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Cantrips

CANTRIPS: These are minor, useful spells that Cook: This cantrip will create a meal out of the
you can cast. You can cast a number of them per gathered raw ingredients. You must roll your
day equal to half your Intelligence (round up). Wisdom or less on a d20 for the meal to be edible.
Every Magic-User and Illusionist knows all of these You must gather the ingredients and place them on
spells- they are the basics of spellcasting arcane a table for this cantrip to work.
magic.
Disarm: This is a simple attack that simply knocks
Animate Tool: A single, simple tool (such as a an item out of the hand of a target. It is rolled as a
spoon, sewing needle, broom, small hammer, spade, ranged attack using your normal to hit. It has a
etc) is animated by this cantrip. It will perform a range of 30’ +1’ per level.
single, repetitive task appropriate to its function for
as long as you concentrate on it doing so. Weapons Dowse: This allows you to divine sources of
may not be animated by this cantrip, and objects freshwater in the nearby area. Outdoors, the range is
animated may not be used as weapons. The tool can 1000’ +100’ per spell level. Indoors and
be no further away than across the room for the underground it is 25’ +5 per level.
cantrip to work.
Dry: This dries you and your clothes off or another
Arcane Bolt: This is a simple attack that does 1 of and theirs. It can also dry off items (and thus save a
damage for every 2 levels of the mage or illusionist spellbook from a watery doom by drying it out).
(minimum of 1). It is rolled as a ranged attack using You must touch the item or person to be dried for
your normal to hit. It has a range of 30’ +1’ per this cantrip to work.
level.
Flare: A flash of light, a burst of fireworks, a very
Bathe: This cleans you and your clothes or another small ball of fire, or a puff of colored smoke can be
and theirs. created by this cantrip. They will not typically last
longer than a few seconds.
Brighten: This spell doubles the light produced by
ambient light sources. The effect lasts a number of Flavor/Soil: This cantrip may add salt, spice,
minutes equal to your level. sweetener, or another flavoring agent to a meal to
improve its taste. Reversed, it becomes Soil, which
Clean/Dirty: A mage or illusionist making use of makes the food or drink taste bad. It isn’t spoiled, so
this cantrip may clean, shine, dust, or polish a small it won’t make someone sick, but it will taste nasty.
object or surface of up to 1 square foot. Reversed, You must touch the food to be affected for the
this becomes Dirty, which can make the same area cantrip to work.
dirty, tarnished, scuffed, or dusty. You must touch
the item for this cantrip to work. Heat/Cool Food or Water: This cantrip will heat
up cold food or water (or other liquid). The reverse,
Command Familiar: While you may be fond of Cool Food or Water, will cool or freeze food or
your pet owl or cat, it is really only an owl or cat water. You must touch the food or water to be
that you have domesticated. However, you can use affected for this cantrip to work.
this cantrip to command the animal to do tricks, run
errands, deliver messages, come, heel, etc. Inscribe: This cantrip enchants a quill to write or
However, animals are notoriously unpredictable. draw. After one page, it will need to be recast. The
You must roll under your Charisma on a d20 or the quill must be touched to be enchanted.
animal will wander off task and the spell fails. The
animal must be in your presence and make eye Irritate: This cantrip forces another person to
contact for this cantrip to work. involuntarily blink, nod, itch, giggle, fart, twitch, or
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some other small, usually embarrassing body


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function. The target is allowed a save vs. Spells. It


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Cantrips
can only affect individuals in the same room as Summon/Repel Vermin:: This cantrip is usually
yourself with whom you make eye contact. used to drive off pests like gnats, flies, mice, lice, or
fleas. The spell lasts a number of hours equal to
Knot/Unknot:: This spell will tightly knot or tangle your level. While active, vermin will approach no
a rope, string, or similar object in a knot. Reversed, closer to you than a number of feet equal to your
the Unknot spell may undo any knot. You must Charisma. This allows it to protect those close to
touch the knot for the cantrip to work. you. The reverse, Summon Vermin, calls forth an
irritating gathering of the pests. They do no damage,
Mage Hand:: A spectral hand is conjured, which but can frighten the phobic. Spells being cast will be
can bring items to you or push them away. It does disrupted unless a save vs. Spells is made.
not work on anything living (or un-living,
living, as the
case may be). The item moves at a speed equal to Transfigure:: This cantrip may change an object
10’ per round and will move for a number of rounds that will fit in your hands into another
anoth shape, size,
equal to 10 + your level. The item must either be color, or texture. Radical changes (such as turning a
one that is across the room. teacup into a mouse) reverse after a number of
rounds equal to your level. Minor changes (such as
Open/Close:: A normal, unlocked door, windo
window, or coloring a head of hair bright pink) will endure a
other portal may be opened or closed by this number of days equal to your level. You
Y must roll
cantrip. You must be able to see it for this cantrip to under your Intelligence on a d20 for this cantrip to
work. work.

Preserve:: This cantrip enchants a small pack or Warmth/Cool:: This keeps you warm in cold
chest so that it will prevent food from spoiling due conditions or cool in hot conditions. It lasts a
to heat or time. It will prevent the spoiling
iling for a number of hours equal to your level. In extreme
number of days equal to your level before needed to
conditions, such as arctic cold, desert heat,
heat a
be recast. You must own the enchanted item and
must touch it for this cantrip to work. blizzard, etc, this spell has a good chance to fail
instantly (1-33 in 6, rolled every hour the spell is
Repair:: This will perform minor repairs to small active). It offers no protection against attack at all.
items like torn pages, cracked windows, ripped
clothes,, broken straps, etc. The item must be
touched for this cantrip to work.

Sneeze:: This cantrip forces another person to utter a


loud, involuntary sneeze. The target is allowed a
save vs. Spells.. It can only affect individuals in the
same general area (room) as yourself. It can disrupt
spellcasting.

Stun:: This is a simple attack that does no damage


but causes the target to suffer -1 to hit and move at
half its movement rate till its next turn.. It is rolled
as a ranged attack using your normal to hit. It has a
range of 30’ +1’ per level. The target must be
roughly the same size as you (for example, a child
could stun an adult, but no player character could
stun a giant).
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