Wizard Cantrips in The Cleansed Realm | World Anvil
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Wizard Cantrips

Acid Splash

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AERA
60 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Acid
You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.   This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Blade Ward

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
V, S
DUARTION
1 Round
SCHOOL
Abjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Combat
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.  

Booming Blade

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Self (5 ft. sphere)
COMPONENTS
S, M*
DURATION
1 Round
SCHOOL
Evocation
ATTACK/SAVE
Melee
DAMAGE/EFFEC
Thunder
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.   This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increases by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).   *(a melee weapon worth at least 1 sp)  

Chill Touch

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
120 ft.
COMPONENTS
V, S
DURATION
1 Round
SCHOOL
Necromancy
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Necrotic
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.   If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.   This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Control Flames

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft. (5 ft. cube)
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapes-such as the vague form of a creature, an inanimate object, or a location-to appear within the flames and animate as you like. The shapes last for 1 hour.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such as effect as an action.  

Create Bonfire (C)

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft. (5 ft. cube)
COMPONENTS
V, S
DURATION
(C) 1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Fire
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.   The bonfire ignites flammable objects in its area that aren't being worn or carried.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Dancing Lights (C)

LEVEL
Cantrip
CASTING ITME
1 Action
RANGE/AREA
120 ft.
COMPONENTS
V, S, M*
DURATION
(C) 1 Minute
SCHOOL
Evocation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
You create up to four touch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.   *(a bit of phosphorus or wychwood, or a glowworm)  

Fire Bolt

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
120 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Fire
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.   This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).  

Friends (C)

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Self
COMPONENTS
S, M*
DURATION
(C) 1 Minute
SCHOOL
Enchantment
ATTACK/SAVE
None
DAMAGE/EFFECT
Buff
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.   *(a small amount of makeup applied to the face as this spell is cast)  

Frostbite

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Cold
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.   The spell's damage increases by 1d6 when you reach 5ht level (2d6), 11th level (3d6), and 17th level (4d6).  

Green-Flame Blade

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Self (5 ft sphere)
COMPONENTS
S, M*
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Melee
DAMAGE/EFFECT
Fire
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.   This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases by 1d8 + your spellcasting ability modifier. Both damage rolls increases by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).   *(a melee weapon worth at least 1 sp)  

Gust

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S
DUARATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
STR Save
DAMAGE/EFFECT
Control
You seize the air and compel it to create one of the following effects at a point you can see within range:
  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

Infestation

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S, M*
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Poison
You cause a cloud of mites, fleas and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and it the direction rolled is blocked, the target doesn't move.   Thie spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).   *(a living flea)  

Light

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Touch (20 ft. sphere)
COMPONENTS
V, M*
DURATION
1 Hour
SCHOOL
Evocation
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Creation
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.   If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.   *(a firefly or phosphorescent moss)  

Lightning Lure

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Self 15 ft.
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
STR Save
DAMAGE/EFFECT
Lightning
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Mage Hand

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft.
COMPONENTS
V, S
DURATION
1 Minute
SCHOOL
Conjuration
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to 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. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.  

Mending

LEVEL
Cantrip
CASTING TIME
1 Minute
RANGE/AREA
Touch
COMPONENTS
V, S, M*
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.   This spell can physically repair a magic time or construct, but the spell can't restore magic to such an object.   *(two loadstones)  

Message

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
120 ft.
COMPONENTS
V, S, M*
DURATION
1 Round
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Communication
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.   *(a short piece of copper wire)  

Mind Sliver

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V
DURATION
1 Round
SCHOOL
Enchantment
ATTACK/SAVE
INT Save
DAMAGE/EFFECT
Psychic
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d8 from the next saving throw it makes before the end of your next turn.   This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Minor Illusion

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft. (5 ft. cube)
COMPONENTS
S, M
DURATION
1 Minute
SCHOOL
Illusion
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it an action or cast this spell again.   If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against you spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.   *(a bit of fleece)  

Mold Earth

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft. (5 ft. cube)
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
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 have 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. The changes last 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.  

Poison Spray

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
10 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Poison
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.   This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).  

Prestidigitation

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
10 ft.
COMPONENTS
V, S
DURATION
1 Hour
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Utility
This spell is a magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • 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.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.  

Ray of Frost

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Ranged
DAMAGE/EFFECT
Cold
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Shape Water

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
30 ft. (5 ft. cube)
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Transmutation
ATTACK/SAVE
None
DAMAGE/EFFECT
Control
You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.  

Shocking Grasp

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Touch
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
Melee
DAMAGE/EFFECT
Lightning
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.   The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).  

Sword Burst

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
Self 5 ft.
COMPONENTS
V
DURATION
Instantaneous
SCHOOL
Conjuration
ATTACK/SAVE
DEX Save
DAMAGE/EFFECT
Force
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.   This spell's damage increases by 1d6 when you reach 5ht level (2d6), 11th level (3d6), and 17th level (4d6).  

Thunderclap

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
5 ft.
COMPONENTS
S
DURATION
Instantaneous
SCHOOL
Evocation
ATTACK/SAVE
CON Save
DAMAGE/EFFECT
Thunder
You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.   The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).  

Toll the Dead

LEVEL
Cantrip
CASTING TIME
1 Action
RANGE/AREA
60 ft.
COMPONENTS
V, S
DURATION
Instantaneous
SCHOOL
Necromancy
ATTACK/SAVE
WIS Save
DAMAGE/EFFECT
Necrotic
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.   The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

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