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COMPENDIUM of CANTRIPS

CANTRIPS
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Shar's Revised Cantrip (all Schools)


Range: 10 feet
Duration: 1 hour + 3 turns/level
Casting Time: 1
Area of Effect: special
Saving Throw: Special

Due to annoyance over the 2nd edition cantrip spell, Shar began research to regain use of his 1st edition
cantrips. This was the result of the research.
Once this spell is cast, it opens a gateway into the mana flow (magical energy), and for the duration
slight magical effects can be used with little activity, other than a few verbal or somatic gestures to guide
its energy.
Since cantrips are minor spells studied by wizards during their apprenticeship and can make a
character much more interesting and versitile, it is a shame to lose them.
Therefore these spells are known to cause slight damage, possible cause a target to hesitate, and so
forth. It can and does duplicate spell effects to a minor degree, as it is a minor spell. Wizards generally
use cantrips to impress common folk, amuse children, and brighten dreary lives.
The main disadvantage of this spell over the standard 2nd edition cantrip is that it reuqires the caster to
learn the desired cantrip. These cantrips are learned as normal spells, except there is no maxmimum to
the number that can be learned. Cantrips require a few books to attempt to research (usually in a mentor's
library), but it takes little time to create new ones. Each day of researching the chance of success is 30%
base + researcher's intelligence + researcher's level. Experience gained for creating a new cantrip is 100
xp.

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However while researching the spell, Shar came upon a new branch of knowledge that shocked him.
Many mages can cast cantrips as often as they want, without need for the spell, just they have never
attempted it. See each mage is born with a talent for magic, and since the mana exists all around them,
mages have the ability to tap into it normally, without need for the fancy spells, they just act as conduits.

Out of all mages:


25% can cast cantrips all the time from birth
15% can emulate the effect of casting the cantrip spell
3 times a day without requiring the spell to be actually
cast.
15% can emulate the effect of casting the cantrip spell
2 times a day without requiring the spell to be actually
cast
30% can emulate the effect of casting the cantrip spell
1 time a day without requiring the spell to be actually
cast
15% actually have to cast the cantrip spell.

Once a person actually becomes a mage it then becomes much easier to manipulate the mana because they
have had ample training in it.

1st level - must cast cantrip spell to be able to use


2nd level - must cast cantrip spell to be able to use
3rd level - has the emulation of one free cantrip spell
4th level - has the emulation of one free cantrip spell
5th level - has the emulation of one free cantrip spell
6th level - has the emulation of two free cantrip spells
7th level - has the emulation of two free cantrip spells
8th level - has the emulation of two free cantrip spells
9th level - has the emulation of two free cantrip spells
10th level -has the emulation of three free cantrip spells
11th level -has the emulation of three free cantrip spells
12th level -has the emulation of three free cantrip spells
13th level -has the emulation of three free cantrip spells
14th level -has the emulation of three free cantrip spells
15th+ -unlimited use of cantrips

Compass (Divination)-- -- This cantrip causes a glowing arrow to appear where indicated by the
caster. It is a light green colour, and points directly north. Will work underground, as well as on sea, and
is not affected by lodestones (magnets).
Verbal= north Somatic=none

Appearing Ink (Alteration)--1 vial of 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 material component is the ink itself.
Verbal=None Somatic=wave hand over ink

Disappearing Ink (Alteration)--1 pint of water--This cantrip turns up to a pint of water into an inky
liquid that evaporates like water, leaving no trace when it dries.
Verbal=None Somatic=wave hand over water

Stepping Stones (Evocation)-- --This cantrip creates 4 spheres of force approximately 1' in
diameter.
They can be place anywhere within 20' of each other, and last approximately one segment per level of the
caster. Magical combat of just about any sort will destroy these very useful discs so try not to use them in
combat.
verbal=none Somatic=point to location

Umbrella (Abjuration)-- 1 person --As with all cantrips this one can be very useful though 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 caster as a maximum though if the concentration of the caster is broken for more than 1 minute it
will fade away. Protects those shielded from the dampness of rain, and shields from wind.
verbal=none Somatic=gestures like unfolding something

Vision (Alteration)-- 1 person --Allows the caster to see things in the distance up to three times better
for the duration of this spell. It will also allow him/her to see things more clearly as they appear to be only
one third of the distance from them. It does cause some problems though with trying to see things close
up. The spell duration may be ended at any time.
Verbal=a hawk's screech Somatic=cup eyes

Color Glass (alteration) -- 1 glass object -- This cantrip causes an object of glass to change colors
several times during the day. The spell need not be maintained.
Verbal=none Somatic=wave of hand

Amaze (illusion)-- --The effect of this spell is to beguile passers-by's with simple magical tricks
similar to contemporary stage magic. Anyone whose level is less than that of the caster will be so beguiled.
The function
of the spell is to provide an income for low-level Mage's in towns; if cast in a market-place or similar, the
astonished crowds will donate 1d10 GP/level as a reward for the entertainment.

