Cantrips

By Class
Cleric
Druid
Magic-User
Illusionist

Casting Cantrips

Casters can cast a number of cantrips equal to all their spell slots combined per day. They do not need to memorize them. Saves on Cantrips are made with advantage.

Casting a cantrip is nearly instantaneous but requires the caster to be holding a spell book, spell focus, or holy item and concentrating on the cantrip. There are no consumed components for most cantrips but some - like change, hide, palm, present, etc do require components for the cantrip.

Cleric


Learning a new orison takes 1-2 weeks of study and prayer in a cathedral or monastery.

Roll (d12)Orison Learned
1Aspiration
2Benediction
3Candle *
4Canticle
5Cure Minor Wound
6Malediction
7Meditation
8Protection *
9Warding
10Learn (1-6) Find a Stray or (7-12) Ripen from the Druid List
11Roll on Magic user List
12Choose any Orison from this list
* Cleric Only

Aspiration
Very meta game. The caster makes a roll only the GM sees.

With the the next 24 hours game time the caster may petition to replace any roll with the secret roll. The caster can replace any roll for any action as long as: the caster is aware of the action the roll is being made for, the character and the caster must agree to use the secret roll.

Benediction
The caster grants one target +1 to a roll. The caster must be able to touch the target.

Candle
The caster summons a holy candle they can hold for the duration of the cantrip. Natural wind effects can not put the candle out as long as the caster holds it but submersion in fluid still puts the candle out. The candle will light a 10' radius but does not generate heat so can not be used to light other combustibles. Lasts 1 round per level of caster.

Canticle.
The caster grants a target a +1 to any save, but suffers the effects of the failed save (but not the benefits for a success).

Cure Minor Wound
Cure 1 hit point or stabilize the target (prevent death saves).

Malediction
The caster imposes one target a -1 to a roll. The caster must be able to see the target.

Meditation
The caster spends 1 hour in prayer to receive +2 on fear saves for 24 hours. Self Only.

Protection
The caster puts a visible aura on themselves and the target. As long as they remain together all attacks will target the caster and the caster gets +2 to AC. Neither the target or the caster can attack or cast or the effect ends but the caster can cast healing spells on the target without ending the spell. Lasts 1 round per level of caster.

Warding
The caster puts a visible aura on the target, granting +2 protection from evil for 1 round. Must be abe to touch the target. The target can not move, cast, or attack.

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Druid


Learning a new orison takes 1-2 weeks spent in commune with nature away from people and settlements.

Roll (d12)Orison Learned
1Aspiration
2Benediction
3Canticle
4Cure Minor Wound
5Find a Stray *
6Malediction
7Meditation
8Ripen *
9Warding
10Learn (1-6) Candle or (7-12) Protection from the Cleric list
11Roll on Magic user List
12Choose any Orison from this list
* Druid only

Find a Stray
Locate a missing animal within a couple of kilometers.

Ripen
Causes unripened or over ripened fruit to change to the peak to ripeness. One serving of fruit per casting.

Plus access to the clerical orisons
Aspiration
Benediction
Canticle
Cure Minor Wound
Malediction
Meditation
Warding

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Magic User


Learning a new cantrip takes 1-2 weeks of study with a well appointed library working under a 9th level or higher magic-user.

Roll (4d10)Cantrip Learned
4Bee
5Belch
6Blink
7Bug
8Change
9Coloured Light *
10Cough
11Creak *
12Distract
13Firefinger
14Flick
15Footfall *
16Giggle
17Gnats
18Groan *
19Hide
20Moan *
21Mouse
22Mute
23Nod
24Palm
25Present
26Rattle *
27Scratch
28Smokepuff *
29Sneeze
30Spider
31Tap *
32Thump *
33Twitch *
34Whistle *
35Yawn
36Learn (1-6) Candle or (7-12) Protection from the Cleric list
47Learn (1-6) Find a Stray or (7-12) Ripen from the Druid List
38-40Choose any Cantrip from this list
* Illusion Cantrip

Bee
Bug
Mouse
Spider
Summons a Bee, Bug, or Mouse that appears in the sight of the target and runs about erratically for up to 5 rounds. Each is learned separately, mainly because senior magicians need to keep junior magicians busy. Can be cast with a first level spell slot to summon a live creature that does not disappear at the end of the spell. Requires sight. Requires concentration.

Belch
Causes the target to audibly belch. This is a contest worthy, room rocking, gut rumbling, belch. Barny Grumble would be proud. Requires sight. Save negates.

Blink
Causes the target to blink for a few rounds. Requires sight. Save negates.

Change
Convert something from one material to another. Paper to cloth, silver to gold, etc. The result can be permanent or temporary or fleeting. Generally, the more complicated or valuable the end product is the shorter the time the change lasts.

Coloured Light
The caster conjures a small coloured light no bigger than a coin in the palm of thier hand. The light can be guided that will light up a 5' radius for up to 10 rounds. The caster must recite a poem or sing a song featuring the colour desired and the word light or bright at regular reading volume for the length of the spell. The light can be moved at will by the caster but the caster can not move or be moved during casting. Requires sight. Requires concentration. Illusion cantrip.

