1664 lines
57 KiB
Plaintext
1664 lines
57 KiB
Plaintext
Peako's Book
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O' Cantrips
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Cantrip:The Little Wish
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Wizard Prof Slot:1 wizard,2 Bard,Specialist.3 Rogue,Psi,Priest.
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(Int/-2)
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used to create 4 cantrips +1/level of wizard/bard per day.
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5th level a Wizard need not make a Int check,also can cast unlimited Cantrips
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8th level a Bard can do the same.
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Rosco's Cantrip Mastery (All)
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Level 1
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CT:1+1 per cantrip(MAX 5)
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Components:V,S
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Area of Effect:Same as cantrips
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Save Throw:Special
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Duration:3 rounds
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This spell inables a caste to cast up to 5 cantrips per round provided he
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does not go over his daily allotment of cantrips,it is very useful in
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embarsment of other targets,also it can be cast on mulitiple targets if.
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they are whthin range.
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Rosco's Cantrip Contingency
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Level 1
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CT:1 round
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Components:V,S
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Area of Effect:Caster
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Duration:1 week
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Save Throw:None
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This spell acts in all ways like the Higher level Version but it instead
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causes 4 cantrips to activate instead when triggered.This spell is useful
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when looking for a quick Disguise(Color,Smell,Hairy,Dirty)instant BUM!!
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also useful when one is tied up(untie,unlock,Lockpick,Scissors).Or
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when you wish to Really Scare the Shit out of an Opponent(Zap,Sparks,Boom,
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Glowing Eyes).The possibilities are Endless.Enjoy the Spell.
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Rosco's Book of Cantrips
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Please remember the rules for Cantrips
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1)No cantrip can Directly injure another individual
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2)No cantrip can Directly interupt anothers concentration
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3)When influencing another or anothers possessions then that person
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is intitled to a save vs. spells
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4)Cantrips will not harm any magical item,or any item or person within
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the protection of a Protection from Cantrips Spell
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5)Specialists cannot creat cantrips belonging to their opposition schools
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6)When two wizards are attempting to influence the same person or item
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with teleknesis cantrip or a similar type a Prof Check is Required
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the one with the best check wins.
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THIRD LEVEL
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Cantrip Semi-Permanency
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(Alteration)
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Range: Special
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Components: V, S, M
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Duration: 1 day/level
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Casting Time: 1 round
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Area of Effect: Special
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Saving Throw: None
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This spell affects the duration of cantrips, making the duration of a cantrip equal to 1 day per level
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of the caster.
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FIFTH LEVEL
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Cantrip Permanency
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(Alteration)
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Range: Special
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Components: V, S, M
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Duration: Permanent
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Casting Time: 1 round
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Area of Effect: Special
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Saving Throw: None
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This spell affects the duration of cantrips, making the duration of a cantrip permanent.
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Note:By saying directly I mean that a magical force can be created but
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it does not automatically cause damage or throw concentration off for
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another individual.Example A Zap Cantrip creates a Bolt of enengy that
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can both interupt spellcasting and cause damage,but a successful attack
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must still be made by the caster to hit the target.
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Cantrips are the Best thing that ever happened to any low level wizard
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since the sleep spell.(by the way check out the sleepy cantrip.)
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Cantrips:Marbles:can create two handfulls of marbles which when thrown
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cause any walking or running over them to make a Dex check or suffer
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damage from falling,another check is made to stand again.
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Also this spell can be modified to make Caltrops,However they have a
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normal duration compared to the permanant duration of the marbles.
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Balance:This Cantrip gives the caster more control over his equilibrim
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so that he/she may for example cast spells while on board a ship without
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being braced,or it may help in a single Dex feat giving the PC a +1
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bonus to any check for 1 round.For Steadness in a Unsteady enviroment
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it lasts for 1 hour/level.The caster when falling allways lands on his feet.
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Coin:Conjures one Silver that lasts for 5 rounds then disappears.
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if bitten it disappears.
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Sharpen:Can be used to sharpen objects so that they can be used as a
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slashing weapon.Examples a coin can be sharpened so that it can be used
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to inflict 1 point of damage or slice a string of a purse.A thumb nail
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can be sharpened to do the same along to cut roped binding the caster.
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The Somatic component is simply to touch the item to be sharpened with
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ones index finger and to make a hissing noise.
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Boom:This cantrip causes a firecracker to appear in the PC's hand and can
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be thrown up to 10 feet away,it causes a loud bang wherever it hit's and
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usually is used to scare or distract.
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Spark:will ignite any flammable material such as paper or oil,if used
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to catch a persons clothes on fire,then it does after a save vs. spells
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and then it only causes damage on the second round.Range 1 yard
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Conjure Water:can create enough water to satisfy any person for a day,
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or in the Desert for 1/2 day.
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Palm/Place:can cause objects to appear in the casters hand,or cause objects
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in the wizards hand to be teleported into a desired place(such as a purse
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or backpack)each case calls for a save vs spells.Also this cantrip will
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not affect magical items.Useful in retreving spell components from backpack.