Verbal=mumbled command of what to do


Somatic= fancy hand gestures
Coins of Change (illusion/phantasm)-- 20 pebbles--This spell is a minor fom of fool's gold. The spell
lasts until concentration breaks, or a turn has gone by, whichever happens first. This spell allows the
caster to cause up to 20 pebbles to look as if the they are gold. They look and feel real but fade back to
normal after the duration or after a SAVE vs INT is made.
Verbal=presto chango Somatic=None

Follower (illusion) -- 1 creature --This spell causes the creature cast on to believe they are being
followed by someone. The follower can never be found, caught or destroyed.
Verbal=None Somatic=thump

Unfollow (illusion) -- 1 creature --If being followed, the caster creates an illusion of self and the
follower is chasing a Phantasm that he can't catch. The phantasm is all is the victims mind and is never
really there.
Verbal=begone Somatic=thump

Pass gas -- 1 creature -- This spell causes the target to pass a lot of gas. This will bring attention to that
individual.

Phantom Cloths (illusion) -- -- When this spell is cast the illusionist creates a quasi-real portion of
clothing from a hat to a pair of boots or at higher levels a full set of clothing. This clothing is semi-
illusory and
at 1st and 2nd level it is black, but at higher levels the caster can add additional colors. This spell
remains in duration until the spell duration runs out or the spell is dispelled.

Level of Caster Made Color


1 1 item 1 color
2 2 items 1 color
3 3 items 2 colors
4 4 items 2 colors
5 5 items 3 colors
6 6 items 3 colors
7 7 items 4 colors
8 8 items 4 colors
9 9 items 5 colors

Assay Compound (evocation)-- 1 object -- This is used to determine the nature of drugs, herbs and
other mixed compounds. The information revealed to the caster depends on
the thier knowledge of the type of compound being indentified. If a magic user attempts to use this spell
on a drug, herb or compound which he has not previously encountered, he will gain no information. If he
has previously tested a sample of the same material, knowing what the material is, he will be able to
identify it easily.

Assay Metals (evocation) -- 1 metal object or ore --


This spell is used to determine the composition of metals.
When cast, a small identifying sigil appears on the metal by which the caster can easily recognize the
composition of the sample.

Bait (Conjuration/Summoning)-- 1 cubic inch --This spell will cause any small object to radiate the
smell
and taste of the animal type that the caster specifies.
Verbal=here fishy, fishy Somatic=none

Clamp (conjuration) -- 2 peices of wood --This spell allows the caster to clamp and hold two pieces of
wood in a designated spot for the duration of the spell. The spell
has an effective strength equal to the casters level +5.
Alter Clothes (alteration) -- 1 set of clothes --This spell will allow the caster to adjust the size of one
piece of non-magical clothing to fit and individual. It won't change the size of the clothing by more than
30%.

Avoid Solicitation (charm) -- 1 creature --The cantrip allows the spell caster to cause solcitators to
leave thier presence. The caster may then direct the them towards another person within 6". The material
component is 1 sp.

Burn (evocation) -- 14 sq. ft --This spell starts a fire on flammable materials. The fire will cause 1pt
per level of caster to any who are foolish enought to enter it.
Verbal= burn baby burn
Somatic= gesture of working a tinder box

Catch fish (charm/enchantment) -- 1 fish --This spell allows the caster to place a charm on thier
hook. When the hook is placed in the water it begins to attract the largest fish within the area effected, not
to exceed 12 (1d12) lbs. A fish can be caught every other round on a roll of 1-4 on a d6. The spell requires
a fish hook as the material
component.

Firm Grip (Charm) -- 1 person or item --This causes the person and 1 item or creature touched to be
grasp firmly within the person's grip. This acts as a wizard lock between the person and item or person
grasp until duration ends ( 5 rounds) or person wishes to let go.
Verbal= ugh!! Somatic=grasping

Floating Object (alteration) -- 1 object -- This cantrips keeps afloat up to 40 lbs. of any object.

Make Edible (alteration)-- 1 object --This spell allows the caster to alter the context of
food, so as to make it edible. Thus, an crispy fried troll's
foot can be made edible, though the taste would probably be
horrible. (Any spell caster that has this spell is 75%
likely to have the SEASON spell.)

Season (alteration) --1 object -- This spell allows the caster to alter the taste of food so as to make it a
bit more edible. Thus, a burnt orc's leg can be made to taste like a finely prepared dinner.

White Tornado (Conjuration/Summoning)--2" x 2" x 2" --This spell removes all dirt, grime and other
unwanted
materials from the area cast on. The spell will leave anything that the caster wants left, but require
something to put the garbage in.

