Cantrips

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Cantrips

All cantrips cost 1 spell point and cannot be modified apart from the mods included in the cantrip description. They have only verbal components and take One-Action.png to cast.

  • Adhere: sticks an object to another object as if glued in place. Lasts 1 round per caster level but no amount of force can break the connection (although both objects can be destroyed as normal)
  • Anti-vermin barrier: a faint magical barrier surrounds the target for 1 hour and keeps out miniscule biting and stinging insects that can irritate but not actually do damage. Has no effect on insects large enough to actually deal hit point damage.
  • Arcane Mark: You create a permanent personalized mark on an object or floating in air that can only be seen with Detect Magic or True Seeing.
  • Athleticism: Target gain a +3 enhancement bonus to all Athletics checks for 1 round per caster level.
  • Bandage: Make an immediate Heal check with a + 4 bonus, DC 15. to stop the target’s bleeding.
  • Banish Waste: disintegrates a pile of bodily wastes to a fine, odorless powder.
  • Blink: This spell requires no verbal or somatic components and casting it does not provoke attacks of opportunity as normal. You blink briefly into the ethereal plane and may move 10’ in any direction, even passing through objects. If you attempt to end the movement inside an object or a square containing a creature, you take 2 injuries to all locations and are violently expelled into a random adjacent unoccupied square.
  • Breeze: summons a slight breeze that disperses light smoke, fans flames, stirs banners, etc.
  • Call Object: An object you can see weighing no more than 5 lbs. and no more than 30’ distant teleports instantly to your hand. If the object is restrained (inside a box, held by another creature) this has no effect.
  • Clean: clothing or similar soft material on the target creature is instantly clean and fresh, as if laundered
  • Conceal Object: makes a single object weighing less than 5 lbs invisible for 1 minute.
  • Detect Magic: reveals all magical items and effects in sight for 1 round.
  • Detect Poison: reveals if one object or food item is poisoned.
  • Extinguish: smothers all non-magical flames in a 5’ square
  • Float: target object no larger than a 5’ square floats in water for 1 minute.
  • Ghost Sound: produces indistinct sounds (thus no intelligible speech) for up to 1 round per level.
  • Know Direction: Indicates which direction is north.
  • Launch: hurls an object weighing less than 5 lbs up to 500’. The object lands without damage to itself or any target struck.
  • Light: touched object sheds light as a torch for one hour. You may choose the color of the light.
  • Light Fall: Free-Action.png The target falls slowly, reducing the height of a single fall by 10’/caster level.
  • Heavy Haul: Double’s target creature’s carrying capacity for 1 hour
  • Ignite: instantly sets a flammable object on fire.
  • Message: You may communicate mentally with the target of this spell for 1 hour.
  • Purify: Food and drink becomes pure and safe to consume.
  • Rain Shield: target creature or object is surrounded by a thin force barrier that keeps out precipitation for 1 hour.
  • Read Magic: Read scrolls, spellbooks, and other arcane inscriptions like rune arms.
  • Retrieving Sprite: This spell summons a tiny invisible wisp of force that will fly around a battlefield and retrieve spent ammunition. It can move a total of 300’ in a round, gathering ranged weapons and ammunition that missed their targets and returning them to the caster. It cannot retrieve weapons with the returning enchantment or ones that successfully struck their target. The wisp remains for 1 minute.
  • Scoop: creates a bucket of force that may scoop up to 1 gallon of liquid and hold it for 1 round/level
  • Soften Earth: turns one 5’ square/level of loose earth softer for 1 minute. This square becomes Difficult terrain. Does not work on packed, solid ground.
  • Solidify Earth: turns one 5’ square/level of loose, marshy earth more solid for 1 minute. This removes the Difficult Terrain penalty of that square for the duration.
  • Shadows: darkens an area so that the shadows become impenetrable and any creature hiding there is effectively invisible. Direct light of any kind dispels this effect.
  • Signal: produces a very loud noise that can be heard anywhere within a mile. Sleeping creatures capable of hearing the noise get a +5 circumstance bonus on their perception checks to wake up. Creatures not expecting the noise get a -2 on all initiative checks made within the next minute.
  • Thicken Cloud: thickens existing smoke or mist to obscure vision, granting concealment and -4 on visual perception checks to creatures in the cloud.
  • Ventriloquism: Your speech and other vocal sounds seem to be originating from another location in Close range for 1 minute.

Cantrips

Soulstones Jennifer