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This spell will only affect items that the caster knows are there,such as
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a gold peice that a innkeeper just put in his pocket.Also the spells range
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is 10 feet or less.Also useful for retreiving ones dagger after it has
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fallen.The Range for this spell is 5 feet.
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Snatch:Related to the Palm/Place this cantrip takes items out of anothers
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and places them in the casters,Useful with spell components or small weapons
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such dagger or knives.A save vs spells is also allowed for this spell.
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Unravel/Stitch:This cantrip will unravel a seam of any item of clothing
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such as a purse or shirt causing it to fall apart,Stitch does the opposite
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but a seam must be present.
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Chill/Warm:will cause something or someone to become cold or
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warm.(usually which causes the person to shiver or sweat)
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Glowing Eyes:Causes the PC'S eyes to glow,the color is choosen by the PC
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but if cast before Hypnotism it add's a -1 to the victims save throws if
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he/she looks at the PC's eyes.
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Open/Close:can cause door handles to turn and open slowly/or doors to
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close.If used on chests the lid must be under two pounds in order to lift.
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Unlock/Lock:causes simple locks such as those found on Everyday doors to
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unlock,this spell will not lift bolted doors or those with Superior locks
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made by locksmiths.Also if used on locked chests or cabinents it's chances
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of opening such locks are 5%+3%/Level(8 at first,20 at Fifth)also it
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can be attempted as many times as the caster has levels.
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Mana Meal:Creates 1 small loaf of bread which if used with the water cantrip
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can create enough food to feed the wizard for 1 day,however it is not
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enough to help the PC to gain HP's,it's enough to Prevent loss of HP's.
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Rosco's Annoying Anvil:This spell creates a minature Anvil which weighs
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about 5 lbs. to appear over the victims head,although it causes no damage
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it can cause the individual to fall over in pain(DEX check to remain
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standing),If the target is casting a spell then the anvil waits untill
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the spell is cast.A save throw is possible if the person is expecting
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something to happen.
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Rosco's Card Trick:This Cantrip will conjure a Playing Card of any color
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or shape,if playing a game of cards it can alter a playing card to match
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his description,The verbal component is to whistle "The Gambler" and
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the somatic is to tap the card to be altered.The chance of being caught
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is determined by the DM.
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Rosco's Rubber Ball:Conjures a Blue and Red Ball with a white Stripe in
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the Middle,If thrown the Ranges are 1 2 3. If batted with a Club
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the Ranges become 2 4 6.This cantrip can be used in offensive manner.
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The casting time is 2,The speed Factor is 2 or 4 with a Club.These factors
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can be added together to make an attack.The Ball does 1 point of Punching
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damage which dissapears in 1 turn,This spell is very useful against wizards
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and Priests.
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Rosco's Ball o'Static :This cantrip conjures a ball of static in one
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of the casters Hands,it can be thrown at a target using the casters Thac0
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with Dex adjustments,the Target if hit feels a static shock(no damage) and
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it causes the targets hair to stand up on end for 1 turn and static cling
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to plague him for the day.This gets bad if the target comes in contact
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with alot of people.Of course the Target gets a save throw.Range 1
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Conjure Sunglasses:Creates a pair of Sunglasses for the Caster,with these
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Sunglasses the caster recieves a +1 bonus to any light or Blinding attacks
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of 2nd level or less.The sunglasses only work on Sunny Days.They can be
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altered to help Prevent Snowblindness or SunStroke.
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Conjure Blindfold:This spell conjures a Blindfold that appears on the caster
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it also gives the caster a +1 to his Blind-fighting skills.Very useful
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when taking on Invisible or Gaze powered Creatures.Lasts untill taken off
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Sticky/Slippery:This spell is mainly used to make any area under 1"foot
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either slippery or sticky.Very useful when you see a thief about to draw
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a dagger to stab you with it,or you wish to make a fool of someone by
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making the scroll case there about to give to someone stick to their
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hand causing great woe to the holder.This spell lasts for 2 rounds,a save
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throw is allowed.
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Conjure Lockpick:will create 1 lock pick of the casters choice that lasts
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for 2 turns or untill the lock is picked or the attempt fails.Some Thieves
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who can cast this spell also have a Different Version Conjure"Magic"Key
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which in reality conjures a crowbar to Pry the Lock with,It's duration
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is 1 turn.
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Paintbrush:Creates a Paintbrush tipped with the paint color of the casters
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choice,it is enough to draw a simple picture or write up to five words on
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a surface,after either is done the paintbrush disappears.
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Magic Word:This cantrip creates a mouth such as that on a magic mouth,when
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a certain condition takes place such as a man in green passing within
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1 foot,It speaks one word before dissapating,the max range is one foot.
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Useful as an alarm while sleeping or on ones purse against thieves.
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Jokies Present:This spell creates a Bright Yellow Box with a Red Ribbon
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when the Box is opened it Explodes doing no damage but it Blinds and Deafens
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the holder for 1 round unless a save is made,This spell is one of Rosco's
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Favorites.Duration is Standard
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Rosco's Ripe Tomato:This spell conjures a Very Ripe Tomato that can be
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thrown,it does not substain the person attempting to eat the tomato.
