Cantrips are minor spells, usually taught to apprentice magicians as part of their basic magical training. They are not powerful spells and can be used to entertain and make a sorcerer's life a little easier. There are 22 Cantrips in the rules, so far.
To cast Cantrips the Hero must have at least a Poor (1) Magic Skilled or higher and at least 1 Mana available.
To successfully cast a Cantrip the Hero needs to pass a Basic (Difficulty Number 4) Heroic Roll based on the Hero's Magic Skill. The Difficulty number becomes the target's Magic Resistance+4 if being cast on a creature or an item they are carrying.
A starting Hero can select a number of cantrips equal to their score in Magic.
Each time the Hero's Magic Skill increases, they may learn one new Cantrip to add to their list of Cantrips known.
A Hero needs to have at least 1 Mana remaining to cast a Cantrip, otherwise their Magical powers are too exhausted to use.
If the Cantrip is being cast on a creature (or their possessions) then the caster makes a HEROIC ROLL, with GM comparing the caster's Skill versus the target creature's Magic Resistance Skill+8.
If the Cantrip is not being cast on the creature (or the creature's possessions), the caster needs to successfully pass a HEROIC ROLL, with GM comparing the caster's Magic Skill versus a Basic difficulty (Target Number 4). The GM may determine that the Target Number is higher if the Hero is under stress or currently in combat.
Either way, on a failed roll the Cantrip fizzles out and fails to work. GMs and Heroes note the roll of a Fumble (double one) on a Magic Skill Roll to cast a Cantrip is an automatic failure and consumes 1 of the Hero's Mana and the caster must roll on the Cantrip Miscast Table below.
D6 Roll and Effect
1 - The caster falls into a profound slumber, collapses to the ground and cannot be woken for 1d6 minutes (GM rolls in secret).
2 - The caster becomes tongue-tied and can only speak gibberish for the next 1d6 minutes (GM rolls in secret)
3 - The caster becomes blinded by magic and becomes unable to see for the next 1d6 minutes (GM rolls in secret).
4 - The caster becomes deafened by magic and becomes unable to hear for the next 1d6 minutes (GM rolls in secret).
5 - The caster becomes paralyzed by magic and cannot move or speak for the next 1d6 minutes (GM rolls in secret).
6 - One item in the caster's inventory (chosen by the caster) disappears in a puff of fragrant purple smoke!
BLAST
The caster extends their index and little finger towards a creature within 10 meters. A surge of crackling arcane energy, shimmering with hues of blue and violet, erupts from their fingertips. The energy spirals through the air, leaving a faint trail of sparks before striking the target with a resounding crack, dealing 1d6 damage.
BOOM
The caster cups their hand to the side of their mouth, channeling arcane energy into their voice. With a whisper or a shout, they can project their voice up to 20 meters away, making it sound as if it originates from any point within that range. The voice can echo eerily through the trees, reverberate off stone walls, or seem to come from the shadows. This auditory illusion lasts for one minute, perfect for creating distractions, issuing commands, or spreading confusion among foes.
COOL
The caster focuses their energy, a faint mist forming around their fingertips. With a gentle wave of their hand, they can cool down one object within 3 meters, making it very cold but not freezing, for 1d6 minutes. The object could be a drink, causing condensation to form on the glass, or an item of food, preserving its freshness. If cast on another creature, they will feel a sudden chill, their skin prickling as if touched by an icy breeze, potentially causing them to shiver.
GLOW
The caster selects and touches with their index finger, a small item, such as the end of a staff, a gem, a coin, or even the tip of their other finger. With a whispered incantation, the chosen object begins to glow with a warm, ember-like light, reminiscent of smoldering coals. This gentle radiance casts a dim light in a 3-meter radius, illuminating the surroundings with a soft, flickering glow. The light dances and shimmers, creating an almost magical ambiance. This effect lasts for two minutes, perfect for navigating dark passages, reading ancient texts, or signaling companions in the night.
FOE
With a swift, cutting hand motion, the caster channels a subtle wave of discord towards a recipient within 3 meters. The target feels an inexplicable sense of irritation or distrust, causing their demeanor to shift unfavorably. For the next 3 minutes, any attempts to charm or persuade the recipient are met with increased resistance, imposing a -1 penalty on all Charm Skill checks. This cantrip is perfect for sowing seeds of doubt or creating minor conflicts, subtly turning allies into adversaries.
FRIEND
The caster traces a gentle, circular motion in the air, channeling a warm, inviting energy towards a recipient within 3 meters. The target feels a sudden sense of comfort and trust, their demeanor softening and becoming more amicable. For the next 3 minutes, any attempts to charm or persuade the recipient are met with a more receptive attitude, granting a +1 bonus to all Charm Skill rolls. This cantrip is perfect for easing tense situations, forging new alliances, or simply making a good impression.