Flash (Evocation) -- 1 creature --Range: 12"--This cantrip causes a bright flash. Victims failing their
saving throw are blinded for the next round due to a flash of light that appears in their eyes. All to-hit
rolls for the next two rounds are made at -2 due to spots in their eyes.
Verbal = lights, camera, action Somatic=None

Painting (Illusion/Phantasm) -- 2" --By the means of this spell the caster can create an illusion of
whatever he wants, as long as he concentrates and the illusion remains in the area of effect. It is usually
easy to recognise what the illusion is supposed to be of, but any creature that can do so can also recognise
that it is an illusion.

Protection from Rain -- caster --After casting this spell, the wizard will remain dry even if standing
in the midst of a torrent. The caster is protected from splashes and falling drops, but he is not protected
from more concentrated bodies such as puddles. The water will simply bead and flow down an invisible
field which surrounds the caster and his clothing at a distance of
about one inch. An oiled leather rag is the material component of this spell.

Snapshot -- 1 page --With this spell, the wizard causes an image of whatever he sees, even
thermal images and magical auras, to appear on a sheet of parchment or vellum (the material component
of the spell).

Counter -- -- This spell creates a small demon whose job it is to count the number of objects.

Moneychanger -- a number of coins --This cantrip creates a small demon who is summoned to find
change for the coins that you give it. He replaces the coins with its proper conversion rate from someone
else's coins within a mile radius.

Buggery -- 1 creature -- Range:30 feet --This cantrip


causes an illusionary insect swarm to appear and bug an individual targeted. If the caster wishes the
insects to appear from within pockets or an open orifice, the taget recieves a save vs. magic to disbelieve.

Change Smell -- 1 creature -- This cantrip makes the target smell like something else, so hunting
monsters won't track them.

Hide Scent -- 1 creature --This cantrip cause the target to give off absolutely no smell that could be
used by a hunting beast.

Perfume -- 1 creature --This cantrip causes the perfume or collogne of choice to be the odor the target
gives off for as long as normal perfume would last.

Bane -- 1 creature --This spell causes the target to feel very uneasy, but otherwise does nothing.

Bug Bane -- 1 creature --This spell causes insects to flee away from the affected creature. Bugs will
be repelled and unable to sting or even get within 5 feet of the person affected. This spell will repel a
single large insect from attacking the affected creature for 1d4 rounds.

Shoo -- 1 creature -- range:30 feet -- This cantrip will shoo away small animals, for 1 hour.

Track -- 1 creature -- This cantrip will causes an individual to track mud or dung across a clean floor.

Fiery eyes -- 1 creature -- This cantrip causes a creature's eyes to suddenly glow.

Shutup -- 1 creature -- The cantrip causes the affected person's mouth to disappear for 1d4 rounds.
Does not happer speech, but instantly alerts the creature affected to the fact the mouth is gone, and the
creature must save vs. intelligence or believe that they can't speak for that time, and promptly won't
attempt to.

Taster's Choice -- 1 creature -- The cantrip causes an individual at a meal to taste whatever they
inwardly desire.

Heart's desire -- 2 creatures -- The cantrip cuases the two affected to see the other one affected as if
that person was their heart's desire.

Cold Spray -- -- range: 10 feet -- Causes a ice cold spray of water to travel up to 10 feet at the target.

Hot Spray -- -- range: 10 feet -- Causes a scalding hot spray of water to travel up to 10 feet at the
target.

Show aura -- 1 creature -- Causes the aura of a person to become visible for all to see for a duration of
1d4 rounds.

No trespassing -- -- For a duration of 1 hour, a small invisible force resides where the caster places
it. The force is 2 inches thick, by up to 5 foot wide, and 2 foot high. This force can be used to mark off a
territory from small animals. And can also slow down pursuit, as they run into the barriers and flip over
them.
Steady -- 1 creature -- This force will hold a caster firmly in a saddle of a horse or similar creature.

Bookworm Bane -- 1 book -- This cantrip will protect a book from bookworms, for a day at a time.

Target -- 1 creature -- Range: 30 feet -- This spell will create a small visble arrow pointing at the
affected person, or a halo around them, or a similar thing marking the precense of the affected person. It
will follow the person for the duration of the spell - 1 hour.

Mineralate -- 1 gem -- This cantrip changes one gem into a like gem of the same size and value,
permanently.

Easy Catch -- 1 creature for a single object -- This cantrip will enable a person to automatically catch
a single object of less than 40 lbs. without even attempting to do so. The cantrip lasts up to 4 rounds, or
until the object is caught, whichever occurs first.

Calm -- 1 small animal -- This cantrip will cause a small animal of any type to feel calm, and
unafraid.

