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For alternative Cantrip spells, see Cantrips (WSC).

Cantrips are minor spells studied by wizards during their apprenticeship, regardless of school. The cantrip spell is a practice method for the apprentice, teaching him how to tap minute amounts of magical energy. Once cast, the cantrip spell enables the caster to create minor magical effects for the duration of the spell. However, these effects are so minor that they have severe limitations. They are completely unable to cause a loss of hit points, cannot affect the concentration of spellcasters, and can only create small, obviously magical materials. Furthermore, materials created by a cantrip are extremely fragile and cannot be used as tools of any sort. Lastly, a cantrip lacks the power to duplicate any other spell effects.

Whatever manifestation the cantrip takes, it remains in effect only as long as the wizard concentrates. Wizards typically use cantrips to impress common folk, amuse children, and brighten dreary lives. Common tricks with cantrips include tinklings of ethereal music, brightening faded flowers, glowing balls that float over the caster's hand, puffs of wind to flicker candles, spicing up aromas and flavors of bland food, and little whirlwinds to sweep dust under rugs. Combined with the unseen servant spell, it's a tool to make housekeeping and entertaining simpler for the wizard.

Notes: Common spell (PHB).

Player's Option: Spells & Magic[]

From Chapter 6

The cantrip spell from the Player's Handbook is intended to describe a host of minor magical effects. In this system, a wizard may choose to memorize a cantrip as a 1st-level spell—just as it's described in the PHB —or he can memorize individual applications of cantrip for a cost of 1 spell point each. These one-shot cantrips have the exact same effect as the 1st-level spell, but each application consumes 1 SP and has a duration of one full turn.

All cantrips are free magicks by definition; the wizard can perform any minor magical feat appropriate for the spell, without selecting the precise incantation ahead of time. A wizard is limited in the number of cantrips he can memorize at one time; he can't allocate more than twice his number of spells allowed for each level to cantrips. For example, a 1st-level mage is limited to no more than two spells of each level, so he can memorize a maximum of four cantrips. A 6th-level mage is limited to four spells of any given level, so he can memorize up to eight cantrips.

All normal considerations for cantrips as described in the PHB still apply—they are minor magic, useful in role-playing or grandstanding but generally useless in combat. Of course, clever and resourceful players can create plenty of mayhem, even with magic as weak as this.

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