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.

Change: Temporarily changes one small animal into another.

Exterminate: Instantly kills small pests or vermin, emitting a small shower of colored sparks.

Mage Hand: Control a ghostly hand, performing simple tasks that your hand could perform.

Scorch: Strikes the target with fire, dealing 1d3 Damage. Benefits from 10% of your Spell Damage.

Summon Familiar: You summon your loyal companion rat, bound to you with Arcane magic. It has all the properties of a normal rat but can be re-summoned if it takes fatal damage.

Palm: Teleports an object into your palm while creating an illusion of the object in its original position. This illusion lasts for six seconds.

Tenser’s Floating Disc: Creates a floating, controllable disc 3×3 squares in area, lasting for one hour, that can bear up to 1000 kilograms of matter.

Tunnel Vision: See and sense whatever a small creature does. You are Incapacitated while channelling. The distance is unlimited on the same Plane.

Twitch: Causes a brief spasm in a target’s extremity. Does not cause damage or break concentration. Merely causes discomfort.

Wrap: Creates wrapping around a loose substance such as dust, potatoes, flour, fibres, or metal filings, allowing them to be carried in inventory.