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Acid Splash

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Explode a bubble of acid in range for 1d6 acid damage. The damage scales as a cantrip. Creatures in a 5-foot-radius sphere must roll a dexterity save to avoid damage.

The purest form of earth's element, in a damaging form. Don't get it on your good clothes.
-Evoker Hadarai Lathalas

PHB 239 Evocation Cantrip

Blade Ward

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

All attack rolls against you for the duration lose 1d4 off the roll.

Why don't we just ban weapons from hitting us?
-Abjurist Elliot Kamparan's breakthrough thesis

PHB 247 Abjuration Cantrip

Chill Touch

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Touch a target and make a melee spell attack. On a hit, the target takes 1d10 necrotic damage and cannot regain hit points until the end of your next turn. The damage scales as a cantrip.

The touch itself gives the recipient a powerful demonstration of what it feels like for life to leave your body on a smaller scale.
-Archmage Tenoch

PHB 249 Necromancy Cantrip

Control Flames

  • casting timeAction
  • range60 feet

  • componentsS
  • durationInstantaneous

Affect a nonmagical flame that fits a 5-foot cube. You may immediately expand the flame 5 feet in one direction into new fuel, extinguish it, double the shed lignt and change its color for an hour, or fill it with animated simple shapes for an hour.

You can have up to three extended effects active at a time and can dismiss each of them as an action.

While the most simple to replicate, there's something deeply satisfying in the simplicity of pointing at fire and having it turn green.
-Archmage Wendel

XGtE 152 Transmutation Cantrip

Dancing Lights

  • casting timeAction
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of phosphorus

Create up to four torch-sized lights within range, which appear as you like. Alternatively, you may combine them into one medium and somewhat humanoid form. Whichever form they have, they shed dim light for 10 feet.

You mave move the lights up to 60 feet as a bonus action. Individual lights must stay within 20 feet of the others, and if they move out of range, they wink out.

This spell is a paragon of the School of Illusion's insufferable bend towards playfulness over all things.
-Conjurer Kelton Pepperkeep

PHB 259 Illusion Cantrip

Elementalism

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Exert control over the elements, causing gentle manipulations of air, earth, fire, or water. Alternatively, you may sculpt a small amount of an element into a crude shape. See the Player's Handbook for exact rules.

The simple fusion of the four elemental cantrips, this gentle and harmless spell is unprecedented at getting wizards arrested for sorcery.
-Conjurer Kelton Pepperkeep

PHB 267 Transmutation Cantrip

Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Hurl a mote of fire at a creature or object in range. Make a ranged spell attack, dealing 1d10 fire damage on a hit. The damage scales as a cantrip. If the target is a loose flammable object, it starts burning.

Fire is, in and of itself, a damaging element, so it's not difficult to weaponize.
-Evoker Hadarai Lathalas

PHB 274 Evocation Cantrip

Friends

  • casting timeAction
  • range10 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

some makeup

Make a creature you can see in range roll a wisdom save to avoid being charmed. It succeeds automatically if you are fighting it, or if you have cast this spell on it in the last day. The spell ends early if the target takes any damage, or if you make an attack, deal damage, or force a save on anyone.

The target realizes that you charmed it when the spell ends.

It's for delaying consequences. Sometimes the consequences get worse, but they are at least delayed.
-Novice Rua Cithreth

PHB 277 Enchantment Cantrip

Gust

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Seize the air in range. You may push a medium or small creature up to 5 feet away from you if it fails a strength save, you may push a loose object up to 10 feet away from you without damaging anything, or you may cause a harmless sensory effect using air, like slamming shutters or rippling your clothes in the breeze.

Playing with air is the least celebrated of the elemental transmutations, but air is always available.
-Transmuter Norman Cartwright

XGtE 157 Transmutation Cantrip

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Light

  • casting timeAction
  • rangeTouch

  • componentsV, M
  • duration1 hour

a firefly or phosphorescent moss

Touch a large or smaller loose object. It sheds bright light for 20 feet and dim light for 20 more in a color you like for the duration. The light can be blocked by covering the item. The spell ends if you cast it again.

As much as people like to imagine wizards hunched over scrolls in candlelight, the reality is that they're using remarkably shiny pebbles instead of candles.
-Novice Alora Eltikeerin

PHB 292 Evocation cantrip

Mage Hand

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

Conjure a floating hand in range for the duration. It vanishes if you cast the spell again or if it is ever more than 30 feet away.

On casting, and as a magic action on later turns, you can make the hand manipulate an object, open a door or container, pour out a vial, or stow or retrieve an item from an open container. On later turns, you can also move the hand 30 feet as part of the action. It cannot attack, activate magic items, or carry more than 10 pounds.

Finally! Heeka can reach all the pretty shiny things!
-Novice Heeka, demonstrating why goblinoids don't usually get accepted into the arcane universities

PHB 293 Conjuration Cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

Repair a single break in an object up to 1 foot in any dimension. You leave no trace of former damage. You cannot restore magic to an item this way.

Oh, to the hells with the tailor. I can fix my robes myself.
-Novice Balvur Kingshorn

PHB 297 Transmutation Cantrip

Message

  • casting timeAction
  • range120 feet

  • componentsS, M
  • duration1 round

a copper wire

Point at a creature in range and whisper a message only it can hear. It may reply in kind. You can cast this through walls if you know where the target is, but it is blocked by 1 foot of wood, stone, or metal, any lead, or magical silence.

