Book of Cantrips

Please remember the rules for Cantrips:

1) No cantrip can Directly injure another individual.
2) No cantrip can Directly interupt anothers concentration.
3) When influencing another or anothers possessions then that person is entitled to a save vs. spells.
4) Cantrips will not harm any magical item, or any item or person within. The protection of a Protection from Cantrips Spell.
5) Specialists cannot creat cantrips belonging to their opposition schools.


Marbles: Can create two handfulls of marbles which when thrown cause any walking or running over them to make a Dex check or suffer damage from falling, another check is made to stand again. Also this spell can be modified to make Caltrops, however they have a normal duration compared to the permanant duration of the marbles.

Balance: This Cantrip gives the caster more control over his equilibrium so that he/she may for example cast spells while on board a ship without being braced, or it may help in a single Dex feat giving the PC a +1 bonus to any check for 1 round. For Steadness in a Unsteady enviroment it lasts for 1 hour/level. The caster when falling allways lands on his feet.

Coin: Conjures one Silver that lasts for 5 rounds then disappears. if bitten it disappears.

Sharpen: Can be used to sharpen objects so that they can be used as a slashing weapon. Examples a coin can be sharpened so that it can be used to inflict 1 point of damage or slice a string of a purse. A thumb nail can be sharpened to do the same along to cut roped binding the caster. The Somatic component is simply to touch the item to be sharpened with ones index finger and to make a hissing noise.

Boom: This cantrip causes a firecracker to appear in the PC's hand and can be thrown up to 10 feet away, it causes a loud bang wherever it hit's and usually is used to scare or distract.

Spark: will ignite any flammable material such as paper or oil, if used to catch a persons clothes on fire, then it does after a save vs. spells and then it only causes damage on the second round. Range 1 yard

Conjure Water: can create enough water to satisfy any person for a day, or in the Desert for 1/2 day.

Palm/Place: can cause objects to appear in the casters hand, or cause objects in the wizards hand to be teleported into a desired place(such as a purse or backpack)each case calls for a save vs spells. Also this cantrip will not affect magical items. Useful in retreving spell components from backpack. This spell will only affect items that the caster knows are there, such as a gold peice that a innkeeper just put in his pocket. Also the spells range is 10 feet or less. Also useful for retreiving ones dagger after it has fallen. The Range for this spell is 5 feet.

Snatch: Related to the Palm/Place this cantrip takes items out of anothers and places them in the casters, Useful with spell components or small weapons such dagger or knives. A save vs spells is also allowed for this spell.

Unravel/Stitch: This cantrip will unravel a seam of any item of clothing such as a purse or shirt causing it to fall apart, Stitch does the opposite but a seam must be present.

Chill/Warm: will cause something or someone to become cold or warm. (usually which causes the person to shiver or sweat)

Glowing Eyes: Causes the PC'S eyes to glow, the color is choosen by the PC but if cast before Hypnotism it add's a -1 to the victims save throws if he/she looks at the PC's eyes.

Open/Close: can cause door handles to turn and open slowly/or doors to close. If used on chests the lid must be under two pounds in order to lift.

Unlock/Lock: causes simple locks such as those found on Everyday doors to unlock, this spell will not lift bolted doors or those with Superior locks made by locksmiths. Also if used on locked chests or cabinents it's chances of opening such locks are 5%+3%/Level(8 at first, 20 at Fifth)also it can be attempted as many times as the caster has levels.

Mana Meal: Creates 1 small loaf of bread which if used with the water cantrip can create enough food to feed the wizard for 1 day, however it is not enough to help the PC to gain HP's, it's enough to Prevent loss of HP's.

Rosco's Annoying Anvil: This spell creates a minature Anvil which weighs about 5 lbs. to appear over the victims head, although it causes no damage it can cause the individual to fall over in pain(DEX check to remain standing), If the target is casting a spell then the anvil waits untill the spell is cast. A save throw is possible if the person is expecting something to happen.

Rosco's Card Trick: This Cantrip will conjure a Playing Card of any color or shape, if playing a game of cards it can alter a playing card to match his description, The verbal component is to whistle "The Gambler" and the somatic is to tap the card to be altered. The chance of being caught is determined by the DM.

Rosco's Rubber Ball: Conjures a Blue and Red Ball with a white Stripe in the Middle, If thrown the Ranges are 1 2 3. If batted with a Club the Ranges become 2 4 6. This cantrip can be used in offensive manner. The casting time is 2, The speed Factor is 2 or 4 with a Club. These factors can be added together to make an attack. The Ball does 1 point of Punching damage which dissapears in 1 turn, This spell is very useful against wizards and Priests.

Rosco's Ball o'Static: This cantrip conjures a ball of static in one of the casters Hands, it can be thrown at a target using the casters Thac0 with Dex adjustments, the Target if hit feels a static shock(no damage) and it causes the targets hair to stand up on end for 1 turn and static cling to plague him for the day. This gets bad if the target comes in contact with alot of people. Of course the Target gets a save throw. Range 1

Conjure Sunglasses: Creates a pair of Sunglasses for the Caster, with these Sunglasses the caster recieves a +1 bonus to any light or Blinding attacks of 2nd level or less. The sunglasses only work on Sunny Days. They can be altered to help Prevent Snowblindness or SunStroke.

