A cantrip is a spell that can be cast any time, at will, without using Mana or AP.. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over.

Cantrips can be changed free of charge by performing the Spellbinder’s Ritual. Performing this Ritual must be done during a Long Rest (a sleep of at least eight hours, uninterrupted).

In Combat, only one Cantrip may be cast per Turn.

Breeze: Create a light wind, pushing light objects, and granting a target +1 to Saving Throws against noxious vapors and gases.

Chill: Briefly reduces a cube of liquid or solid matter to 0 degrees. Grants a target +1 to Saving Throws against flames and severe heat.

Create Elixir: Creates a random elixir. May be stored, sold or traded. Cooldown: Long Rest.

Dampen: Fills a small cube with a light mist, making surfaces and objects slightly damp.

Feather Fall: Up to five falling creatures have their rate of descent drastically slowed for the next ten Turns. Cooldown: Long Rest.

Jolt: Jolt a target with a spark of electricity, dealing 1d3 Damage. Benefits from 20% of your Spell Damage.

Speak with Herbs: Plants within 30 metres gain limited sentience. They can communicate and follow simple commands. You can question them about events in the past day.

Sprout: Causes live seeds or plants to experience a growth spurt.

Sweeten: Makes a target taste much sweeter.

Wilt: Causes live seeds or plants to fade, sag, and wither.