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If thrown it does no damage except to stain the targets clothes and perhaps
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his pride also.
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Bump:This cantrip is used mainly by Gemomancers(Earth Elementalists)
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it is cast on any natural earthen floors or fields,It is mainly used to
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trip running opponents(Save vs.Spells).
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Ball of Smoke:Creates a Ball of smoke that covers a 5'radus for 1 round.
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mainly used for escape attempts.
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Glowing Hand:used by the great Illusionist thief Rasmus,It created an
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image of a glowing hand,this hand lasts for 1 week and is usually used
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as a calling card for crimes or to frighten someone as a pretend curse.
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Ice:Can freeze any cubic foot of water into a single icecube.This
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is useful for creating Ice for drinks at parties.Also it is useful on
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smooth floors,the wizard throws water over the floor and then freezes
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it with this cantrip,causing anyone walking on it to make a dex check
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or fall taking 1d2 points of damage or running to make a dex chack -3
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or take 1d3 points of damage,This cantrip has many uses.
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Rosco's Neck Pinch:This cantrip was taught to Rosco by a Spelljamming
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Grey Elf by the Name of Spack,This Cantrip Gives the Caster a +15%
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chance of Knocking the Target with a Punching Attack.This lasts
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untill the Caster makes a successful Punching Attack or 1 turn.
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Metal Detection:Range 1 foot:this cantrip acts as a scanner in which
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the casters hand senses if metal is within 1 foot of it,used in the
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Griffins Nest Tavern where the Bouncer scans persons to make sure the
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only metal entering is in the persons purse only.No Save.
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Wrap:Creates a small peice of paper which wraps itself around small
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items such as spell components,This cantrip is very useful in conjunction
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with the Palm/Place Cantrip.
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Elemental Shield:Creates a Red Shield around the caster that lasts untill
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concentration ends,it will protect the caster from 8 hp of elemental
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damage,this includes elemental spells cast at him,The caster must
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be crouched with one hand resting on the ground for the spell to succeed.
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No Movement is possible during this cantrip.
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Symbolize:Creates a symbol that can be placed on any flat non-living surface
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it is commonly used by wizards as warnings to other wizards or to inform
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the wizard of another wizards domain.It is only visible when another
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wizard uses any detection spells such as the cantrip Magic Detection.
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DRAIN:This cantrip is the most powerful of all cantrips.With it a Magician
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can Drain Magical Items in order to cast spells already in the wizards
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spellbook.A +1 dagger could power a 1st level spell,A cloak of Elvenkind
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could power a 2nd level spell,a Wand of Lightening could power a 3rd level
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spell.A save throw vs. Distergration is allowed or else the item is
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destroyed.A charged item however does not need this but instead is drained
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of 1d12 charges.This cantrip also has a great effect on the wizard also
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if he fails a System Shock then he passes out for 1d20 rounds.Also if
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the item Distengrates he also takes 1d20 hp of damage.
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Cutting:This cantrip can be used to cut wire and rope up to 1/2 inch.
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I find this one very useful against Bows and Crossbows!
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Adrenaline:This rare cantrip inables the caster to double his/her movement
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rate for 1 round.No extra attacks either..
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Flashlight:This cantrip causes light to spring forth from the casters index
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finger,it can be useful in reading or examining items without using alot
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of light,in close quarter fighting it is useful against anyone using infrav
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ision(save vs. spell to avoid)it lasts untill concentration is broken.
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Range is 5 feet.
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Magic Detection:detects magic within 30 feet of the caster,however source
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is not determined or distinguished.Casters possessions are not detected.
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Zap:This Cantrip Creates a minature Lightening Bolt with can Travel up
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to 10 yards and strike a target doing 1d2 of damage with a successful hit
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(Count DeX bonuses to hit)Ignoring Metal Armors.A save throw is allowed
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for half damage rounded up.This spell will not Penetrate any magically
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protected opponent(anyone wearing a +1 ring,bracers,armor +1 etc...)
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Sleepy:This cantrip causes any person or creature of 1 HD or less to feel
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tired and go to sleep in 1d4 rounds unless a save vs. spells is made.
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This cantrip is used often by Rosco when he is being pursued by guard
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dogs.
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Tasters Choice:Causes items of food to taste as the Caster wishes,Bread
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could taste like Chocolate etc... Other foods in another's possession can
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be altered but allowed a save throw to be altered.
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Count:This allows the caster just by touching somenthing to count how many
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items of his or her choice are within a particular area(1 square foot/level)
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this cantrip is useful in determining how many gold coins are in a purse for
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example.
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Glow:This cantrip can only be cast upon any item that the caster is holding
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or upon the caster himself,it can cause a dagger glow green or the caster
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to glow a bright orange,This glow is useless for the purpose of illumination
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but is useful in scaring the average Humanoid.