GUIDE
The caster waves their hand in a precise, fluid motion, channeling a surge of focused energy towards an ally within 3 meters. This mystical guidance envelops the ally’s weapon, whether it be a bow, sword, or any other instrument of attack. The weapon glows faintly with a shimmering aura, subtly adjusting its trajectory to strike true. The guided attack receives a +1 bonus to the roll to determine success, enhancing the ally’s precision and effectiveness in the heat of battle. This cantrip is perfect for turning the tide in critical moments, ensuring that every strike counts.
HEAR
The caster cups one hand to their ear, channeling a subtle flow of arcane energy into their auditory senses. Instantly, their hearing sharpens, allowing them to pick up even the faintest of sounds. The rustle of leaves, the whisper of distant conversations, and the creak of hidden mechanisms become clear. For the next minute, the caster gains a +1 bonus to Awareness Skill Rolls, making this cantrip invaluable for eavesdropping at locked doors, discerning hushed voices in crowded taverns, or detecting hidden dangers in dusty corridors.
HEAT
The caster focuses their energy, a faint shimmer of heat waves radiating from their hand. With a deliberate gesture, they can heat up one object within 3 meters, making it very hot but not scorching, for 1d6 minutes. The object could be a drink, causing steam to rise and the liquid to bubble gently, or an item of food, making it sizzle and release tantalizing aromas. If cast on another creature, they will feel a gradual increase in temperature, starting with a comforting warmth that intensifies to a hot, sweaty sensation. This cantrip is perfect for warming cold meals, creating distractions, or making an opponent uncomfortable in the heat of battle.
IMPRESS
With a sharp click of their fingers, the caster conjures an aura of mystique and power. Their eyes glow with a sinister hue of their choice, casting an eerie light that pierces the darkness. Simultaneously, a magical breeze stirs, causing their robe (or clothing) to flutter dramatically, as if caught in an unseen wind. The caster may also choose to open or close any unlocked and unstuck door or window within 3 meters, adding to the spectacle. The effect lasts for 1 minute, perfect for making a grand and unforgettable entrance (or exit), leaving onlookers in awe and wonder.
IMPROVE
The caster rubs their hands together, generating a faint, magical hum. As they channel their energy, a soft, shimmering glow envelops the target item then fades. This enchantment can make a standard-sized item, such as a sword, bow, or shield, or a cluster of small objects, like gems, coins, or bandages, appear significantly more appealing. A rotten apple transforms into a shiny, delicious-looking fruit, and a battered old lantern gleams as if newly forged. The effect is so convincing that it can even deceive the keenest of eyes. This illusion lasts for 1d6 minutes (GM rolls in secret), perfect for impressing potential buyers, deceiving foes, or simply adding a touch of glamour to mundane objects.
MARK
With a deliberate tracing of their finger, the caster channels arcane energy to create a mark, symbol, or sigil on an object or person within 3 meters. The mark glows faintly, pulsing with a mystical light that can be customized to appear as a rune, emblem, or any design the caster desires. This mark can serve various purposes, from identifying allies and marking territory to leaving a warning or a message. The mark will last for d6x5 minutes, its duration determined by a secret roll from the GM. If cast on an opponent or their gear, the target may attempt an opposed magic resistance skill roll to avoid the effect, adding an element of challenge and strategy to its use.
MEND
When the caster makes a hammering motion with their hand, this cantrip can repair a slightly damaged item. The caster’s hand glows with a soft, golden light, and as they mimic the motion of hammering, the light flows into the damaged area, seamlessly knitting the material back together. For example, a crack in a cup will fuse together, leaving no trace of the damage, and a tear in a cloak will weave itself back together, restoring the cloak’s warmth and protection.
A hole in a bucket will close up, making the bucket watertight once more, and a leak in a little rowboat will seal, ensuring the boat is seaworthy and safe. The magic of the cantrip is subtle yet effective, perfect for adventurers who need to keep their gear in top condition. The repaired item looks as good as new, with no visible signs of the previous damage.
MOVE
The caster may raise their hand, channeling their magical energy to slowly move small objects within a 3-metre radius. This cantrip allows them to manipulate items weighing up to 2 kilograms with ease. For instance, they could effortlessly lift a drink from a table and bring it to their hand, or gently float a potion from a shelf to their grasp. The spell can also be used to move a loaf of bread across a kitchen, a dagger from a belt to a hand, or a lantern from one side of a room to another. This versatile cantrip is particularly useful for adventurers who need to retrieve items without physically reaching for them, adding a touch of convenience and efficiency to their daily tasks.
