Cherreads

Cantrip List

spell components:

spell components are the physical conditions that a Spellcaster must meet when casting a Spell.

The description of each Spell will state whether it requires Verbal (V), Somatic (S), or Material (M) components when cast.

A Spellcaster can only cast a Spell after meeting all of its component requirements.

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Light

Evocation Cantrip (Bard, Cleric, Sorcerer, Wizard)

Casting Time: Action

Range: Touch

Components: V, M (a firefly or a piece of phosphorescent moss)

Duration: 1 hour

You touch one object that is no larger than Large and is not being worn or carried by someone else. Until the Spell ends, the object sheds bright Light in a 20-foot radius and dim Light for an additional 20 feet. The color of the Light is up to you.

The Light is blocked if the object is completely covered by something opaque. This Spell ends early if you cast it again.

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Ray of Frost

Evocation Cantrip (Sorcerer, Wizard)

Casting Time: Action

Range: 60 feet

Components: V, S

Duration: Instantaneous

A frigid beam of blue-white Light streaks toward a creature within range. Make a ranged Spell attack against the target. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

Cantrip Upgrade. The damage of this Cantrip increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Mage Hand

Conjuration Cantrip (Bard, Sorcerer, Pact Master, Wizard)

Casting Time: Action

Range: 30 feet

Components: V, S

Duration: 1 minute

A floating, spectral hand appears at a point you choose within range. The spectral hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you. If you cast this Spell again, the existing hand vanishes early.

You can use the spectral hand to perform a task when you cast the Spell: you can manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

On subsequent turns, you can use a magic action to control the spectral hand to perform one of these tasks again. As part of that action, you can also move the hand up to 30 feet.

The hand cannot attack, activate magic items, or carry more than 10 pounds.

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Prestidigitation

Transmutation Cantrip (Bard, Sorcerer, Pact Master, Wizard)

Casting Time: Action

Range: 10 feet

Components: V, S

Duration: Up to 1 hour

You create a magical effect within range. Choose one of the following effects. If you cast this Spell multiple times, you can have up to three non-instantaneous effects active at once.

Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.

Fire Play. You instantaneously Light or snuff out a candle, a torch, or a small campfire.

Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot.

Minor Sensation. You chill, warm, or flavor nonliving Material no larger than 1 cubic foot for 1 hour.

Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.

Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. A trinket cannot cause damage and is worth no money.

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Sorcerous Burst

Evocation Cantrip (Sorcerer)

Casting Time: Action

Range: 120 feet

Components: V, S

Duration: Instantaneous

You cast a spell on a creature or object within casting range..Perform a remote attack check on the target.,When hit,The target will be subject to1d8 Point damage.You choose what type of damage the spell will cause.:strong acid,cold,flame,lightning,toxin,Mind or Thunder.

If you roll an 8 on any d8 for this Spell, you can immediately roll another d8 and add it to the Spell's damage. You can add a maximum number of extra d8 damage dice equal to your Spellcasting ability modifier when casting this Spell.

Cantrip Upgrade. The initial damage of this Cantrip increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Mold Earth

Transmutation Cantrip (Druid, Sorcerer, Wizard)

Casting Time: 1 Action

Range: 30 feet

Components: S

Duration: Instantaneous or 1 hour (see below)

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. This alteration lasts for 1 hour. If the dirt or stone you target is on the ground, you cause it to become Difficult Terrain. Alternatively, you can cause the ground to become normal terrain if it is already Difficult Terrain. This change lasts for 1 hour.

If you cast this Spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

 

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