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Scorch:This cantrip causes paper or thin wood products to burn away to
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nothing without heat or smoke or flame visible.It's range is 1 foot
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and a save is allowed if such item is in anothers possession.
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Exploding Cork:This cantrip can only be cast on corks,it causes the cork
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to explode in a burst of flame(damage only if anyone is holding the cork
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during explosion.It can be set to explode up to a 1d10 rounds from when the
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spell is cast,Rosco uses this spell often as a diverson.A flask of Gunpowder
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that is plugged with cork can be a very useful diverson.
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Compass:This cantrip conjures a glowing green arrow that appears floting
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over the casters hand,it points north unless a lodestone is present.
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Paintball:This cantrip conjures a paintpellet which can be used in a sling
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or slingstaff or can be fired out of a Wheellock Pistol without powder.It
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causes no damage but can be aimed at any part of the target with a called
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shot,ignore armor of enemy when determing to hit or not.If aimed at
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face -8 to hit remember if no closed Helm is worn then it also is AC 10.
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only count DEX and Magic Bonus's.If face is hit allow a save vs spells or
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target is blinded for 1d3 rounds.
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Awareness:This cantrip alters the Casters awareness and concentration,while
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under this cantrip the caster loses all DEX bonus's and can only concentrate
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on one item at a time,such as finding a secret door.A +2 bonus is given to
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anything the caster is concentrating on.This cantrip lasts untill
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concentration is broken.
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Sort:This cantrip is useful in sorting items into piles such as sorting
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gold from copper peices into seperate piles.
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Face:A minor Illusion in which the casters alters his or her own face to
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appear different,it requires great concentration and conversation is not
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possible during the spell.
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Polite(Vaxum):This is one of the best Enchantment/Charm Cantrips known:
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it inables the caster to make one creature potite to the caster for
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as long as the caster is polite to him or untill both parties are out of
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visual range,it does not cause the character to act different from his/her
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alignment but it causes them not to be rude ex.Drawing a sword to Attack.
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A CE character might for example politely tell the caster how in great
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detail how he will crush his bones,but he will not for the spells duration.
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Creatures with 3+1 HD are never affected.
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Clean:This cantrip animated cleaning untensils or creates cleaning untensils
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to clean a specific area (10'Max)or Creature.
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Color:with this cantrip the caster can alter the color of any surface,if
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used on ones body then seperate castings are required for hair skin eyes
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if used on clothes then it can enchante one peice of clothing at a time.
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This is a permanant cantrip
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Hide Footprint:This cantrip will hide any footprints made by the caster
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from the time the spell is cast to till the time that he ceases
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concentration.Some believe that Elves can use this spell permantly.
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Guess:This is a simple Divination Cantrip that allows the caster to
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guess how many fingers a person has up,what card someone is holding,
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what word/number someone is thinking or which hand a particular object is
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in,If the person trying to resist the cantrip then a Save vs. spells is
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allowed.
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Inhance Vision:This cantrip lasts untill Concentration ceases,it allows the
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caster to see 3 times his normal vision,however it blurs all vision
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within 5 yards of him.Often used by Magical Scouts.
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CONJURATION
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Summon:This spell summons or conjures insects,rodents,or non poisonous
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snakes or spiders.Normal Items weighing less than 1 lb can be conjured
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such items cannot be worth more than 1 gp however and may not be made from
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any valueable material.Items 5lbs can be conjured but they have a Duration
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of 1 turn before they disappear.
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ENCHANTMENT
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Telekinesis:This cantrip can move inanimate objects around slowly and
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jerkily.It has a weight limit of 2lbs.
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Influence:This cantrip can influence anothers bodily Functions in such as
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way that he or she can be made to :wink,nod,scratch,belch,fart,giggle,
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sneeze,or perform some other involuntary action.All are allowed a save
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vs. spells and neither can break spellcasting attempts.
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ILLUSIONS:These cantrips can be left up to the Caster,from what I can
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gather they can create 2 dimensional illusions no larger than a bush
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or rug,all illusions disappear upon touching them.Minor sounds can also
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be produced such as single words such as DOOM! or FLEE! and minor Moans
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and Groans and Chains rattling can also be produced.Smells such as
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a stinky fart or the smell of roses in the air,however they are overpowered
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by the stench of some creatures and undead.Also a strong breeze will rid
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ther area of a scent.
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NECROMANCY
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Spoil(Freshen)Food/Flower:This cantrip will spoil or freshen food or small
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vegatation.If used on anothers meal then it requires a save.
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Exterminate:Kill small rodents and bugs with 0 hp,2/level can be killed
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in this manor.
