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Cantrips Aerendil

The document outlines various level 0 spells available to different classes in a fantasy role-playing game, including their casting times, ranges, components, and durations. Each spell has unique effects, such as creating light, manipulating elements, or providing sensory experiences. The spells are categorized into different schools of magic, including Transmutation, Illusion, and Abjuration, among others.

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0% found this document useful (0 votes)
12 views3 pages

Cantrips Aerendil

The document outlines various level 0 spells available to different classes in a fantasy role-playing game, including their casting times, ranges, components, and durations. Each spell has unique effects, such as creating light, manipulating elements, or providing sensory experiences. The spells are categorized into different schools of magic, including Transmutation, Illusion, and Abjuration, among others.

Uploaded by

maxileonb.games
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Spellbook Elementalism

Level 0 Transmutation (Druid, Sorcerer, Wizard)


Casting Time: Action
CANTRIPS Range: 30 feet
Components: V, S
Duration: Instantaneous
Dancing Lights
Level 0 Illusion (Bard, Sorcerer, Wizard) You exert control over the elements, creating one of the
following effects within range:
Casting Time: Action
Beckon Air. You create a breeze strong enough to ripple
Range: 120 feet
cloth, stir dust, rustle leaves, and close open doors and
Components: V, S, M (a bit of phosphorus)
shutters, all in a 5-foot Cube. Doors and shutters being held
Duration: Concentration, up to 1 minute
open by someone or something aren't affected.
You create up to four torch-size lights within range, making Beckon Earth. You create a thin shroud of dust or sand that
them appear as torches, lanterns, or glowing orbs that hover covers surfaces in a 5-foot-square area, or you cause a single
for the duration. Alternatively, you combine the four lights word to appear in your handwriting in a patch of dirt or sand.
into one glowing Medium form that is vaguely humanlike. Beckon Fire. You create a thin cloud of harmless embers
Whichever form you choose, each light sheds Dim Light in a and colored, scented smoke in a 5-foot Cube. You choose the
10-foot radius. color and scent, and the embers can light candles, torches, or
As a Bonus Action, you can move the lights up to 60 feet to a lamps in that area. The smoke's scent lingers for 1 minute.
space within range. A light must be within 20 feet of another Beckon Water. You create a spray of cool mist that lightly
light created by this spell, and a light vanishes if it exceeds dampens creatures and objects in a 5-foot Cube.
the spell's range. Alternatively, you create 1 cup of clean water either in an
open container or on a surface, and the water evaporates in 1
minute.
Druidcraft Sculpt Element. You cause dirt, sand, fire, smoke, mist, or
Level 0 Transmutation (Druid) water that can fit in a 1-foot Cube to assume a crude shape
(such as that of a creature or an object) for 1 hour.
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous Friends
Level 0 Enchantment (Bard, Sorcerer, Warlock, Wizard)
Weather Sensor. You create a Tiny, harmless sensory
effect that predicts what the weather will be at your location Casting Time: Action
for the next 24 hours. The effect might manifest as a golden Range: 10 feet
orb for clear skies, a cloud for rain, falling snowflakes for Components: S, M (some makeup)
snow, and so on. This effect persists for 1 round. Duration: Concentration, up to 1 minute
Bloom. You instantly make a flower blossom, a seed pod You magically emanate a sense of friendship toward one
open, or a leaf bud bloom. creature you can see within range. The target must succeed
Sensory Effect. You create a harmless sensory effect, such on a Wisdom saving throw or have the Charmed condition
as falling leaves, spectral dancing fairies, a gentle breeze, the for the duration. The target succeeds automatically if it isn't a
sound of an animal, or the faint odor of skunk. The effect Humanoid, if you're fighting it, or if you have cast this spell
must fit in a 5-foot Cube. on it within the past 24 hours.
Fire Play. You light or snuff out a candle, a torch, or a The spell ends early if the target takes damage or if you make
campfire. an attack roll, deal damage, or force anyone to make a saving
throw. When the spell ends, the target knows it was Charmed
by you.
Guidance Mending
Level 0 Divination (Cleric, Druid) Level 0 Transmutation (Bard, Cleric, Druid, Sorcerer,
Wizard)
Casting Time: Action
Range: Touch Casting Time: 1 minute
Components: V, S Range: Touch
Duration: Concentration, up to 1 minute Components: V, S, M (two lodestones)
Duration: Instantaneous
You touch a willing creature and choose a skill. Until the spell
ends, the creature adds 1d4 to any ability check using the This spell repairs a single break or tear in an object you
chosen skill. touch, such as a broken chain link, two halves of a broken
key, a torn cloak, or a leaking wineskin. As long as the break
or tear is no larger than 1 foot in any dimension, you mend it,
Light leaving no trace of the former damage.
Level 0 Evocation (Bard, Cleric, Sorcerer, Wizard) This spell can physically repair a magic item, but it can't
restore magic to such an object.
Casting Time: Action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour
Message
Level 0 Transmutation (Bard, Druid, Sorcerer, Wizard)
