Rare Cantrips

The following spells are different from standard cantrips. They are rare cantrips. Spellcasters that gain access to all 0-level spells at 1st level do not gain access to rare cantrips. A spellcaster gains access to rare cantrips only by uncovering their secrets in some other way. Some are guarded by jealous mages, while others are lost in missing libraries or molder on forgotten scrolls.

Note that the spell penumbra was changed into the higher-level spell protective penumbra. The cantrip version is similar, but does not replace its higher-level counterpart.

Disclaimer: These cantrips are not legal in official organized play.

Breeze

School evocation (air); Level sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S, M (a miniature fan)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature or object
Duration 1 hour (D)
Saving Throw Will negates (harmless); Spell Resistance yes

You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell does not function without air or underwater.

You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Drench

School conjuration (creation) [water]; Level sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature or object of size Large or smaller
Duration 1 round
Saving Throw Reflex negates (object); Spell Resistance yes (object)

A sudden downpour soaks the target creature or object. The rain follows the subject up to the range of the spell, soaking the target with water. If the target is on fire, the flames are automatically extinguished. Fires smaller than campfires (such as lanterns and torches) are automatically extinguished by this spell.

Jolt

School transmutation [electricity]; Level sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect spark of electricity
Duration instantaneous
Saving Throw none; Spell Resistance Yes

You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.

Penumbra

School evocation [darkness]; Level sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S, M (a bit of soot)

EFFECT

Range touch
Target creature or object touched
Duration 10 minutes/level (D)
Saving Throw Will negates (harmless); Spell Resistance yes

This spell keeps the creature or object touched slightly in shadow. The target of this spell does not suffer any penalties or blindness caused by bright light, such as those from light sensitivity or light blindness.

You can have only one penumbra spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Root

School transmutation [earth]; Level sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S, M (a pinch of dirt)

EFFECT

Range touch
Target creature touched
Duration 1 minute (D)
Saving Throw Will negates (harmless); Spell Resistance yes

This spell strengthens the subject’s connection to the ground below, bolstering its defense against combat maneuvers. It gains a +2 insight bonus to its CMD to resist being moved or tripped and a +2 competence bonus on all Acrobatics checks made to balance or remain standing on earth, sand, stone, or a similar rocky substance.

Scoop

School evocation [force]; Level sorcerer/wizard 0

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect 6-inch diameter container of force
Duration concentration
Saving Throw none; Spell Resistance yes

You will a small vessel of force into existence. As a move action, you can direct the container up to 15 feet per round in any direction, though the spell ends if the distance between you and the container ever exceeds the spell’s range. You can dip the container to pick up or drop a liquid as a move action. The vessel holds up to 1 pint of liquid or small objects, weighing up to 5 pounds. You can also gather up a pint of liquid or small objects spread cross a surface with 1 minute of careful concentration.

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