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Animate Animal:This cantrip can animate small rodents,or can animate one
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small mammal such as a dog or cat.Max 2HD per casting
|
|
|
|
ABJURATION
|
|
Minor Wards:10 foot radius:These wards can be set to do one of three things
|
|
to keep an area warm/cool,to ward off small insects or rodents,and lastly
|
|
to ward off mist or rain or snow.The duration is standard.
|
|
|
|
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.
|
|
|
|
|
|
ELEMENTAL Cantrips:Air Cantrips deal with the creation of mists,puffs of
|
|
smoke,hazes,scents and gusts of wind strong enough to dry wash,disperse
|
|
unpleasant odors or knock small objects off shelves.
|
|
|
|
Earth:used to create or alter stone,sand,mud,clouds of dust,minor earth
|
|
tremors,and growth of stalactites.
|
|
|
|
Fire:used to create sparks(can be cast up to 1 yard),warmth,flickering
|
|
lights(no stronger than a torch) and can be used to ignite dry paper,
|
|
campfires,or thin sticks.
|
|
|
|
Water:can conjure water(described earlier)thick mist(rain if mist already
|
|
present)currents or ripples in water and to create small waves.
|
|
|
|
BARDIC Cantrips:Buglecall,Ghostly Music,Tune,Pitch,Or percussion to go
|
|
along with songs can be created.Any Musical cantrip that can be thought
|
|
of.
|
|
|
|
And who can forget the most useful Cantrip of all
|
|
|
|
Conjure Spunge:This cantrip conjures a brick of Spunge 6 inches in length
|
|
and 4 in width,It is a permant cantrip and the caster can choose the
|
|
color of the Cantrip.Before one laughs try to imagine the numerous uses
|
|
of Spunge.Use your imagination.
|
|
|
|
Any other cantrip are up to the Casters imigination use these wisely!.
|
|
|
|
These Cantrips are from Unearthed Arcana and also Net Spell book
|
|
|
|
|
|
|
|
CANTRIPS
|
|
========
|
|
|
|
From: Revised List Processor,
|
|
LISTSERV%UTARLVM1.BITNET@ricevm1.rice.edu
|
|
|
|
|
|
Slider --
|
|
This causes a 3' circular area up to 9' distant to briefly (1 second)
|
|
become zero co-efficient. It is of instant effect. Instant banana
|
|
peel.
|
|
|
|
Verbal =>
|
|
Somatic =>
|
|
|
|
|
|
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 seconds duration. Affects
|
|
only mansized, or smaller. 10'r.
|
|
|
|
Verbal =>
|
|
Somatic =>
|
|
|
|
|
|
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 seconds. Instant effect.
|
|
|
|
Verbal =>
|
|
Somatic =>
|
|
|
|
|
|
Chill -- 1 cube yard --
|
|
Causes non-living liquid or solid material to become up to 40*F cooler,
|
|
subject to a minimum temperature of freezing. Chilling effect lasts
|
|
only an instant, after which subject warms slowly back to normal
|
|
temperature.
|
|
|
|
Verbal => soft whistling
|
|
Somatic => down thrust thumb
|
|
|
|
|
|
Clean -- 4 square yards --
|
|
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 => low outrush of air
|
|
Somatic => circular hand motion
|
|
|
|
|
|
Colour -- 1 cube yard --
|
|
Brings colour to an object. Can be used to restore faded hues or change
|
|
the colour of an item. Dull or faded fabric can be brightened, pigments
|
|
restored, hair or skin changed to another colour. Effect lasts up to 1
|
|
week.
|
|
|
|
Verbal => humming
|
|
Somatic => back n forth or ringing hand motion
|
|
|
|
|
|
Dampen -- 1 cube yard --
|
|
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 fingers hanging down
|
|
|
|
|
|
Dry -- 1 cube yard --
|
|
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 small creature or 1/2 cube foot--
|
|
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
|
|
|
|
|
|
Flavour -- 1 object--
|
|
Changes flavour 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 => mmm sound
|
|
Somatic => thumb and finger form O, other fingers apart and upright
|
|
|
|
|
|
Gather -- 1 square yard --
|
|
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 cube yard --
|
|
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 cube yard --
|
|
Accelerates growth of plants. Seeds shoot forth tiny plants. Newly
|
|
sprouted plants grow an inch or so. Buds flower. Fruit and vegetables
|
|
ripen or even spoil
|
|
|
|
Verbal => low rising whistle
|
|
Somatic => lifting hand from closed to spread fingers
|
|
|
|
|
|
Stitch -- approximately 20 yards cloth/2 yards 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 cube yard --
|
|
Causes non-living liquid or solid material to become up to 40*F warmer,
|
|
subject to a maximum temperature of boiling. Effect lasts only an
|
|
instant, after which subject slowly cools to normal temperature.
|
|
|
|
Verbal => aaah sound
|
|
Somatic => rub hands together briskly
|
|
|
|
|
|
Wrap -- 1 cube yard --
|
|
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 square yards --
|
|
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 => zzz 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 rounds, 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 cube yard or less) --
|
|
Causes covering of rust, corrosion, verdigris or the like to any object
|
|
normally susceptible 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 small 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 minutes. If change is radical, then the time will be reduced
|
|
accordingly. Time can vary from 15 seconds to 24 hours at the GM's
|
|
opinion.
|
|
|
|
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 NPC's at the GM's opinion get a saving
|
|
throw. Duration: 5 seconds.
