Bloodtype (Divination) Type: Useful Area of Effect: One sample of blood Casting Time: 1/2 segment The bloodtype cantrip allows the caster to determine what kind of creature (and what sex of creature) a sample of blood came from. If the caster has sampled a specific creature's blood before, he may compare samples to determine if blood came from a specific creature. The caster must be reasonably familiar with the type of creature whose blood is sampled; if for instance, the caster does not know what a beholder is, then bloodtype is completely useless on beholder blood. The somatic component of bloodtype is the act of touching the blood. Blunt (Alteration) Type: Reversed Area of Effect: One blade Casting Time: 1/2 segment This is the reverse of the hone cantrip. Casting it will dull a blade slightly. While it has no effect on combat, it may effect small tools' ability to cut as well or lower the sale value of a blade. Cobweb (Evocation) Type: Personal Area of Effect: 1 square foot Casting Time: 1/3 segment A cantrip of this sort creates a small patch of webbing as would be made by a common household spider. The webbing is thin, will not obscure vision unless cast directly on someones face, and is easily torn. It may stop very small insects, and serves as a possible counter to cantrips such as bee, bug, or gnats. Cointoss (Aleration) Type: Legerdemain Area of Effect: One coin Casting Time: 1/10 segment This cantrip allows the caster to control the result of a cointoss. It will not work on a coin that is in anyway already magical (even a Nystul's magic aura will disrupt the spell). The caster must point to the coin in the air while stating the result s/he desires. Fade (Alteration) Type: Reversed Area of Effect: 1 cubic yard Casting Time: 1/6 segment This reverse of the color cantrip bleachs out the color of an object. Such an effect lasts 30 days. This cantrip will also instantly negate a color cantrip. The caster of this cantrip must act as though s/he is sprinkling something on the item to be affected. Hone (Alteration) Type: Useful Area of Effect: One blade Casting Time: 1/2 segment This cantrip will sharpen a dull blade, including all swords, daggers, spear-heads, etc. It gives no bonus to hit or damage, it merely simulates normal upkeep of a blade. The caster must slide his finger across the blades edge while verbalizing a shish sound. Pop (Evocation) Type: Haunting Sound Area of Effect: Special Casting Time: 1/4 segment This cantrip creates a small "pop!" noise where the caster points. The pop can be heard for 10 feet in all directions. The caster must vocalize a very small pop noise of his own while pointing to where he wishs the sound to originate from. Scarab (Necromancy) Type: Personal Area of Effect: One insect Casting Time: 1/2 segment This rare example of a necromantic cantrip creates a semblance of unlife in single dead beetle. Necromancy is a difficult school of magic, and this cantrip is notoriously undependable. The undead scarab has 1 hp, moves 2 feet per round, and only remains animated for 1d6 hours before crumbling to dust. The scarab is easily turned; any character with a holy symbol can chase the undead insect away, and any cleric can destroy it with a turning attempt. Tarnish (Alteration) Type: Reversed Area of Effect: 1 object Casting Time: 1/2 segment This reverse of the shine cantrip causes small amounts of rust and/or tarnish to appear on an object. While not affecting an items usefulness, this may lower its monetary value. The caster must pretend to spit on object to be affected. Windspeed (Divination) Type: Useful Area of Effect: 0 Casting Time: 1/2 segment A cantrip of this sort is used by a magic-user to determine the speed of the wind in his area. Upon casting windspeed, the caster is mentally informed of the wind's speed (in miles per hour). The somatic component of the cantrip consists of the caster touch his index finger to his tongue and holding the finger up to the wind. The verbal component is Hmmmmm. //--------------------------------------------------------------------- Make Drowsy: Like drinking a warm milk before bed when tired. Can be cast on self or another. Drift off: Ease self or another into sleep. Especially helpful for when the subject is in pain. Deepen sleep: Works as stated only when subject is already asleep. Wake up: This spell will improve alertness for 1 hour, or bring someone out of a deep sleep instantly. No Squeak: treats hinges or other metal moving parts so that they become silent when used. Lasts 10 minutes. Wrinkles away: Presses one full set of clothing, no matter how rumpled. Sweep: will sweep an area 10’ x10’ Hold Still: Will keep one large or two small animals still for 10 minutes or until urged to move (the milkmaid’s favorite). Calm Down: 75% chance to control 1 large or 2 smaller animals who are panicked. Curry: Groom any one large animal or any two smaller ones. Find Lost Object: Will allow caster to locate one object misplaced by self or another. Spell range is 10’ in any direction from caster. Memory Jog: Helps one person to remember something they forgot. Memory loss from trauma or magical means cannot be helped with this cantrip. Little light: (1mp) allows user to place the equivalent light of 1 candle on any convenient object, such as a finger, or twig. Lasts ten minutes. Ink Finger: (1 mp) Allows user to use their finger to write like a quill for the amount of one dip in an inkwell (their name or a very short note). Ink is permanent, as the surface of the paper or whatever has been magically scorched to appear as ink. Dust Devil: (1 mp) Create 6-8’ high dust devil that will move about in a 100’ square area for 1 minute. Needs a breeze and dirt to work. Stickyfoot: (1 mp) Will allow user to cast a field over 1 person’s feet so that they can travel on a slick floor, or icy ground for 10 minutes. This will not allow the person affected to walk on walls,ceilings, etc. Zot! 1: (1 mp) Will transfer very small electrical jolt to animal or person. It feels like a joy buzzer. This one can be used to great effect when training animals. Rosco's Ball o'Static: This cantrip conjures a ball of static in one of the casters Hands, it can be thrown at a target using the casters Thac0 with Dex adjustments, the Target if hit feels a static shock(no damage) and it causes the targets hair to stand up on end for 1 turn and static cling to plague him for the day. This gets bad if the target comes in contact with alot of people. Of course the Target gets a save throw. Range 1 Elemental Shield: Creates a Red Shield around the caster that lasts untill concentration ends, it will protect the caster from 8 hp of elemental damage, this includes elemental spells cast at him, The caster must be crouched with one hand resting on the ground for the spell to succeed. No Movement is possible during this cantrip. Symbolize: Creates a symbol that can be placed on any flat non-living surface it is commonly used by wizards as warnings to other wizards or to inform the wizard of another wizards domain. It is only visible when another wizard uses any detection spells such as the cantrip Magic Detection. Adrenaline: This rare cantrip enables the caster to double his/her movement rate for 1 round. No extra attacks either... Dispel Cantrip: Dispels any cantrip in Progress or was cast within the last turn. Example: It will dispel a newly Animated rat, or change somones food fresh if it was spoiled with a recent cantrip.