Cantrips

Spell lists are in Class Spell Lists. Attribution and reading notes are in the Spells index.

Acid Splash

  • Conjuration cantrip
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
    You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Chill Touch

  • Necromancy cantrip
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: 1 round
    You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Cusgarn Mind Trick

In the largest city in the world, a poor man and a rich man can pass on the same stair and both be perfectly courteous, and one of them will still be sleeping in the undercroft. Thilidan runs on manners the way other cities run on coin. The working is barely magic at all by the standards of the schools that refuse to teach it. It only makes a person a little more inclined to hear you out, and then it lets go before anyone has to admit what happened.

  • Enchantment cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a small courtesy, such as a coin, a cup, or a bow)
  • Duration: 1 minute
    Choose one humanoid within range that is not hostile toward you and that can see and hear you. For the duration, when you make a Charisma check against that creature, treat a d20 roll of 9 or lower as a 10.
    When the spell ends, the target knows that something in the exchange was not entirely its own. It does not learn what, and it does not learn that magic was responsible.

Dancing Lights

  • Evocation cantrip
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  • Duration: Concentration, up to 1 minute
    You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Druidcraft

  • Transmutation cantrip (ritual)
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous
    You whisper to the spirits of nature to create one of the following effects within range:
  • Predict the weather at your location for the next 24 hours.
  • Instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • Create a harmless sensory effect that hints at the natural world, such as falling leaves, a puff of wind, or the smell of rain.
  • Light or snuff a candle, a torch, or a small campfire.

Extract Humidity

The Limnari are the only Kelanari who never see the open sea, and the passages they keep beneath Zilwynbar flood and drain on no schedule anyone has ever written down. A village that cannot call water to a dry gallery is a village that loses the gallery. So they call it. The working draws what is already there, out of damp stone and heavy air and soil that looks dry to anyone who has not lived on top of it.

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: 1 minute
    You draw water out of damp air, soil, or stone. Choose one effect:
  • Choose a point on the ground within range. A 5-foot square centered on that point fills with shallow standing water for the duration. This water is not difficult terrain.
  • Move one 5-foot cube of water you can see within range up to 15 feet along the ground.
  • Freeze one 5-foot cube of water that contains no creatures. The ice thaws at the end of the duration.
    The area you can fill with standing water increases to a 10-foot square at 5th level, a 15-foot square at 11th level, and a 20-foot square at 17th level.

Fire Bolt

  • Evocation cantrip
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S
  • Duration: Instantaneous
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Guidance

  • Divination cantrip
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. The target can roll the die before or after making the ability check. The spell then ends.

Guphati’s Cut

Guphati children learn to read a slope before they learn to read a ledger. A cut in the right place turns a wall into a stair, and a handful of packed earth at the right height turns an open road into somewhere worth standing. The working is old, unglamorous, and taught to every apprentice in the deep galleries on the theory that a mage who cannot move dirt has no business under a mountain.

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour (see text)
    You shape a 5-foot cube of loose earth, sand, or soft stone within range. Choose one effect:
  • Excavate the cube and deposit its contents in an unoccupied space within 5 feet of it.
  • Move the cube along the ground up to 10 feet.
  • Turn difficult terrain in the cube into normal ground, or normal ground into difficult terrain.
  • Raise a lip of packed earth one foot high along one edge of the cube. The lip grants half cover to a prone creature directly behind it.
    Difficult terrain and a raised lip created this way last for 1 hour. You can have only one lip raised by this spell at a time.

Hukanu

Huka is snow and anu is cold, and on Andasena the two are not the same thing. Snow is weather. Cold is the one that follows you home. The Vailoko who first joined the words was not making a weapon, only naming the moment when a walk across the ice stops being a walk and starts being a decision. Outsiders took the name and the working together, and use both for less patient purposes.

  • Evocation cantrip
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
    Frost blooms across a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 1d6 cold damage, and until the end of its next turn every foot it moves costs an extra foot.
    This spell’s damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Keldale’s Bank of Ember

The Keldale forges sit over vents that have burned without pause for longer than anyone has kept count, which is exactly why the Keldale learned to be careful with fire that can go out. Banking is what a smith does at the end of a shift and what a mother does at the end of an evening. The working simply makes it a gesture instead of a chore, and Keldale hospitality being what it is, a guest who cannot bank a hearth will be shown how before breakfast.