Cough
Causes the target to have a coughing fit lasting a few rounds. Requires sight. Save negates.

Creak
Groan
Moan
Footfall
Rattle
Tap
Thump
Whistle
The caster can cause the named sound to come from the target location. The caster must be able to see the target location but can have the sound from behind or inside the target object. For example the footfall can come form the other side of a closed door. Each sound is learned as a separate cantrip. The sound can be repeated every round for up to 5 rounds. Requires sight. Requires concentration. Illusion cantrip.

Distract
The Caster causes all who are watching him to look at an area/object of the caster’s choice. This only affects targets that have object permanence and are aware of the caster and observing the caster.

Firefinger
The caster can emit a jet of flame the length of their hand from any finger for up to 3 rounds. The flame cast light as a candle and will light combustibles as a flame of equal size. It can not be used asa a weapon. Placing anything living into the flame will cause the spell to end. The exception is the caster can place his own body into the flame without causing the flame to go out. It will do 1 hp damage per round however (this breaks the usual cantrips can not do damage rule). The caster could use this to burn ropes binding his own hands for example, but not someone elses binding. Can be cast with a first level spell spot to triple the size of the flame and the duration but this does not remove the damage limits or other effects. Requires concentration.

Flick
The caster can flick or tug the target within sight just as they could physically. The caster can name a visible feature like nose, ear, mustache, cheek, tail, etc. Must recite the phrase "stop punching yourself" loud enough for the target to hear. Can repeat every round for up to 3 rounds. Requires sight. Requires hearing. Requires concentration. Save negates.

Gnats
Simliar to Bee, Bug, Mouse, or Spider but summons a small swarm of very tiny thnings instead of one large thing. Requires sight. Requires concentration.

Giggle
Causes the target to have a giggle for a few rounds. Requires sight. Save negates.

Hide
The caster can cause any physical object to be hidden for a short time. The larger the object the shorter the time the object stays hidden. An object smaller than a coin can be hidden for at most a turn, objects smaller than a loaf od bread can be hidden for up to 2 rounds, items larger can only be hidden for a few seconds.

Mute
The caster can mute the target for a few seconds. The target can still speak and this will not disrupt spell casting. Equivalent to reducing the target volume by 99%.

Nod
Causes the target to enthusiastically nod their head. Does not generate disadvantage but might get you past the bouncer at the club. Requires sight. Save negates.

Palm
Similar to Hide, the caster can conceal an object in the palm of their hand, objects more than double the size of their hand can not be hidden. Requires concentration.

Present
The caster can bring forth up to a dozen objects about the size of a coin from within arms reach into the palm of their hand or another reveal location. The caster must be aware of the object and be able to physically manipulate the object - for example the caster can not use this to pick the pocket of someone else but could use this to pull coins form their own pocket.

Scratch
Causes the target to have a nearly un-ignorable itch. Requires sight. Can continue effect with concentration. Save negates, Save every round of concentration.

Smokepuff
Conjures a puff of smoke appearing withing arms reach of the caster. The puff of smoke is accompanied by a slight scent of brimstome and is affected as normal by the environment. The caster has no control over the movement of the smokepuff but can hold the small cloud together with concentration for up to 3 rounds. Requires sight. Requires concentration. Illusion cantrip.

Sneeze
Causes the target to have a sneezing fit of 3 to 5 loud sneezes. Requires sight. Save negates.

Twitch
Causes the target to have a small muscle spasm/twitch. Not enough to drop a weapon. Requires sight. Can continue effect with concentration. Save negates, Save every round of concentration.

Yawn
Causes the target(s) to yawn. Each round caster can target someone that saw a target yawn from the spell the previous round. Requires sight. Requires concentration. Save negates.

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Illusionist


Illusionist can cast all magic user cantrips. When casting an illusion based cantrip Illusionists can double the maximum duration of the cantrip as well as the following effects.

Coloured Light
Once per round the Illusionist can change the colour of the light by changing the colour in their poem or song.

Creak
Groan
Moan
Footfall
Rattle
Tap
Thump
Whistle
Each round the Illusionist can change the sound to another cantip they know from the same target location OR they can have the same sound come from a new target location (but not both during the same casting).

Smokepuff
The Illusionist can generate a new smokepuff each round. They still have no control over the movement of the smokepuff.

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New Cantrips


Players can create new cantrips but they are limited to the following

  • The effect can't generate wealth (no creating something of greater value than the components)
  • The effects can't do damage
  • The effects can't generate advantage directly

Notes


Requires Concentration
Anything more than moving a few steps will break concentration ending the effect.

Requires Sight
The caster must be able to see the target location. If the target location is moved out of site of the caster the effect ends.

Requires Hearing
The target must be able to hear the caster.

Based on the cantrips Articles from Dragon Magazine

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