|
|
|
|
Verbal =>
|
|
Somatic => gesture to right or left
|
|
|
|
|
|
Hide -- 1 object (up to 125 cube foot) --
|
|
Hides an object for base of 5 minutes. 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 cube feet, duration is 15
|
|
seconds. 1 cube foot = 5 minutes 1 cube in or less = 10 minutes.
|
|
|
|
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 pounds or 1 cube foot. 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 small 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 seconds,
|
|
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
|
|
object while seemingly only touching or handling the illusory
|
|
duplicate.
|
|
|
|
Verbal =>
|
|
Somatic =>
|
|
|
|
|
|
Present -- 1 small item --
|
|
Brings any small specially prepared object from within 5'r. Object must
|
|
have short ritual performed over it to personalise it to the
|
|
spellcaster. Size/weight limit: must be smaller than 1 square foot and
|
|
5 pounds. 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 spasmicly. Successful save Means
|
|
cough is brief hacking. Failed save indicates victim is affected by
|
|
loud and active series of coughs lasting 1-4 seconds.
|
|
|
|
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 seconds.
|
|
|
|
Verbal => ron-zon zip-po, dun-hill, etc.
|
|
Somatic => extend forefinger and make sideways motion w/thumb
|
|
|
|
|
|
Smokepuff -- 1' diameter cloud --
|
|
Puff of smoke appears up to 10' distant from caster. Acts as normal
|
|
cloud of smoke. May be any colour.
|
|
|
|
Verbal => colour 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 small bug, etc. or 1-10 very small creatures (at the GM's
|
|
|
|
option) --
|
|
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 at the GM's option. 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 => "on"
|
|
Somatic => flick finger against thumb and point at candle, then 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 seconds) or squeaky floorboards (3 seconds) seaming to to
|
|
traverse up to 10'
|
|
|
|
Verbal => low creaking noise
|
|
Somatic => opening motion or walking motion w/fingers
|
|
|
|
|
|
Footfall --
|
|
Audible 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 seconds, 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 the number 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
|
|
|
|
|
|
Coloured 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 => colour & 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 minutes 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 minutes --
|
|
Creates an illusionary face. Mask is 15% detectable only if another
|
|
person closely scrutinises 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 minutes, then fade away.
|
|
|
|
Verbal =>
|
|
Somatic => fingers of both hands form pyramid
|
|
|
|
|
|
Two-D-Illusion -- 100 square foot --
|
|
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 dispel 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
|
|
|
|
These are from the net Spellbook
|
|
|
|
|
|
|
|
|
|
Blank
|
|
|
|
(Illusion/Phantasm)
|
|
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: 1 hour per level
|
|
Casting Time: 1
|
|
Area of Effect: Book touched
|
|
Saving Throw: None
|
|
Author: Thomas Weigel
|
|
|
|
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 over the book and muttering the proper words.
|
|
|
|
|
|
|
|
Boil Water
|
|
|
|
(Evocation)
|
|
|
|
Range: 1 foot
|
|
Components: V, S
|
|
Duration: Permanent
|
|
Casting Time: 1 minute
|
|
Area of Effect: One container
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
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.
|
|
|
|
|
|
|
|
Buggery
|
|
|
|
(Conjuration/Summoning, Illusion/Phantasm)
|
|
|
|
Range: 30 feet
|
|
Components: V, S
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: Special
|
|
Saving Throw: Negates
|
|
Author: Jim Vassilakos
|
|
|
|
The wizard creates a number of small bugs equal to his level. In the illusionist's case, these bugs are
|
|
only illusionary, but with the conjurer, they are real. If they are made to appear within the pockets
|
|
(or open orifice) of an individual, a saving throw versus spell may apply to negate the cantrip's
|
|
effects.
|
|
|
|
|
|
|
|
Clean
|
|
|
|
(Alteration)
|
|
|
|
Range: 0
|
|
Components: V
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: 10x10x10 foot pile of cloth touched
|
|
Saving Throw: None
|
|
Author: Thomas Weigel
|
|
|
|
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.
|
|
|
|
|
|
|
|
Compass
|
|
|
|
(Divination)
|
|
|
|
Range: 0
|
|
Components: V, M
|
|
Duration: 1d6 seconds
|
|
Casting Time: 4
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
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, but it is only exactly right about 25% of the time
|
|
and may sometimes be completely off (10% chance). The material component is a sliver of iron.
|
|
|
|
|
|
|
|
Count
|
|
|
|
(Divination)
|
|
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: Permanent
|
|
Casting Time: 1 minute
|
|
Area of Effect: 1-yard per level cube touched
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
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. Count can count 10level+1 things, i.e., a 1st-level
|
|
wizard can count 100 things, a 2nd-level one 1000 things, a 3rd-level one 10,000 things, and so
|
|
on.
|
|
|
|
|
|
|
|
Ferment Grape
|
|
|
|
(Evocation)
|
|
|
|
Range: 0
|
|
Components: S
|
|
Duration: Permanent
|
|
Casting Time: 1
|
|
Area of Effect: One grape
|
|
Saving Throw: None
|
|
Author: Ronald Jones (Greymoon)
|
|
|
|
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.
