Personal Cantrips

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The cantrips below are presented in a uniform format, comprising key details that outline each cantrip's limitations. These particulars include the cantrip's range, specifying the maximum distance it can affect; its duration, indicating how long the cantrips effects persist; the area of effect, defining the dimensions of its influence post-casting; the casting time, which tells how quickly the cantrip the spell can be prepared and unleashed, or "discharged"; any potential saving throws, which denote whether targets can resist the cantrip's effects and the consequences thereof; and a brief description summarizing the cantrip's magical attributes.

Should you seek more comprehensive information about a particular cantrip, it can be found by following the provided links. An asterisk (*) serves as a sign that a full explanation of the spell's intricacies necessitates more space than currently available.

Spell Range Duration Area of Effect Casting Save Description
bee 10 ft.* 1 round 1 creature 2 AP special conjures a bee that may cause a poor reaction
bluelight 10 ft. special 10 ft. radius 2 AP none creates a soft blue light that illuminates
bug 10 ft. 1 hour 1 creature 2 AP none conjures a bug that pursues its victim
cricket touch special 1 cricket 2 AP special conjures a cricket that brings luck
firefinger 6 in. 1 AP 1 object 2 AP none lights objects on fire
gadfly 10 ft. 1 round 1 creature 2 AP none* conjures a gadfly that may dismount riders
mouse 10 ft. 1 round 1 creature 2 AP none conjures a mouse that may cause disease
smokepuff 20 ft. 1 round 7 ft. sphere 2 AP none* manifests a puff of smoke that dissipates
spider 10 ft. 1 round 1 spider 2 AP none* conjures a spider that may be poisonous
unlock 10 ft. permanent 1 lock 2 AP none unlocks or locks an existing lock


See also,
Cantrips
Illusionist (class)
Illusionary Cantrip Tables
Mage (class)
Magical Cantrip Tables