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.
Confession: Encourages any sentient creature to confess. May reveal minor pieces of information. Intelligent creatures may resist this effect.
Color: Temporarily alter the color of fabric, hair, or skin.
Flash Heal: Quickly heals a target for 1d3 HP. Benefits from 10% of your Heals.
Nod: Causes a creature to nod briefly. Intelligent creatures may resist this effect.
Penumbra: Shadows briefly engulf the target, granting +1 to Stealth checks.
Power Word: Fortitude: All allies gain 10 + Your Level in Blood Points. Cooldown: Long Rest.
Sending: Name a target you are familiar with. You can mentally exchange a few sentences with them at unlimited distance. Cooldown: Long Rest.
Smite: Strike a target with light, dealing 1d3 Damage. Benefits from 10% of your Spell Damage.
Smoke: Creates a puff of smoke nearby in various colors.
Stitch: Repairs a small tear in cloth, fabric, or other soft materials.
Tweak: Conjures an invisible thumb and forefinger to pinch a spot on a target harmlessly.