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S
  • Duration: Instantaneous or 1 hour (see text)
    You shape nonmagical flame within range that fits inside a 5-foot cube. Choose one effect:
  • Expand the flame to fill the cube, or shrink it to the size of a candle flame.
  • Extinguish the flame.
  • Double or halve the light it sheds.
  • Change its color, or shape it into simple forms.
  • Bank the flame. It goes out, and its heat is held in the fuel for 1 hour. At any point during that hour, you or a creature you named when you cast the spell can relight it with a gesture, requiring no action.
    Changes to color and form last for 1 hour.

Light

  • Evocation cantrip
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, M (a firefly or phosphorescent moss)
  • Duration: 1 hour
    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Mage Hand

  • Conjuration cantrip
  • Casting Time: 1 action
  • 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 or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. 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. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Mending

  • Transmutation cantrip
  • Casting Time: 1 minute
  • Range: Touch
  • Components: V, S, M (two lodestones)
  • Duration: Instantaneous
    This spell repairs a single break or tear in an object you 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, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Message

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a short piece of copper wire)
  • Duration: 1 round
    You point your finger 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.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

Minor Illusion

  • Illusion cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a bit of fleece)
  • Duration: 1 minute
    You create a sound or an image of an object within range. A creature can use an action to examine the illusion with a successful Intelligence (Investigation) check against your spell save DC, revealing it as an illusion.

Prestidigitation

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 10 feet
  • Components: V, S
  • Duration: Up to 1 hour
    You perform minor magical tricks: light or snuff a small flame, clean or soil an object, chill/warm/flavor nonliving material, create a trinket, or a harmless sensory effect. Up to three effects can be active at once.

Produce Flame

  • Conjuration cantrip
  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: 10 minutes
    A flickering flame appears in your hand. The flame sheds bright light in a 10‑foot radius and dim light for an additional 10 feet. You can end the spell early by hurling the flame at a creature within 30 feet; make a ranged spell attack. On a hit, the target takes 1d8 fire damage. The flame ignites flammable objects not being worn or carried. The spell’s damage increases by 1d8 at 5th level (2d8), 11th (3d8), and 17th (4d8).

Ray of Frost

  • Evocation cantrip
  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
    A frigid beam of blue‑white light streaks toward a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The damage increases by 1d8 at 5th (2d8), 11th (3d8), and 17th (4d8) levels.

Shocking Grasp

  • Evocation cantrip
  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous
    Lightning springs from your hand to deliver a shock. Make a melee spell attack. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The damage increases by 1d8 at 5th (2d8), 11th (3d8), and 17th (4d8) levels.

Thaumaturgy

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V
  • Duration: Up to 1 minute
    You manifest a minor wonder, a sign of supernatural power within range: booming voice, harmless tremors, instantaneous sound, flickering lights, or altering flames. You can have up to three effects active at once.

1st-Level

Tsgonji’s Magic Whip

The Shava guides do not think of their rope roads as roads. A road holds still. The lines between the Veldt layers move with the wind, with the weight on them, and with the season, and a guide who waits for one to hold still will be waiting a long while. Tsgonji is remembered for saying so first, and for the working that came out of saying it. It does not care whether it pulls the traveler to the branch or the branch to the traveler, and neither, after enough crossings, does the traveler.

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a length of braided cord)
  • Duration: Instantaneous
    A braided line of living fiber lashes out from your hand. Make a ranged spell attack against one creature within range. On a hit, the target takes 1d6 piercing damage, and you choose one of the following:
  • You pull the target up to 5 feet toward you.
  • You pull yourself up to 5 feet toward the target.
    Movement from this spell doesn’t provoke opportunity attacks, and it must end on a surface that can hold the mover’s weight.
    This spell’s damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Vash Gale

The Vash is the narrow mouth of the horn, where Azelliot gathers itself under the Marram and the wind comes down the passes with nowhere else to go. The Borshai who live there do not describe the wind as constant. They describe it as opinionated. Their casters learned early that a gust does not need to be strong to be useful. It only needs to arrive while someone is aiming.

  • Transmutation cantrip
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous or 1 round (see text)
    You call a short, hard gust of wind. Choose one effect:
  • One Medium or smaller creature you can see within range must succeed on a Strength saving throw or be pushed 5 feet away from you.
  • You move an unattended object weighing up to 10 pounds up to 10 feet.
  • You raise a crosswind around one creature you can see within range. Until the start of your next turn, that creature has disadvantage on ranged weapon attack rolls.
  • You create a harmless sensory effect of moving air, such as a snapped banner or a scattered handful of dust.