Wolf's Call -- -- This cantrip creates the audible sound of a wolf howling at the moon.

Stop Watch -- -- This cantrip causes a small image to appear over the casters shoulder that starts
making small dashes in the air when the caster says start. And will say the number of dahses when the
caster says stop.

Clock -- -- Upon casting this cantrip, a voice will tell the caster exactly what time of day it is.

Hourglass -- -- Upon casting this cantrip the mage causes a small hourglass to appear hovering at
his right shoulder. The sand will fall through the hourglass and when one hour passes, a small gong will
sound and the hourglass will vanish.

Alarm Clock -- -- This is a variation of the clock cantrip, and will be enacted to sound a loud bell
when a centain time of day occurs.

Gig -- -- The cantrip produces an audible song to be heard by all. None variations include:
Gig: Shot down in a Blaze of glory
Gig: Another one bites the dust
Gig: Chariots of fire
Gig: Eye of the Tiger

Buzzer -- caster -- The spell creates a small shocking grasp affect, like a hand buzzer.

Comprehend Slang -- 1 creature -- This cantrip allows the affected to understand variance of speech
with very little difficulty.

Third eye -- 1 creature -- This cantrip creates a third eye for shock purposes. Lasts up to an hour.

Find Pet -- 1 creature -- This spell calls a normal animal/creature to the mage, like a find familiar
spell, but the animal has no special affects, it is just a normal pet.

Mirror -- -- This cantrip creates a small hand mirror. The mirror is very fragile, but is permanent.

Jam portal -- 1 doorway/portal -- The cantrip causes a door to become stuck.

Magic Dart -- 1 creature -- This cantrip causes a magic force like a magic missile (1d4 missiles) to
fly out at the target. Upon impact the missiles cover the target with a bright light, but cause no damage.
Those weak of heart, must make a system shock or die from a heart attack.
Who me?!? -- 1 creature -- The cantrip makes the target seem like someone else, that should be there,
and usually isn't disturbed.

Not Here -- 1 creature -- This cantrip causes people to ignore the person. Requires save vs. spells to
even think about picking up a conversation with the person, let alone attacking them. In combat, this
spell is not affective.

Slumber -- 1 creature -- Keeps those asleep that way unless a lou noise is made. The cantrip put
them into a deep slumber if they are light sleepers.

Ale -- --This cantrip causes a small mug of ale to be summoned from the nearest fount for it.

Sprinkle -- 1 creature -- This cantrip causes a small rain cloud to center on a person and drizzle.

Flicker -- 1 creature -- This cantrip causes parts of the person's body to turn invisible randomly and
become visible again. Affect lasts 1d6 rounds.

CANTRIPS
SLIDER
this causes a 3' circular are up to 9' distant to briefly (1 sec) become
zero co-efficient. It is of instant effect. Instant banana peel.

PUCKER
This causes a man-sized target's mouth to become "as if alum had been
applied liberally throughout." The net effect is that he cannot speak, only
make "gargly-choking" sounds for the 1-3 sec duration. Affects only
mansized, or smaller. 10'r.

EARS
Allows caster to hear any single source of sound he has "targeted", up to
20'distant. All extraneous noise is blocked/filtered out so that, for
instance, a single person's conversation in a noisy and crowded inn would
be heard clearly for 11-30 sec. Instant effect.

CHILL 1 cu yd --

Verbal = soft whistling


Somatic = down thrust thumb

Causes non-living liquid or solid material to become up to 40*F


cooler, subject to a minimum temp of freezing. Chilling effect lasts only
an instant, after which subject warms slowly back to normal temp.

CLEAN -- 4 sq yds -- removes heavy soil, dust, etc. from floors,


walls, dishes, etc. The surfaces are then spotless, but care must be taken
in removal of pigments and the like, so usually, only one type of material
will be treated in a single application.

verbal comp = low outrush of air somatic = circular hand motion

COLOR -- 1 cu yd -- Brings color to an object. Can be used to


restore faded hues or change the color of an item. Dull or faded fabric can
be brightened, pigments restored, hair or skin changed to another color.
Effect lasts up to 1 week.

verbal = humming somatic = back n forth or ringing hand motion


DAMPEN -- 1 cu yd -- permeates area with fog-like dampness which
leaves all materials in it damp to the touch.

verbal= low hooting or hummed ditty


somatic= hand gesture upwards with writhing fingers

DRY -- 1 cu yd -- removes dampness and excess moisture. Useful for


cloth, herbs, cleaning chores, etc.

verbal= none somatic= two-handed wringing gesture

DUST -- 10'r -- Removes all fine dust and tiny grit particles from
exposed surfaces such as floors, shelves, walls, etc. Material so removed
is transported elsewhere.