SHOVE
When the caster holds their hand up with fingers pointed vertically, this cantrip exerts a force equivalent to the caster’s push on a creature or object within 3 metres. This force can knock over small items like a drink, potion, lantern, or candle. If the cantrip is cast on an opponent or their gear, the target can make an opposed magic resistance skill roll to avoid the effect. Additionally, if the caster attempts to knock over an opponent, the target can pass an Moderate (10+) Might test to remain standing. This cantrip is useful for creating minor disruptions or gaining a brief advantage in a confrontation.
SLIP
When the caster makes a sweeping gesture with their hand, this cantrip can produce one of two effects. The first effect causes a moving creature within 3 metres to slip and fall, losing their turn for the round. The second effect forces a creature to drop an item or weapon they are holding. For example, this cantrip can be used to trip a creature attacking the caster or an ally, or to disarm an opponent. If cast on an opponent or their gear, they may make an opposed magic resistance skill roll to avoid the effect.
SOUR
When the caster points and sticks out their tongue, this cantrip transforms normal food or drink within 3 metres into a rancid, foul-tasting, and barely edible state. This can affect a plateful of food, a bottle of wine, a skin of water, or a flagon of ale. Any creature attempting to consume the soured item must first pass a Difficult (12+) Heroic Roll based on Endurance to be able stomach the unpleasant taste.
STICK
When the caster wiggles their fingers, a faint shimmer of magical energy dances around their hand, causing one item within 3 metres to become stuck for one round (about 6 seconds). This cantrip can be used in various clever ways. For instance, a cork in a potion bottle might become immovably sealed, preventing quick access to its contents. A sword could be locked in its scabbard, leaving its wielder momentarily defenseless. An arrow might adhere to a bowstring, thwarting an archer’s shot. If cast on an opponent or their gear, they may make an opposed magic resistance skill roll to avoid the effect. This spell is perfect for creating brief but strategic disruptions in the heat of battle.
SWEET
When the caster points and licks their lips, a faint, shimmering aura surrounds their mouth, and a sweet, enchanting scent fills the air. This cantrip magically transforms spoiled or rotten food or drink within 3 metres into fresh, delicious, and perfectly edible fare. A plateful of moldy bread and cheese might become a feast fit for a king, a bottle of sour wine could turn into a vintage delight, a skin of brackish water might become crystal clear and refreshing, and a flagon of stale ale could transform into a frothy, flavorful brew. This spell is a boon for adventurers who often find themselves in dire need of sustenance, turning even the most unappetizing provisions into a delightful meal.
TRICK
When the caster makes a subtle gesture with their hand, a small illusion materializes in their palm, shimmering with a faint, magical glow. This illusion can take the form of various small objects, such as a handful of glittering gold coins, a radiant gem that catches the light beautifully, an intricately designed key, or a tiny potion bottle filled with a mysterious liquid. The illusion lasts for up to one minute, providing ample time to deceive or distract. However, if the illusion is touched by another creature, it instantly vanishes in a puff of harmless, sparkling mist. This cantrip is perfect for creating quick diversions, impressing onlookers, or even playing harmless pranks on unsuspecting friends.
WARD
When the caster waves their hand, a shimmering, translucent barrier briefly appears, attempting to deflect a single physical attack (ranged or melee) aimed at the caster or an ally within 3 metres. This barrier glows with a faint, ethereal light, and as the attack makes contact, it ripples like water, absorbing some of the force. The deflected attack receives a -1 penalty to the roll to determine success, making it less likely to hit its target. This cantrip is particularly useful in the heat of battle, providing a momentary shield that can turn the tide of combat and protect those in need. The magical barrier dissipates after the attack, leaving behind a faint sparkle in the air.
WEATHER
When the caster makes the motion of putting an umbrella up, a gentle, shimmering aura envelops them, creating a protective bubble that subtly alters the weather within a 10-metre radius. This effect moves gracefully with the caster and lasts for 1d6x5 minutes. Within this area, heavy rain transforms into a light, refreshing shower, and light rain becomes a fine, almost imperceptible drizzle. The air within the bubble feels slightly warmer and more comfortable, as if touched by a mild spring breeze.
While this cantrip cannot turn a hurricane into a blizzard or a heatwave, it provides a welcome respite from harsher weather conditions. This cantrip is perfect for adventurers who need a brief break from the elements, allowing them to continue their journey with a bit more comfort and ease.
New Cantrips
Perhaps a GM and player may work together to make new cantrips, just remember, they can be cast at will, so be careful not to make them overpowered or let a player exploit them.