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The following classes can use cantrips, and can learn a number of cantrips dependent on their class. A class’s power source determines which cantrips can be learned.

Multiclass feats for the following classes grant one additional cantrip from the power source of the class.

Ardent [Psionic] – 2 cantrips
Artificer [Arcane] – 2 cantrips
Avenger [Divine] – 2 cantrips
Bard [Arcane] – 3 cantrips
Battlemind [Psionic] – 2 cantrips
Cleric [Divine] – 2 cantrips
Druid [Primal] – 2 cantrips
Invoker [Divine] – 3 cantrips
Paladin [Divine] – 2 cantrips
Psion [Psionic] – 3 cantrips
Runepriest [Divine] – 2 cantrips
Seeker [Primal] – 2 cantrips
Shaman [Primal] – 3 cantrips
Sorcerer [Arcane] – 3 cantrips
Warden [Primal] – 2 cantrips
Warlock [Arcane] – 2 cantrips
Wizard [Arcane] – 4 cantrips

The keyword of a cantrip is dependent on the power source of the class that is using it.

Affect Temperature [Arcane, Primal]
With a flick of the hand the air suddenly becomes chilled.
At-Will ♦ Varies
Standard Action Close burst 10
Increase or decrease the ambient temperature in the burst by 20 degrees for one hour. The temperature in the burst cannot be further changed until the effect ends. You may end this effect with a free action.

Create Water [Arcane, Divine, Primal]
You call upon water spirits in the surrounding area to conjure fresh water.
Encounter ♦ Conjuration, Varies
Standard Action Close burst 5
This spell generates up to 2 gallons of wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. This spell can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Dancing Lights [Arcane]
You control playful spirits of light to do your bidding.
Encounter ♦ Varies
Standard Action Area burst 1 within 10
Duration 1 minute (D)
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The lights last for 1 minute. The dancing lights must stay within a 10-foot-radius area in relation to each and can be moved once per a round as a free action in any direction: forward or back, up or down, straight or turning corners, or the like. The lights can move up to 10 squares per round. A light winks out if the distance between you and it exceeds the spell’s range. You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.

Ghost Sound [Arcane, Psionic]
With a wink, you create an illusory sound that emanates from somewhere close by.
At-Will ♦ Illusion, Varies
Standard Action Ranged 10
One object or unoccupied square
Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words.

Light [Arcane, Divine]
With a wave of your hand, you cause a bright light to appear on the tip of your staff, upon some other object, or in a nearby space.
At-Will ♦ Varies
Minor Action Ranged 5
One object or unoccupied square
Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action.
Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out.

Mage Hand [Arcane, Psionic]
You gesture toward an object nearby, and a spectral floating hand lifts the object into the air and moves it where you wish.
At-Will ♦ Conjuration, Varies
Minor Action Ranged 5
You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.

Message [Arcane, Psionic]
You whisper into the air and your voice flows almost inaudibly through the air.
At-will ♦ Varies
Standard Action Ranged 20
One creature in range
Effect: You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. When you whisper, the whispered message is audible to the targeted creature within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn’t transcend language barriers. To speak a message, you must mouth the words and whisper.

Open-Close [Arcane, Psionic]
With a wave of your hand the door swings open.
At-Will ♦ Varies
Minor Action Close burst 5
Object weighing up to 30 lbs.
Effect: You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.

Predict Weather [Arcane, Primal]
You see what the weather will be in the near future.
Encounter ♦ Varies
Standard Action
You determine what the weather will be like for the next 24 hours within a 50-mile radius of you.

Prestidigitation [Arcane, Divine, Primal, Psionic]
You perform an amusing magical trick, such as creating a dancing wisp of light, freshening a wilting flower, making a coin invisible, or warming a cold drink.
At-Will ♦ Varies
Standard Action Ranged 2
Use this cantrip to accomplish one of the effects given below.

  • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  • Instantly light (or snuff out) a candle, a torch, or a small campfire.
  • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  • Make a small mark or symbol appear on a surface for up to 1 hour.
  • Produce out of nothingness a small illusory item or image that exists until the end of your next turn.
  • Make a small, handheld item invisible until the end of your next turn.

Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
Special: You can have as many as three prestidigitation effects active at one time.

View Dreams [Arcane, Psionic]
You reach into the creature’s consciousness and convoluted images begin to flow through your mind.
Encounter ♦ Varies
Standard Action Close burst 2
Unconscious creature in burst
Effect: Watch the dreams of any unconscious creature that is dreaming within the burst. You cannot alter these dreams with this power.

Wilt [Arcane, Primal]
You draw the darker spirits of the world to you and cause plants to wither and die.
At-Will ♦ Varies
Standard Action Close burst 5
Objects in burst.
Effect: Wilt living plants in the burst that are not monsters.

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