Do not make me call out your tomfoolery before the entire class, Gumbarrivon.
-Eudoria Hackett, Royal professor, mid-class via message cantrip

PHB 298 Transmutation Cantrip

Minor Illusion

  • casting timeAction
  • range30 feet

  • componentsS, M
  • duration1 minute

a bit of fleece

Create a sound or image in range for the duration. The spell ends if you cast it again. A creature can study the illustion, rolling an investigation check against your spell save to see through it.

Sounds may range from a whisper to a scream in volume and may be of anything you like, and may be continuous or discrete.

Images must be able to fit in a 5-foot cube, cannot create sound, light, smell, or other sensory effects. Attempts to touch it pass through.

Oh, you use the fleece to pull the wool over their eyes! I get it!
-Novice Pippert Ironkettle, finally grasping the Weave's playful nature

PHB 298 Illusion Cantrip

Mold Earth

  • casting timeAction
  • range30 feet

  • componentsS
  • durationInstantaneous

Manipulate up to a 5-foot cube of dirt or stone you can see in range. You can excavate loose earth, moving it 5 feet, make shapes and colors appear on it for an hour, or make the ground become difficult or normal terrain for an hour. You can have up to two extended effects active at once and can dismiss them as an action.

Novice Wuviri'ik could have used earth-mold trick back when Wuviri'ik was latrine-digger in Kr'uuzhgat'akh. Could have kept clean hands. Gru'umsh damned.
-Wuviri'ik the Malodorous, Orc novice, who currently smells perfectly fine

XGtE 162 Transmutation Cantrip

Poison Spray

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Spray toxic mist at a creature in range. Make a ranged spell attack against the target, dealing 1d12 poison damage on a hit. The damage scales as a cantrip.

Ugh. It smells as bad as it feels.
-Novice Orsik Loderr

PHB 306 Necromancy Cantrip

Prestidigitation

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationInstantaneous

The mark of the Manipulators of the Weave. Simple parlor tricks that come naturally to the magically adept.

Create an array of small effects, such as sensations, cleaning, fire play, or momentary conjuration. See the Player's Handbook for exact rules.

University brats learn they can light a torch with a word and then they forget how to light one normally.
-Madge, cook for the Royal Academy

PHB 307 Transmutation Cantrip

Ray of Frost

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Make a ranged spell attack against a creature in range, shooting them with a blue-white beam. On a hit, it takes 1d8 cold damage and has its speed reduced by 10 feet until the start of your next turn. The damage scales as a cantrip.

Cold is actually the domain of water, due to its opposition to fire and its intrinsic heat.
-Evoker Hadarai Lathalas

PHB 311 Evocation Cantrip

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Shape Water

  • casting timeAction
  • range30 feet

  • componentsS
  • durationInstantaneous

Target up to a 5-foot cube of water you can see in range. You may move or otherwise change the flow of the targeted water 5 feet in any direction, you may cause the water to have simple animated shapes for 1 hour, you may uniformly change its color or opacity for 1 hour, or you may freeze it for 1 hour if there are no creatures in it. You can have up to two extended effects active at once and can dismiss them as an action.

For the love of all of the gods, do NOT try to impress the Triton delegates with this spell. We are not repeating that disaster again.
-Branson Ottewell Anderson, Royal professor

XGtE 164 Transmutation Cantrip

Shocking Grasp

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Shock a creature with lightning from your fingers. Make a melee spell attack against the target, dealing 1d8 lightning damage on a hit, and the target can't make opportunity attacks until its next turn. The damage scales as a cantrip.

The elemental distilling of air, lightning isn't all giant bolts. It's theorized it even is responsible for contact shocks. This is a stronger version of that.
-Evoker Hadarai Lathalas

PHB 316 Evocation Cantrip

Sword Burst

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationInstantaneous

Sweep the area around you with spectral blades. All creatures within 5 feet of you roll a dexterity save to avoid 1d6 force damage. This damage scales as a cantrip.

This will be easy. That elf is unarmed.
-Bandit Keever, making a horrible mistake while approaching Archmage Yalikin during his travels

TCoE 115 Conjuration Cantrip

Thunderclap

  • casting timeAction
  • rangeSelf

  • componentsS
  • durationInstantaneous

Make creatures in a 5-foot emanation around you roll a constitution save, taking 1d6 thunder damage on a failure. The damage scales as a cantrip. The spell can be heard 100 feet away.

Ow, my ears!
-Novice Happlestaff Reddlepop Gumbarrivon, suffering one of his pranks backfiring

PHB 333 Evocation Cantrip

True Strike

  • casting timeAction
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

a weapon you are proficient with that is worth 1+ CP

Make an attack with the material component. Use your spellcasting ability for the attack and damage rolls instead of strength or dexterity, and choose if the damage is radiant or normal.

At first, there is no bonus damage, but this scales as a cantrip. When you reach level 5, regardless of what damage the attack makes, deal an extra 1d6 radiant damage. Deal 2d6 at level 11, and 3d6 at level 17.

The fighters laugh at you until you casually bust open their armor with a single hit every single time. Then they call you a cheater. Unpleasable prigs.
-Diviner Wilbur Caventon

PHB 336 Divination Cantrip

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