verbal=continuous in-drawing of breath somatic=back n forth hand gesture

EXTERMINATE -- 1 sm creature or 1/2 cu ft-- Kills small pests such


as fly, mouse, rat, beetle. This cantrip is not effective against magically
reduced creatures. Sentient creatures do get a normal save vs spell magic.

verbal= zzzt sound somatic= pointed finger

FLAVOR -- 1 object-- Changes flavor of subject, can be superior,


worse, different, etc. Does not affect quality or wholesomeness.

verbal= muttered lip-smacking somatic= shaking gesture

FRESHEN -- 1 object (relatively small size) -- Brings new life to


food, drink, flowers, etc. lasts 1 hour.

verbal= mmmmmm sound


somatic= thumb and finger form O, other fingers apart and upright

GATHER -- 1 sq yd -- Neatly gathers small items into stack or pile.


Can be used selectively to gather one specific type of objects from among
others

verbal= name of material/object to be gathered


somatic= gathering motion

POLISH -- 1 object -- Magically smooths and brings luster to such


materials as wood, metal, stone, leather, ceramic, etc. Object must be
relatively clean. Works better on smaller items like boots, mirrors, etc.

verbal= humming ditty somatic= buffing motion

SALT -- 1 object, up to 1 cu yd -- Sprinkles fine salt on any one


item -- careful not to use too much.

verbal= chk chk sound somatic= sprinkling motion

SHINE -- 1 object -- removes tarnish, rust, corrosion, etc.

verbal= soft humming somatic= buffing motion

SPICE -- 1 object -- Brings particular spice or herb to food or


drink.

verbal= type of herb somatic= sprinkling gesture

SPROUT -- 1 cu yd -- Accelerates growth of plants. Seeds shoot


forth tiny plants. Newly sprouted plants grow an inch or so. Buds flower.
Fruit n vegies ripen or even spoil

verbal= low rising whistle


somatic= lifting hand from closed to spread fingers

STITCH -- approx 20 yds cloth/2 yds leather -- Sews seams in cloth


or leather -- neither stronger nor weaker than seam done without magic.

verbal= brief rhyme concerning sewing, seams, stitches, etc.


somatic= sewing motion

SWEETEN -- 1 object -- adds sweetener; sugar, honey, syrup, etc.

verbal= buzzing sound somatic= stirring motion

TIE -- 1 object -- Thread, string, cord, rope, cable, etc. will


tightly knot itself either to it's other end or an end of a similar object
within 1' of it. Any normal knot can be produced.

verbal= name of knot somatic= hold up two fingers and thumb

WARM -- 1 cu yd -- Causes non-living liquid or solid material to


become up to 40*F warmer, subject to a maximum temp of boiling. Effect
lasts only an instant, after which subject slowly cools to normal temp.

verbal= aaahh sound somatic= rub hands together briskly

WRAP -- 1 cu yd -- Creates strong sturdy wrapping, of suitable type


and thickness, around item(s). Can be opened normally or ordered to open.

verbal= specify general class of wrapping desired


somatic= folding gestures

CURDLE -- 1 object (relatively small) -- Curdles milk and hastens


spoilage or wilting.

verbal= retching sound somatic= thumb pointing downward

DIRTY -- 4 sq yds -- Soils, spots, or sullys walls, floors, dishes,


clothes, etc.

verbal= spitting sound somatic= shuffle and stamp feet

DUSTY -- 10'r -- Causes film of dust and grime to settle on all


exposed surfaces.

verbal= low humming somatic= both hands move in shaking motions

HAIRY -- 1 object -- 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.

verbal= snicking sound


somatic= massaging for growth, scissoring for removal

KNOT -- 1 object -- Cause thread, rope, cord, etc to knot itself in


such a manner as to be ^*very* difficult to untie, requiring from 2-8
rounds. Does not work on magical ropes, ropes being held onto by a
character or creature, or taut lines.

verbal= zzzz sound somatic=moving arm forward w/strong wrist motion

RAVEL -- special -- reverse of stitch -- unless item was sewn using


stitch cantrip. This cantrip will work only if there a loose or broken
thread in the seam or fabric to be affected. Will not work on magic items
such as bags of holding, cloak of protection, etc.

verbal= "ravel" somatic= plucking motion

SOUR -- 1 object -- Causes food or drink to take on a sour taste --


like vinegar of the appropriate sort. Typically used to spoil wine, beer,
some pastry. Can cause up to 1 pint of vinegar to appear over subject.

verbal= whoosh through pursed lips somatic= clenched hand

SPILL -- 1 container -- Opposite of gather -- 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.

verbal= "uh oh" somatic= abrupt hand motion

TANGLE -- 1 object -- Causes fine material -- thread, hair, small


grass, to become twisted and entwined in a tangle. Untangling will take
3-12 rnds, unless roughly done, in which case the material would be broken,
torn loose, etc.

verbal= buzzing somatic= finger makes stirring motion

TARNISH -- 1 object (1 cu yd or less) -- Causes covering of rust,


corrosion, verdigris or the like to any object normally succeptable to such
tarnishing.

verbal= spitting sound somatic= sprinkling motion

UNTIE -- 1 object -- Reverse of tie or tangle -- will not remove


both a knot and a tangle. Does not work on magical items.

verbal= popping sound somatic= hands moved quickly apart.

