CANTRIPS -------- MU CANTRIPS ----------- CHILL - Chill your favorite beverage or snack. Item will gradually warm back up. Area of Effect: 1' cube. CLEAN - Removes heavy soil, dirt, and like foreign objects from walls, floors, windows, dishes. Makes spotless. Pigments may be removed with further cleanings. Area of Effect: 10' x 10' area. COLOR - Changes color or restores faded hues to flowers, fabrics, hair, skin, more. The effect must be renewed every 30 days. Area of Effect: 1 cubic yard of material. DAMPEN - Permeate an area with fog-like dampness. Area of Effect: 1 cubic yard. DRY - Remove excess moisture from materials. Area of Effect: 1 cubic yard. DUST - Remove all dust and tiny grit particles from surfaces. Area of Effect: 10' radius. EXTERMINATE - Kills a small pest like a fly, mouse, rat, beetle, or the like. FLAVOR - Change, enhance, or disguise the flavor of something. Area of Effect: 1 object. FRESHEN - Bring new life or freshness to food and drink, cut herbs, drooping flowers, more. Area of Effect: 1 object. GATHER - Gather numerous small objects into a stack or pile. Area of Effect: 1 sq. yard. POLISH - Wood, stone, leather, metal, ceramic, glass, etc. Object must be of reasonable size - 1000 sq foot floor, and armoire, boots, a mirror... Area of Effect: 1 object. SALT - A sprinkling of fine salt descends onto a desired object. Giant Slugs take D4 damage. Area of Effect: 1 object. SHINE - Removes tarnish, rust, corrosion, and the like. Area of Effect: 1 object of about 1 cubic yard. SPICE - Brings a particular spice to food or drink. Area of Effect: 1 object. SPROUT - Seeds shoot sprouts, fruit ripens(or spoils if already ripe), buds flower, etc. Area of Effect: 1 cubic yard. STITCH - Sews up seams in cloth or leather. It will make new ones or repair old ones. Area of Effect: 20 yards of material. SWEETEN - Same as SPICE but with sugar, honey, or syrup. Area of Effect: 1 object. TIE - Causes thread, string, cord, rope, cable to tightly knot itself to its other end or the end of a similar object nearby. The type of knot is whatever the caster desires. Area of Effect: 1 object. WARM - Same as CHILL but object temperature rises by up to 40 degrees. WRAP - Creates a strong and sturdy wrapping around an object (a bit of herbs, a heap of flour, a bundle of cloth). Area of Effect: 1 cubic yard. CURDLE - Curdles milk and hastens spoilage or wilting. The effect is permanent. Area of Effect: 1 object. DIRTY - Opposite of the CLEAN cantrip. DUSTY - Causes a film of dust and grime to settle upon exposed surfaces. Area of Effect: 10' radius. HAIRY - Causes hair, fur, or hair-like growth to lengthen and thicken substantially Lasts until cut. This cantrip can be reversed to shorten or shave, but if the material is under 1 inch, there will be no regrowth for 2D6 days. Area of Effect: 1 object. KNOT - Thread, string, cord or rope knots itself and is very difficult to untie. Does not work on taut lines, ropes being held, or magical ropes. RAVEL - Reverse of STITCH. Works when there is a loose or broken thread in the seam or fabric to be affected. SOUR - A pint of vinegar appears over the target. Causes food or drink to take on a sour taste. Spoils wine, beer, and pastry. Area of Effect: 1 object. SPILL - Causes the contents of a container to spill out. Containers of over a gallon in size cannot be caused to tip over and spill. Area of Effect: 1 container. TANGLE - Thread, hair, grass becomes twisted and entwined in a tangle which will take 2D6 rounds to untangle unless it is roughly done like being torn loose. Cantrip will tangle mixed materials - grass and string, hair and threads, and so forth. Area of Effect: 1 object. TARNISH - Reverse of SHINE. Causes a covering of rust, corrosion, verdigris to cover an object. Area of Effect: 1 object of 1 cubic yard. UNTIE - Reverse of TIE. Removes the knot or tangle. WILT - Reverse of FRESHEN. CHANGE - One small object within the same kingdom is altered to another. A piece of parchment may be changed into a brightly colored cloth square, then the cloth can be change into a rose by another use of the cantrip. Likewise, a bird can be changed into a