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.

Clean: Removes a square of dirt, dust, sand, grit, mud, soil, or similar earthy substances from various surfaces.

Dig: Attempts to dig for random treasure.

Dry: Removes a small amount of moisture from a target area.

Gather: Gathers small objects in an area, such as papers, coins, salt, or spices, into neat stacks.

Identify Liquid: Attempts to identify the properties and value of a liquid. Cooldown: Long Rest.

Identify Scroll: Attempts to identify the properties and value of a magical scroll. Cooldown: Long Rest.

Meld with Stone: You step into a stone object or surface large enough to contain you. While inside, you cannot be detected, or sense what occurs outside. You can use your Movement to leave the stone.

Safety Rope: Pulls any Medium or smaller creature or object one square towards you. Hostile creatures may resist this effect.

Scoop: Creates a small jug you can control, making it float through the air to scoop up liquids or small objects.

Whack: Smashes a target with whatever you have handy, dealing 1d3 Damage. Benefits from 10% of your Weapon Damage.