WILT -- 1 object -- Reverse of freshen -- affects only vegetable


matter, whether growing or picked.

verbal= descending hum


somatic= forefinger slowly curls from an upright position

CHANGE -- 1 sm object -- Alters one small object into another. The


change must be within the same kingdom. Only animal and vegetable matter is
affected. Will not cause more than 50% in/decrease in size/volume. Effect
will last base of 10 min. If change is radical, then the time will be
reduced accordingly. Time can vary from 15 sec to 24 hours ^*GMO*

verbal= somatic= pass hand over object

DISTRACT -- special -- Caster causes all who are watching to look


at an area of his choice, either to the right or left of him and within
10'. Characters with an IQ 10 or above and high level NPCs at GMO get a
saving throw. Duration: 5 sec.

verbal= somatic= gesture to right or left

HIDE -- 1 object (up to 125 cu ft) -- Hides an object for base of 5


min. Desired object becomes invisible to all who are in front of caster.
Does not work if viewers are beside or behind caster. Does no mask sound,
smell. The larger the object, the shorter the duration and vice versa. For
125 cu feet, duration is 15 sec. 1 cu ft = 5 min. 1 cu in or less = 10 min.

verbal= abracadabra, higgledy-piggledy, or similar.


somatic= pass hand over top part of object

MUTE -- 1 object -- Alters shape of small mineral objects. Can


change one metal to another metal, quartz to diamond, similar items. Does
not affect magical items or items over 5 lbs or 1 cu ft. If another
individual touches the item, they get a saving throw, if they succeed, the
cantrip is dispelled.

verbal= somatic= pass hand over object

PALM -- 1 sm item -- Caster secrets small object in hand without


seeming to. Creates an illusory duplicate of the object to be palmed, so
other can be taken while under similar to hide. Illusory duplicate lasts
only 10 sec, then winks out of existence. Magic word is spoken while the
finger points at object to be palmed. Caster then picks up the now
invisible obj while seemingly only touching or handling the illusory
duplicate.

verbal= somatic=

PRESENT -- 1 sm item -- brings any small ^*specially prepared*


object from within 5'r. Object must have short ritual performed over it to
personalize it to the spellcaster. Size/weight limit: must be smaller than
1 sq ft ^*and* 5 lbs. object appears magically in caster's hand.

verbal= none somatic= as if closing hand over item.

BELCH -- 1 person -- subject involuntarily belches - save applies


only to see how loud or muffled the burping is.

verbal= almost inaudible belch somatic= hand pressing diaphragm

BLINK -- 1 person -- Subject blinks eye or eyes. Successful save


indicates single eye wink or no effect on one eyed creatures

verbal= hat-cha-cha? or similar somatic= snap fingers

COUGH -- 1 person -- Subject coughs spasmodically. Successful save


means cough is brief hacking. Failed save indicates victim is affected by
loud and active series of coughs lasting 1-4 sec.

verbal= gasp somatic= gagging gesture

GIGGLE -- 1 person -- Subject giggles involuntarily. Loudness and


strength are determined by save.

verbal= magic word or phrase


somatic=one finger moved back and forth rapidly

NOD -- 1 person -- Subject involuntarily nods head as if in


greeting or agreement. Successful save means he doesn't nod.

verbal= somatic= slight nod of head, finger points at subject

SCRATCH -- 1 creature -- Causes subject to experience itch. Unless


save is successful, subject ^*will* scratch.

verbal= name of some body pest somatic= point to area of itch

SNEEZE -- 1 creature -- Subject will sneeze unless a successful


save is made.

verbal= pepper somatic= touch nose

TWITCH -- 1 creature -- Causes muscle contraction in some portion


of subjects appendages - head, neck, foot, etc. Twitch will be noticeable
but will not cause the subject great discomfort or loss of control or
concentration. Cantrip is negated by a successful save.

verbal= name of area to be affected somatic= twitch hand

WINK -- 1 person -- Subject winks one eye. Successful save means


rapid, barely noticeable wink. Unsuccessful save means greatly exaggerated
wink.

verbal= 23 skidoo somatic= imperceptible wink

YAWN -- 1 creature -- Evokes a yawn from subject. If save is


successful, creature is totally unaffected.