bat, and the bat to a flying squirrel with another use of the cantrip. The cantrip will not cause more than a 50% increase/decrease in size or volume and the effect will last for a base of 1 TURN. A very radical change, like changing a dead object to a live one, will last only 1 round. A very minor alteration, such as a color change may last for a few days. DISTRACT - Causes all who are watching to look at an area of the caster's choice. The area must be to the right or the left of the caster and within 10 feet of the caster. The caster can cause the viewers to watch his right hand while his left hand does something unnoticed. Anyone above 0 level or with an INT of 12 or more gets a Saving Throw. HIDE - Hides an object of almost any size for short period of time. The object is invisible to all who are in front of the caster. The effect does not mask sound or scent and will not work if viewers are beside or behind the mage. Lasts for 1 Turn. MUTE - Alters the shape of small objects of a mineral nature. Works on glass, metal, stone, etc. A plane can be altered to a rod, a torus to a sphere, a coin to a ring. Glass could be changed to crystal, lead to silver, copper to gold, etc. Lasts for 1 Turn. The dweomer may be dispelled if someone touches the object. The individual touching it makes a Save vs Spell roll. If the Save is successful, the cantrip is dispelled. PALM - Enables the caster to secrete a small object in their hand without seeming to do so. The magic creates an illusory duplicate of the object to be palmed. The duplicate only lasts for 1 round, so it must be covered from view when it winks out. PRESENT - Bring any small object or series of objects from within a 2 foot radius of the caster to his or her hand. Anything from a dozen coins to 1 large tankard can be fetched. If the object(s) is on the person of another individ- ual, a saving throw applies to the individual, UNLESS the objects are in plain sight. BELCH - Causes recipient to involuntarily belch. A saving throw is applicable only to see how loud or muffled the burping is. BLINK - Causes subject to momentarily blink. A successful save indicates only a single eye wink, or no effect for one eyed creatures. COUGH - Causes the subject to cough spasmodically for several seconds. A successful save indicates only a brief hacking instead. NOD - Causes an involuntary nod of the head as if in greeting or agreement. A save indicates no effect. SCRATCH - Causes an annoying itch, resulting in an involuntary scratch unless the save is made. SNEEZE - Causes the subject to sneeze unless the save is made. TWITCH - Causes a muscle contraction on an appendage - head, arms, legs, tail, etc., unless the save is made. WINK - Causes the subject to wink in a greatly exaggerated and prolonged manner. A successful save means the wink was rapid and not as noticeable. YAWN - Causes a brief wave of drowsiness resulting in a big yawn. Save for no effect. BEE - Caster summons/conjures a honey bee. The bee will appear in whatever spot the caster is gazing at, up to 1" from the caster. It is annoyed and 90% likely to sting. BLUELIGHT - Conjures a small, 1/4' diameter sphere of glowing blue radiance. The 3-inch sphere illuminates in a radius of 5 feet. BUG - The caster conjures/summons some form of crawling insect. Like the bee, it is irritated and will likely pinch, bite, or otherwise attack the creature it finds itself on. The bug appears up to 1" away from the caster. FIREFINGER - Causes a jet of flame up to 6 inches long to shoot forth from the caster's finger. Duration: 1 round. GNATS - A cloud of gnats appear up to 1" away from the caster and fly around the head of the subject. A failed saving throw means the gnats will distract the victim for a round before flying away. MOUSE - Similar to the spells above but with a field mouse. The mouse will behave like a mouse. SMOKEPUFF - Causes a puff of smoke to appear up to 1" distance from the caster. The smoke can be of any color. SPIDER - As bee, mouse, etc. The spider will normally be a common garden spider no more than an inch or two long. There is a 1 in 20 chance of it being a poisonous spider which