You touch one Large or smaller object that isn't being worn
or carried by someone else. Until the spell ends, the object Casting Time: Action
sheds Bright Light in a 20-foot radius and Dim Light for an Range: 120 feet
Components: S, M (a copper wire)
additional 20 feet. The light can be colored as you like.
Duration: 1 round
Covering the object with something opaque blocks the light.
The spell ends if you cast it again. You point toward a creature within range and whisper a
message. The target (and only the target) hears the message
and can reply in a whisper that only you can hear.
Mage Hand You can cast this spell through solid objects if you are
Level 0 Conjuration (Bard, Sorcerer, Warlock, Wizard) familiar with the target and know it is beyond the barrier.
Magical silence; 1 foot of stone, metal, or wood; or a thin
Casting Time: Action sheet of lead blocks the spell.
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration. The hand
vanishes if it is ever more than 30 feet away from you or if
you cast this spell again.
When you cast the spell, you can use the hand to manipulate
an object, open an unlocked door or container, stow or
retrieve an item from an open container, or pour the contents
out of a vial.
As a Magic action on your later turns, you can control the
hand thus again. As part of that action, you can move the
hand up to 30 feet.
The hand can't attack, activate magic items, or carry more
than 10 pounds.
Minor Illusion Resistance
Level 0 Illusion (Bard, Sorcerer, Warlock, Wizard) Level 0 Abjuration (Cleric, Druid)
Casting Time: Action Casting Time: Action
Range: 30 feet Range: Touch
Components: S, M (a bit of fleece) Components: V, S
Duration: 1 minute Duration: Concentration, up to 1 minute
You create a sound or an image of an object within range that You touch a willing creature and choose a damage type: Acid,
lasts for the duration. See the descriptions below for the Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing,
effects of each. The illusion ends if you cast this spell again. Poison, Radiant, Slashing, or Thunder. When the creature
If a creature takes a Study action to examine the sound or takes damage of the chosen type before the spell ends, the
image, the creature can determine that it is an illusion with a creature reduces the total damage taken by 1d4. A creature
successful Intelligence (Investigation) check against your can benefit from this spell only once per turn.
spell save DC. If a creature discerns the illusion for what it is,
the illusion becomes faint to the creature.
Sound. If you create a sound, its volume can range from a Spare the Dying
whisper to a scream. It can be your voice, someone else's Level 0 Necromancy (Cleric, Druid)
voice, a lion's roar, a beating of drums, or any other sound
you choose. The sound continues unabated throughout the Casting Time: Action
Range: 15 feet
duration, or you can make discrete sounds at different times
Components: V, S
before the spell ends.
Image. If you create an image of an object—such as a chair, Duration: Instantaneous
muddy footprints, or a small chest—it must be no larger than Choose a creature within range that has 0 Hit Points and isn't
a 5-foot Cube. The image can't create sound, light, smell, or dead. The creature becomes Stable.
any other sensory effect. Physical interaction with the image Cantrip Upgrade. The range doubles when you reach
reveals it to be an illusion, since things can pass through it. levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Prestidigitation Thaumaturgy
Level 0 Transmutation (Bard, Sorcerer, Warlock, Wizard) Level 0 Transmutation (Cleric)
Casting Time: Action Casting Time: Action
Range: 10 feet Range: 30 feet
Components: V, S Components: V
Duration: Up to 1 hour Duration: Up to 1 minute
You create a magical effect within range. Choose the effect You manifest a minor wonder within range. You create one of
from the options below. If you cast this spell multiple times, the effects below within range. If you cast this spell multiple
you can have up to three of its non-instantaneous effects times, you can have up to three of its 1-minute effects active
active at a time. at a time.
Sensory Effect. You create an instantaneous, harmless Altered Eyes. You alter the appearance of your eyes for 1
sensory effect, such as a shower of sparks, a puff of wind, minute.
faint musical notes, or an odd odor. Booming Voice. Your voice booms up to three times as
Fire Play. You instantaneously light or snuff out a candle, a loud as normal for 1 minute. For the duration, you have
torch, or a small campfire. Advantage on Charisma (Intimidation) checks.
Clean or Soil. You instantaneously clean or soil an object Fire Play. You cause flames to flicker, brighten, dim, or
no larger than 1 cubic foot. change color for 1 minute.
Minor Sensation. You chill, warm, or flavor up to 1 cubic Invisible Hand. You instantaneously cause an unlocked
foot of nonliving material for 1 hour. door or window to fly open or slam shut.
Magic Mark. You make a color, a small mark, or a symbol Phantom Sound. You create an instantaneous sound that
appear on an object or a surface for 1 hour. originates from a point of your choice within range, such as a
Minor Creation. You create a nonmagical trinket or an rumble of thunder, the cry of a raven, or ominous whispers.
illusory image that can fit in your hand. It lasts until the end Tremors. You cause harmless tremors in the ground for 1
of your next turn. A trinket can deal no damage and has no minute.
monetary worth.

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