verbal= hum lullaby somatic= rocking motion w/hands

BLUELIGHT -- 1/4' diameter sphere -- conjures a small sphere of


glowing blue radiance. Illuminates a 5' area around itself. Does not cast
reflections? beyond this radius. Does not affect infravision or
ultravision. appears in open palm and remains there for

verbal= any rhyme using words "blue" and "light" somatic= open palm

FIREFINGER -- 2" flame -- Causes a jet of flame to shoot forth from


pointing finger. will ignite combustibles, provided they are dry. Lasts up
to 10 sec.

verbal= ron-zon zip-po, dun-hill, bic, etc.


somatic= extend forefinger and make sideways motion w/thumb

SMOKEPUFF -- 1' diam cloud -- Puff of smoke appears up to 10'


distant from caster. Acts as normal cloud of smoke. May be any color.

verbal= color of smoke desired


somatic= move hand from extended horizontal position to vertical one
and breathing puff of air

TWEAK -- 1 creature -- Unseen thumb and forefinger harmlessly, but


annoyingly tweak some portion of a chosen subject within a 10'r of caster.

verbal= kitchy kitchy koo somatic= pinching, pulling motion

UNLOCK -- 1 lock -- Will unlock simple locks of only the most basic
type (ie. using pressure prongs, bolts and pins, bolts and springs). Will
not work w/tumblers, levers, secret combo, or magic locks.

verbal= tick-tock double lock, etc. (phrase associated with locks)


somatic= twisting motion, as if w/key

VERMIN -- 1 sm bug, etc. or 1-10 very sm critters ^*GMO* --


summons 1 small pest (ie. 1 bug, 1 spider, 1 bee, up to 1 small mouse).
If extremely small pests are summoned, such as gnats, maggots, lice, etc,
it may produce 1-10 GMO. The critters thus summoned will be confused and
annoyed and will react accordingly. Caster can cause the vermin to appear
anywhere up to 10' away from him.

verbal= type of insect desired somatic=point at area vermin to appear

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

verbal= somatic= flick finger against thumb and point at candle


lick forefinger and rub against thumb

TURN PAGE -- within 5' -- Turns one page at a time or opens book to
specified page.

verbal= page # or "next" or "back" somatic= palm from up to down

CREAK -- -- Evokes sounds similar to that of a door with


corroded hinges slowly opening (2 sec) or squeaky floorboards (3 sec)
seaming to to traverse up to 10'

verbal= low creaking noise somatic= opening motion or


walking motion w/fingers

FOOTFALL -- -- Audial illusion of footsteps (human,


humanoid). The caster chooses direction and loudness. Must begin within 10'
of caster, but may thereafter move up to 25' away or as close as desired.

verbal= footstep sounds somatic= point direction and movement

GROAN -- -- Audible illusion of wracking cry within 10'


of caster. Can be from within or behind something.

verbal= soft groan in throat somatic= pointed finger

MOAN -- -- Pitiful or eerie moan, within 10' of caster.


verbal= soft moan in throat somatic= pointed finger
RATTLE -- -- chains rattling up to 2 sec, must be within 10'
of caster.

verbal= somatic= vigorously shaking hand

TAP -- -- Invisible force which will rap against any


solid object. Sound will occur once, twice, or thrice according to no. of
fingers extended by caster. If tapped on living creature, they will feel as
if tapped by finger.

verbal= somatic= tapping motions

THUMP -- -- Loud but muffled thump from within 10'


radius of caster.

verbal= somatic= pointing

WHISTLE -- -- Faint or loud whistle from within 10' of


caster.

verbal= soft whistle, similar to that desired


somatic= 2 fingers near mouth

COLORED LIGHTS -- -- Creates 1 or more globes of pastel


light. Single globe up to 1' in diameter, 2 globes up to 6", 3 globes up to
4", etc. Will float near or rest upon caster as directed by fingers within
3' range. Illuminates a radius equal to 5x its diameter.If not directed,
they will float aimlessly about, approximately 1' from caster's body.

verbal= color & number desired, and a "magic" word


somatic= direct globes w/1 or more fingers

DIM -- -- Causes up to 6 torches, a medium sized fire, or


a light spell to be reduced to only 1/2 their normal radiance. Must be
within 10' of caster.

verbal= lee-o-stat?? somatic= downward direction w/hand

HAZE -- -- Atmosphere becomes hazy, as if layered by


smoke. Strike rolls are -1 if screened by haze. Adds +5% to hide in
shadows. Lasts only 10 min or until dispersed/dispelled by natural
conditions.

verbal=
somatic= blows out air & waves hand as if fanning out

MASK -- 1 person, lasts up to 10 min -- Creates an illusionary


face. Mask is 15% detectable only if another person closely scrutinizes the
face. A dispel illusions will work normally.