|
|
|
|
|
|
|
|
Firefinger
|
|
|
|
(Evocation)
|
|
|
|
Range: 0
|
|
Components: V, M
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: The wizard's finger
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
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.
|
|
|
|
|
|
|
|
Impersonation
|
|
|
|
(Illusion)
|
|
|
|
Range: 0
|
|
Components: V, S, M
|
|
Duration: 1 round
|
|
Casting Time: 1
|
|
Area of Effect: The caster
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
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. The material
|
|
component is a mirror, which is consumed in the casting.
|
|
|
|
|
|
|
|
Invisible Scribe
|
|
|
|
(Conjuration/Summoning)
|
|
|
|
Range: 3 feet
|
|
Components: V, S, M
|
|
Duration: Concentration
|
|
Casting Time: 4
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
By casting this cantrip, the wizard brings into existence a field of force able to write on 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. The material component for the spell
|
|
is ink, which is consumed in the casting.
|
|
|
|
|
|
|
|
Jamye's Appearing Ink
|
|
|
|
(Alteration)
|
|
Reversible
|
|
|
|
Range: 0
|
|
Components: V
|
|
Duration: Special
|
|
Casting Time: 1
|
|
Area of Effect: Special
|
|
Saving Throw: None
|
|
Author: D.J. McCarthy
|
|
|
|
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.
|
|
|
|
|
|
|
|
Katrine's Mirth
|
|
|
|
(Illusion/Phantasm)
|
|
|
|
Range: 20 yards
|
|
Components: S
|
|
Duration: Instantaneous
|
|
Casting Time: 1
|
|
Area of Effect: 100 yards
|
|
Saving Throw: None
|
|
Author: Thomas Weigel
|
|
|
|
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.
|
|
|
|
|
|
|
|
Know Quality
|
|
|
|
(Divination)
|
|
|
|
Range: 0
|
|
Components: S, M
|
|
Duration: Permanent
|
|
Casting Time: 1
|
|
Area of Effect: Equivalent of one bottle or less
|
|
Saving Throw: None
|
|
Author: Ronald Jones (Greymoon)
|
|
|
|
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 means excellent. If the flash is black and red, the wine has spoilt. This spell
|
|
was developed by apprentices who were tired of getting poor-quality wines for dinner. They also
|
|
didn't want to keep being ripped off in pubs. The material component for this spell is a white
|
|
feather.
|
|
|
|
|
|
|
|
Know Vintage
|
|
|
|
(Divination)
|
|
|
|
Range: 0
|
|
Components: S, M
|
|
Duration: Permanent
|
|
Casting Time: 1
|
|
Area of Effect: Equivalent of one bottle or less
|
|
Saving Throw: None
|
|
Author: Ronald Jones (Greymoon)
|
|
|
|
By use of this spell, an apprentice or wizard is able to tell the vintage (year) of one siingle 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. A small drop of wine from the bottle is necessary to cast the spell.
|
|
|
|
|
|
|
|
Narek's Shears
|
|
|
|
(Alteration)
|
|
Reversible
|
|
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: Concentration
|
|
Casting Time: 2
|
|
Area of Effect: One target
|
|
Saving Throw: Negates
|
|
Author: Narek
|
|
|
|
Narek's 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 completely prevent 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.
|
|
|
|
|
|
|
|
Narin's Mask
|
|
|
|
(Illusion)
|
|
|
|
Range: 0
|
|
Components: V, M
|
|
Duration: 10 minutes
|
|
Casting Time: 3
|
|
Area of Effect: The caster
|
|
Saving Throw: Special
|
|
Author: Narin
|
|
|
|
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 face; careful attention will then negate the spell. A dispel
|
|
illusion will cancel the spell entirely. The material component of this spell is a blindfold.
|
|
|
|
|
|
|
|
Notice
|
|
|
|
(Enchantment/Charm)
|
|
|
|
Range: 0
|
|
Components: V
|
|
Duration: Concentration
|
|
Casting Time: 1 round
|
|
Area of Effect: The caster
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
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 loses any
|
|
Dexterity bonus to Armour Class and takes a further -2 penalty, and is likely to ignore most
|
|
attempts at communicating with him. The wizard can break the trance at any time.
|
|
|
|
|
|
|
|
Pitch
|
|
|
|
(Evocation)
|
|
|
|
Range: 0
|
|
Components: V
|
|
Duration: 2 rounds
|
|
Casting Time: 1
|
|
Area of Effect: The caster
|
|
Saving Throw: None
|
|
Author: Martin Ott
|
|
|
|
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.
|
|
To cast this cantrip, the caster 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 high C".
|
|
|
|
|
|
|
|
Remove
|
|
|
|
(Alteration)
|
|
|
|
Range: Touch
|
|
Components: V, S
|
|
Duration: Permanent
|
|
Casting Time: 1 round
|
|
Area of Effect: 1-yard per level cube touched
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
Like 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 sort (q.v.).
