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Cantrip Rules

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Cantrips are minor magical effects that can be easily taught, and require such little magic that they can be cast at-will without the use of spell points.

Magic users may easily learn how to tweak the magical energies of their learnt spheres, allowing them to know any number of cantrips from spheres they possess.

Learning cantrips from other spheres, requires the Cantrips feat, which allows the caster to learn a limited amount of other cantrips.

Learning a cantrip takes 24 hours, so either 3 days of full-time study during downtime (8 hours a day) or 6 days of part-time study during travel and general adventuring (4 hours a day).

Unless otherwise noted, the cantrips require a standard action to cast and has an immediate duration. They count as a ½ level spell, for purposes that require their spell level.

Cantrips

Alteration

Conjuration

Creation

Clean/Soil

You may clean, soil, or color up to 1 cubic ft of material per round. This effect is permanent.

Dark

Penumbra

This spell keeps the creature or object touched slightly in shadow.

Death

Destruction

Cauterize

When you touch a bleeding wound, the cantrip deals one point of fire damage but stops bleed damage as long as the target is bleeding no more than 1 hp/round.

Spark

You may create a spark such as with flint and steel, which may ignite flammable, unattended Fine objects.

Divination

Enhancement

Mage Spice

You may chill, warm, or flavor 1 lbs. of nonliving material. This effect lasts for 1 hour.

Fate

Illusion

Mage Sound

You may create small non-speech sounds, such as that of a mouse screeching, soft simple harp music, or the hubbub of a whispered conversation. This effect lasts for 1 minute per level.

Life

Light

Mage Candle

You may create floating lights the size of candle flames and move them up to 20 ft per round as a free action.

Mind

Nature

Protection

Shield Candle

You shield a single small flame no larger than a candle from being extinguished by non-magical gusts of wind.

Telekinesis

Clean

You may clean up to 1 cubic ft of material per round. This cantrip does not cause dust and dirt to magically disappear. You must still put it somewhere.

Cloth Armor

With a gesture, you cause bedding, draperies, unworn loose clothing, or tapestries to gird you, forming an improvised suit of armor equivalent to padded armor. When you remove the armor, it collapses back into its constituent parts.

Mage Hand

You may lift objects weighing up to 1 lbs. and move them up to 10 ft per round.

Open/Close

You may open or close a door or container weighing no more than 30 lbs.

Scoop

You will a small vessel of force into existence. As a move action, you can direct the container up to 15 feet per round in any direction, though the spell ends if the distance between you and the container ever exceeds 25 ft. You can dip the container to pick up or drop a liquid as a move action. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds. This container has a hardness of 0 and 1 hit point. Therefore, it cannot be used to transport liquids that cause damage such as acid or lava.

Time

War

Warp

Weather

Breeze

You may create a small breeze from whichever direction you choose, strong enough to rustle clothing and flicker candles.

Drench

A sudden downpour soaks the target creature or object. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell. For larger fires, a +4 bonus is granted to putting them out.

Rain Shield

You divert light or medium rain or snow around your body. Due to the water being translucent but not invisible while running around you, you suffer a -2 penalty to perception checks when in use. Lasts until dismissed.