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: When this cantrip is cast, the dweomer causes a faint or loud whistling sound. A faint whistling can be heard within 10 feet, a loud one within 30 feet. The sound can be sharp and normal seeming or echoing hollow and eerie. Back
    129. Wilt

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: A reverse of the freshen cantrip which affects only vegetable material whether growing or picked. Thus, a plant can be made to wilt (or possibly wither if it is not very healthy,) or a bunch of cut flowers sag or droop. Back
    130. Wink

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: This cantrip enables the caster to cause the subject individual to wink one eye. A saving throw indicates that the winking is rapid and not greatly noticeable, while failure to save indicates a greatly exaggerated, prolonged winking. Back
    131. Wrap

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: Instant
      Saving Throw: None
      Description: When a wrap cantrip is employed, the caster creates a strong and sturdy wrapping around an inanimate object such as a bit of herbs, a heap of flour, a bundle of cloth, etc. The material of the cantrip is of a suitable type and thickness for the item(s) to be wrapped. Thus, a few ounces of fine powder will be contained in a waxy tissue, gem stones in a felt-like envelope, meal in cloth, and so forth. The wrapping can be undone normally, but the caster can just as easily order it to open. Back
    132. Written Word (Reversable)

      Level: 0
      P.P.E. Cost: 1/2
      Range:Touch
      Damage: N/A
      Duration: 1 hour
      Saving Throw: None
      Description: When a write cantrip is employed, the caster creates a mystic pen that will write what the caster tells it to. This cantrip can be used in conjunctiuon with the appearing ink cantip, if the caster is fortunate enough to know it, otherwise a supply of ink must be handy. Back
    133. Yawn

      Level: 0
      P.P.E. Cost: 1/2
      Range:5 feet
      Damage: N/A
      Duration: Instant
      Saving Throw: Standard
      Description: A yawn cantrip makes the subject creature feel a brief wave of drowsiness, which in turn evokes a yawn reaction. If a saving throw succeeds, the subject is totally unaffected by the cantrip. Failure, however, not only forces a yawn to immediately occur, but the subject is then more susceptible to a sleep spell. During the balance of the round in which the yawn cantrip was cast, and during the whole of the following round, the subject will automatically fall into comatose slumber from a sleep spell or psionic cast upon it. On spells/psionics that affect more than one person it allows for an extra person to be made to sleep. Back

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