verbal= descriptive word of visage desired


somatic= touch face & picture desired visage

NOISE -- 10'r. -- Illusory sound of whatever nature can be


produced, but it will be indistinct and confusing, as if at a great
distance or produced by many (things/creatures?).
verbal= imitate sounds of type desired somatic= point finger

RAINBOW -- -- Creates a 3' long, 1' wide rainbow. Beginning


must be within 10' of caster. Will last up to 5 min, then fade away.

verbal= somatic= fingers of both hands form pyramid

TWO-D'LUSION -- 100sq ft -- Creates a 2 dimensional, still picture,


illusion of whatever caster desires. If seen from 45* or more angle, the
nature of the illusion will be apparent. It can be dispelled by a touch or
dispell magic. It is invisible from the side or rear? and lasts only as
long as the caster concentrates on it.

verbal= descriptive phrase of desired illusion


somatic= circular motion w/closed hand

Cantrips

Blank (illusion/phantasm)
Range: touch
Duration: 1 hour per level
Area: 1 book
Components: V,S
Casting Time: 1 segment
Save: NA

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 by the 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 overthe book and muttering the proper
words. Katrine developed this one, to her master's chagrin, while she was
still an apprentice (heh heh).

Clean (alteration) Cantrip


Range: touch
Duration: instant
Area: 10' X 10' X 10' area of cloth
Components: V
Casting Time: 1 segment
Save: NA

This spell removes all small particles from most cloths instantly. All that
is required is that the caster touch the pile of cloths and mutter the short
verbal component.

Katrine's Mirth (illusion/phantasm) Cantrip


Range: 2"
Duration: instant
Area: sound
Components: S
Casting Time: 1 segment
Save: NA

This cantrip causes a high-pitched, girlish giggle to come into existence


somewhere within 2" (20 feet indoors, yards outdoors) 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.

Katrine's Quick Makeover (conjuration/summoning) Cantrip


Range: touch
Duration: instant
Area: one person
Components: V,S,M
Casting Time: 1 segment
Save: NA - target must be willing

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 apparell, etc. The spell cannot
dress the target. The caster must have all the objects needed to perform
these operations on hand (make-up, perfumes, bits of apparell, etc.) and
must mime the initial actions desired while muttering the appropriate arcane
words. It doesn't have to be a great mime, however. Upon casting the spell,
the desired objects begin flying around the target and fixing her up.
This spell applies equally well to males, and can also be used to muss
the target up.

Cantrips

Mend (alteration) Cantrip


Range: touch
Duration: instant
Area: 1 former whole cloth
Components: V
Casting Time: 1 segment
Save: NA

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).
The caster must touch the cloth pieces while muttering arcane words.

Restore (alteration) Cantrip


Range: touch
Duration: instant
Area: one article of clothing
Components: V
Casting Time: 1 segment
Save: NA

This spell regenerates worn out cloth, returning it to its original strength
and texture. Fadeed jeans, 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. The caster must touch the article of clothing while
muttering the appropriate words.

Wash (invocation/evocation) Cantrip


Range: none
Duration: instant
Area: 10' X 10' X 10'
Components: V,S
Casting Time: 1 segment
Save: NA

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. The caster sweeps her arm in a wide arc while muttering
the arcane phrase.

BITE YOUR TONGUE (Evocation)


Level: Person-Affecting Cantrip
Casting Time: 1/2 segment
Area of Effect: One Creature
The victim of this cantrip has an uncontrollable urge to bite his tongue. If the saving throw is made, the
result is merely
a minor nip, but if the save is failed the victim bites his tongue several times and with much force. This
does no actual damage, but does cause enough pain to cause a pained yelp and make it impossible to talk
for the rest
of the round.The caster must softly bite his own tongue and point at the victim.

FOULMOUTH (Evocation)
Level: Person-Affecting Cantrip
Casting Time: 1/4 segment
Area of Effect: 1 creature
This cantrip causes the victim to shout a long string of obcenities in his native tongue, or cause a creature
without a
language to snarl, hiss, growl, etc. This lasts for about 10 seconds. A successful save means the victim
mutters a mild obcentity under his breath. The caster must make a stomping motion.

TABASCO (Alteration)
Level: Person-Affecting Cantrip
Casting Time: 1/2 segment
Area of Effect: One Creature
This cantrip causes a horrible spicy burning sensation in the mouth, with accompanying watery eyes and
runny nose.
Though its effect on combat is only minor (-1 on hit rolls), the creature affected will immediately look
about for the
nearest source of liquid to cool off his burning palate. Even a sip of liquid, snow, or ice will dispel the
cantrip. The
caster must pant while bulging his eyes and fanning his tongue.

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