Conjure Blindfold: This spell conjures a Blindfold that appears on the caster it also gives the caster a +1 to his Blind-fighting skills. Very useful when taking on Invisible or Gaze powered Creatures. Lasts untill taken off

Sticky/Slippery: This spell is mainly used to make any area under 1"foot either slippery or sticky. Very useful when you see a thief about to draw a dagger to stab you with it, or you wish to make a fool of someone by making the scroll case there about to give to someone stick to their hand causing great woe to the holder. This spell lasts for 2 rounds, a save throw is allowed.

Conjure Lockpick: will create 1 lock pick of the casters choice that lasts for 2 turns or untill the lock is picked or the attempt fails. Some Thieves who can cast this spell also have a Different Version Conjure"Magic"Key which in reality conjures a crowbar to Pry the Lock with, It's duration is 1 turn.

Paintbrush: Creates a Paintbrush tipped with the paint color of the casters choice, it is enough to draw a simple picture or write up to five words on a surface, after either is done the paintbrush disappears.

Magic Word: This cantrip creates a mouth such as that on a magic mouth, when a certain condition takes place such as a man in green passing within 1 foot, It speaks one word before dissapating, the max range is one foot. Useful as an alarm while sleeping or on ones purse against thieves.

Jokies Present: This spell creates a Bright Yellow Box with a Red Ribbon when the Box is opened it Explodes doing no damage but it Blinds and Deafens the holder for 1 round unless a save is made, This spell is one of Rosco's Favorites. Duration is Standard

Rosco's Ripe Tomato: This spell conjures a Very Ripe Tomato that can be thrown, it does not substain the person attempting to eat the tomato. If thrown it does no damage except to stain the targets clothes and perhaps his pride also.

Bump: This cantrip is used mainly by Gemomancers(Earth Elementalists) it is cast on any natural earthen floors or fields, It is mainly used to trip running opponents(Save vs. Spells).

Ball of Smoke: Creates a Ball of smoke that covers a 5'radus for 1 round. mainly used for escape attempts.

Glowing Hand: used by the great Illusionist thief Rasmus, It created an image of a glowing hand, this hand lasts for 1 week and is usually used as a calling card for crimes or to frighten someone as a pretend curse.

Ice: Can freeze any cubic foot of water into a single icecube. This is useful for creating Ice for drinks at parties. Also it is useful on smooth floors, the wizard throws water over the floor and then freezes it with this cantrip, causing anyone walking on it to make a dex check or fall taking 1d2 points of damage or running to make a dex chack -3 or take 1d3 points of damage, This cantrip has many uses.

Rosco's Neck Pinch: This cantrip was taught to Rosco by a Spelljamming Grey Elf by the Name of Spack, This Cantrip Gives the Caster a +15% chance of Knocking the Target with a Punching Attack. This lasts until the Caster makes a successful Punching Attack or 1 turn.

Metal Detection: Range 1 foot: This cantrip acts as a scanner in which the casters hand senses if metal is within 1 foot of it, used in the Griffins Nest Tavern where the Bouncer scans persons to make sure the only metal entering is in the persons purse only. No Save.

Wrap: Creates a small peice of paper which wraps itself around small items such as spell components, This cantrip is very useful in conjunction with the Palm/Place Cantrip.

Elemental Shield: Creates a Red Shield around the caster that lasts untill concentration ends, it will protect the caster from 8 hp of elemental damage, this includes elemental spells cast at him, The caster must be crouched with one hand resting on the ground for the spell to succeed. No Movement is possible during this cantrip.

Symbolize: Creates a symbol that can be placed on any flat non-living surface it is commonly used by wizards as warnings to other wizards or to inform the wizard of another wizards domain. It is only visible when another wizard uses any detection spells such as the cantrip Magic Detection.

Drain: This cantrip is the most powerful of all cantrips. With it a Magician can Drain Magical Items in order to cast spells already in the wizards spellbook. A +1 dagger could power a 1st level spell, A cloak of Elvenkind could power a 2nd level spell, a Wand of Lightening could power a 3rd level spell. A saving throw vs. Disintegration is allowed or else the item is destroyed. A charged item however does not need this but instead is drained of 1d12 charges. This cantrip also has a great effect on the wizard also if he fails a System Shock then he passes out for 1d20 rounds. Also if the item Disintegrates he also takes 1d20 hp of damage.

Cutting: This cantrip can be used to cut wire and rope up to 1/2 inch. I find this one very useful against Bows and Crossbows!

Adrenaline: This rare cantrip enables the caster to double his/her movement rate for 1 round. No extra attacks either...

Flashlight: This cantrip causes light to spring forth from the casters index finger, it can be useful in reading or examining items without using alot of light, in close quarter fighting it is useful against anyone using infravision (save vs. spell to avoid). It lasts untill concentration is broken. Range is 5 feet.