will be annoyed and bite. If bitten, the victim must make a saving throw at +4 to the roll. Success indicates 1 point of damage inflicted. Failure indicates 2 points of damage and the victim will feel sick and unable to act normally for D4 days. TWEAK - Causes an unseen thumb and forefinger to tweak the cheek, nose, ear, beard, moustache, whiskers, tail, etc, of a subject within 1". This will not disturb spellcasting. UNLOCK - Conjures an invisible key-like force which will open simple locks, even if they have complex wards to prevent skeleton key triggering. Locks with tumblers or levers, as well as secret combination locks, are not affected. CREAK - Cause the sound of squeaking hinges or floorboards. FOOTFALL - Creates the sound of footsteps. The footsteps can be soft or noisy, they can approach or move away, follow, or seem to parallel a person a party. They must begin within 1" of the caster but may then move away or come closer. GROAN - A wracking cry from up to 1" distance from the caster. MOAN - A pitiful or eerie moaning. RATTLE - The rattle of chains which will last several seconds. TAP - An invisible force taps or raps against a solid object. The sound will occur between 1 and 3 times, depending on the desire of the caster. THUMP - Causes a muffled thumping sound as if something large just fell from a height of a foot or so. WHISTLE - Causes a faint or loud whistle which can be heard from within 10 - 30 feet away. The sound can be sharp and normal seeming, echoing, hollow, or eerie. ILL CANTRIPS ------------ COLORED LIGHTS - Creates a single globe of 1-foot diameter, or a pair of 6-inch, or 3 4-inch, or 4 3-inch globes of pastel light. Each will illuminate a radius of 5 times their size. The globes remain as long as the caster is concentrating and they can hover and float anywhere within their 1" range. The globes can be of any color or combination of colors and may change hue. The light shed from these globes cannot be detected beyond 3". DIM - Causes a light source to be dimmed or the very air to become less permeated with light rays. If light sources are to be affected, then a medium-sized fireplace fire/campfire, 6 torches, 72 candles, or a light/continual light spell can be affected. Lights will, at best, shed only 1/2 their normal radiance for 1 full round. Torches will burn only as brightly as candles, a fire will become torchlike, etc. The light to be affected must be within 1" of the caster. HAZE - Causes the atmosphere to become hazy. Missile weapons are at -1 to hit and saving throws vs spells are at +1. Lasts for 1 round. MASK - The caster can alter their visage or the visage of another. The mask is only detectable if a viewer peers closely. The effect lasts D4+2 rounds. MIRAGE - Creates an illusory scene over a small area - 2"X2". The area must be relatively flat and featureless and the mirage must be an actual place that the caster has seen. The can- trip lasts as long as the caster concentrates and a saving throw is applicable. Touching a mirage will instantly dis- pel it. NOISE - Causes an illusory sound of whatever nature is desired, although it is indistinct and confusing (the murmuring of many voices behind a thick door or at great distance, a rushing sound of wings and wind combined, shuffling and scraping as if many people were moving things or walking slowly but at some distant place). All within the area get a saving throw. Success means the sounds are not heard. RAINBOW - A 30-foot-long, 1-foot-wide ribbon of pastel colors appears. The colors can arch into a bow, remain a ribbon, twist and turn, etc. One end of the Rainbow must be within 1" of the caster. The colors will glow softly and be visible in total darkness. The rainbow will last for 1 round and then fade. Creatures failing their save will gaze at the colors until the fade. TWO-D'lusion - Creates a 2-dimensional illusion of whatever he or she desires. The illusion will be apparent to anyone viewing the scene from an angle of 45 degrees or more. The illu- sion is dispelled upon being touched and it is invisible from the side or rear. The cantrip will last as long as the caster concentrates upon it.