|
|
|
|
|
|
|
|
Sanh's Harmless Ray of Light
|
|
|
|
(Evocation)
|
|
|
|
Range: 6 yards + 1 yard per level
|
|
Components: V, S
|
|
Duration: One second
|
|
Casting Time: 1
|
|
Area of Effect: One creature
|
|
Saving Throw: Special
|
|
Author: Max Becherer
|
|
|
|
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 DM's option, creatures particularly
|
|
sensitive to light may be dazzled for a longer period of time.
|
|
Note: while the spell is magical, the light generated is not, and therefore is not subject to magic
|
|
resistance.
|
|
|
|
|
|
|
|
Sort
|
|
|
|
(Alteration)
|
|
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: Permanent
|
|
Casting Time: 1 minute
|
|
Area of Effect: 1-yard per level cube touched
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
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.
|
|
|
|
|
|
|
|
Stepping Stones
|
|
|
|
(Evocation)
|
|
|
|
Range: 0
|
|
Components: V, S
|
|
Duration: 1 round per 4 levels
|
|
Casting Time: 1
|
|
Area of Effect: Four spheres, 1-foot diameter each
|
|
Saving Throw: None
|
|
Author: Unknown
|
|
|
|
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, since they are made by a cantrip.
|
|
|
|
|
|
|
|
Styrman's Luminous Eyes
|
|
|
|
(Alteration)
|
|
|
|
Range: 0
|
|
Components: S
|
|
Duration: 1 round
|
|
Casting Time: 1
|
|
Area of Effect: The caster
|
|
Saving Throw: None
|
|
Author: Styrman
|
|
|
|
This cantrip causes the caster's eyes to become luminous (not a light source worth a damn, but
|
|
pretty impressive).
|
|
|
|
|
|
|
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Tune
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(Alteration)
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Reversible
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Range: 0
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Components: V or M
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Duration: Instantaneous
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Casting Time: 1
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Area of Effect: 5-foot radius sphere
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Saving Throw: None
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Author: Martin Ott
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With this cantrip, the bard can bring one note of an instrument in tune with either a hummed note,
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the equivalent note played by a second instrument (in which case the component of the spell is that
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other instrument, which is obviously not consumed in the casting; what good would that do?), or
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the result of a preceding pitch cantrip (q.v.). The one note will end up perfectly in tune with the
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reference note. As many instruments as are in the area of effect can be brought into tune at once.
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A well-tuned instrument (with two or more tuned notes) has the effect of making the bard's songs
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more melodious and enjoyable; this has the game effects of reducing the saving throws of hostile
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creatures versus the bard's mood-altering story telling by 1, as well as making the bard's
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morale-boosting song affect the listeners for an additional 50% longer (i.e., one-and-a-half rounds
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per level) than it usually does.
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Too many notes perfectly tuned on an instrument, however, will have a negative effect on other
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bards in the area, who will realise that the tuned instrument has been magically tampered with to
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sound so perfect. For each note above one that the instrument has been tuned, the hostile bard
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personally gets a +1 to his saving throw versus the playing bard's influencing reactions effects.
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Although the tuning is instantaneous, the effects of the cantrip last for a while. In perfect conditions
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(humidity on the low side, comfortable temperature, no rough handling), the instrument will stay
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tuned for a week. In less than perfect conditions (typical adventuring abuse, for example), the
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instrument will have to be re-tuned every day. If the instrument is taken apart for storage, such as
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flutes or other woodwinds are, the instrument will have to be re-tuned every time it is reassembled.
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The reverse of this cantrip, untune, causes one note of the specified instrument to become horribly
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out of tune. It also has the side effect of turning the wizard's hands a brilliant red for one turn after
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the cantrip is cast, unfortunately.
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Umbrella
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(Abjuration)
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Range: 0
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Components: V, S
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Duration: 1 hour per level
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Casting Time: 1
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Area of Effect: The caster
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Saving Throw: None
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Author: Unknown
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As with all cantrips, this one can be very useful, but not very powerful. It manifests itself as a field
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of force that resembles an umbrella. It lasts for up to one hour per level of the wizard at most, but
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if the concentration of the wizard is broken for more than one round, it will fade away. It actually
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does have some form and is "worth" 6 HP, but only magical weapons will affect it.
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Wash
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(Invocation/Evocation)
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Range: 0
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Components: V, S
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Duration: Instantaneous
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Casting Time: 1
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Area of Effect: One 10x10x10 foot cube
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Saving Throw: None
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Author: Thomas Weigel
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This spell removes dirt from all smooth surfaces in the area of effect. This includes skin, dishes, and
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stone walls, but not wood (unless highly polished), a dirt floor, etc. The caster sweeps her arm in a
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wide arc while muttering the arcane phrase.
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Thus ends so far the cantrips of my collection
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Peako Macduff
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This collection is only intended for Personal Use,Please keep it.
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I do not work for T$R but I sure love there stuff.
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