Tasters Choice: Causes items of food to taste as the Caster wishes, Bread could taste like Chocolate etc... Other foods in another's possession can be altered but allowed a save throw to be altered.

Count: This allows the caster just by touching somenthing to count how many items of his or her choice are within a particular area(1 square foot/level). This cantrip is useful in determining how many gold coins are in a purse, for example.

Glow: This cantrip can only be cast upon any item that the caster is holding or upon the caster himself, it can cause a dagger glow green or the caster to glow a bright orange. This glow is useless for the purpose of illumination but is useful in scaring the average Humanoid.

Scorch: This cantrip causes paper or thin wood products to burn away to nothing without heat or smoke or flame visible. It's range is 1 foot and a save is allowed if such item is in anothers possession.

Exploding Cork: This cantrip can only be cast on corks, it causes the cork to explode in a burst of flame(damage only if anyone is holding the cork during explosion. It can be set to explode up to a 1d10 rounds from when the spell is cast, Rosco uses this spell often as a diverson. A flask of Gunpowder that is plugged with cork can be a very useful diverson.

Compass: This cantrip conjures a glowing green arrow that appears floting over the casters hand, it points north unless a lodestone is present.

Paintball: This cantrip conjures a paintpellet which can be used in a sling or slingstaff or can be fired out of a Wheellock Pistol without powder. It causes no damage but can be aimed at any part of the target with a called shot, ignore armor of enemy when determing to hit or not. If aimed at face -8 to hit remember if no closed Helm is worn then it also is AC 10. only count DEX and Magic Bonus's. If face is hit allow a save vs spells or target is blinded for 1d3 rounds.

Awareness: This cantrip alters the Casters awareness and concentration, while under this cantrip the caster loses all DEX bonus's and can only concentrate on one item at a time, such as finding a secret door. A +2 bonus is given to anything the caster is concentrating on. This cantrip lasts untill concentration is broken.

Sort: This cantrip is useful in sorting items into piles such as sorting gold from copper peices into seperate piles.

Clean: This cantrip animated cleaning untensils or creates cleaning untensils to clean a specific area (10'Max) or Creature.

Color: With this cantrip the caster can alter the color of any surface, if used on ones body then seperate castings are required for hair skin eyes if used on clothes then it can enchante one peice of clothing at a time. This is a permanant cantrip.

Summon: This spell summons or conjures insects, rodents, or non poisonous snakes or spiders. Normal Items weighing less than 1 lb can be conjured such items cannot be worth more than 1 gp however and may not be made from any valuable material. Items 5lbs can be conjured but they have a duration of 1 turn before they disappear.

Influence: This cantrip can influence anothers bodily Functions in such as way that he or she can be made to: wink, nod, scratch, belch, fart, giggle, sneeze, or perform some other involuntary action. All are allowed a save vs. spells and neither can break spellcasting attempts.

Spoil(Freshen)Food/Flower: This cantrip will spoil or freshen food or small vegatation. If used on anothers meal then it requires a save.

Exterminate: Kill small rodents and bugs with 0 hp, 2/level can be killed in this manor.

Dispel Cantrip: Dispels any cantrip in Progress or was cast within the last turn. Example: It will dispel a newly Animated rat, or change somones food fresh if it was spoiled with a recent cantrip.

Polish: This cantrip will polish any particular surface and help with the prevention of Rust. All polished items recieve a +1 to their save throws.

Salt: Sprinkles fine salt on any one item -- careful not to use too much.

Shine: Removes tarnish, rust, corrosion, etc.

Spice: Brings particular spice or herb to food or drink.

Stitch: Sews seams in cloth or leather -- neither stronger nor weaker than seam done without magic.

Sweeten: Adds sweetener; sugar, honey, syrup, etc.

Dirty: Soils, spots, or sullys walls, floors, dishes, clothes, etc.

Hairy: Causes hair, fur, or fur-like growth to thicken and lengthen. Be it hair, beard, cat, fur coat, etc. Increase is 2-12 in. Must be trimmed or cut to remove effect. Can be reversed to shorten growth or effectively shave, effect on material under 1" is complete absence of growth for 2-12 days.

Spill: Causes contents of one container to spill out. Containers of up to 1 gal can be turned over and spilled with this cantrip. Does not open lids or caps if secure.

Tweak: Unseen thumb and forefinger harmlessly, but annoyingly tweak some portion of a chosen subject within a 10'r of caster.

Light: Will light any one candle, lamp, or treated torch (only these items) or will douse any one candle or lamp within 10' radius.

Firefinger: When cast, the firefinger cantrip causes flame to spurt several inches from the wizard's outstretched finger. Combustibles will be ignited by the flame if they are dry. The material component is pitch, which must be rubbed on the finger prior to casting.

(Dis)Appearing Ink: 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, Jamye's disappearing ink, turns up to a pint of water into an inky liquid that evaporates like water, leaving no trace when it dries.


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