Spelljammer
Cantrips
Cantrips are tricks and abilities that mages are able to perform by spending spell points. There is no cast chance associated with cantrips. The mage simply spends the point and the effect happens. Effects that target others (Clean, Dry, etc.) have a range of touch. If the mage is able to affect more than two targets, then all affected targets must be within 5 feet of the mage and touch is no longer required. Some aspects of the effect may be dependent on the mage's mastery of cantrips (e.g., their rank with this skill).

Cantrips require one combat action to invoke. For example, if the mage can normally make two quarterstaff attacks per round, they use the first one to invoke the cantrip and can still make the second attack. The initiative for the cantrip is normal. All other combat actions are at -5 initiative.
  • Battle Music - Starting at rank 8, the mage can create a background of martial music to accompany battle. Those accustomed to the music and on the same side of the conflict as the mage gain a +1 to Strike Chance (SC) if they are within (Rank x 5) feet of the mage. Note that if both sides have Battle Music playing in the same conflict, neither gets the benefit and, in fact ALL combatants suffer a -1 to SC as the conflicting music tends to be distracting and disconcerting. At rank 12, the bonus increases to +2 SC.
  • Breeze - The mage can create a very light breeze that will cause candles to flicker and possibly go out (5% chance per rank). The breeze lasts for one round and is gone.
  • Beautify - The mage can concentrate on minor physical abnormalities and suppress them for 1 minute per rank. This includes things like pimples, blemishes, minor scars, etc. Duration increases to 5 minutes per rank at rank 11 and higher.
  • Clean - The mage can spend a spell point to clean himself and his carried equipment. It takes 10 rounds at rank 1, but the time required drops by 1 round per rank (5 seconds at ranks 11 and higher). The mage can use this ability on someone else at rank 10. At rank 11, he can use a single spell point to clean up to 1 person per rank above 9th. Thus he could clean himself and one other person at rank 11. This can also be used to clean individual objects and even rooms, with enough cantrips.
  • Cool - The mage can spend a point to cool himself down on a hot day. Effect is as if the external temperature was up to 2 degrees cooler per rank and the effect lasts for 1 minute per rank. At rank 11 and higher, the mage can use the cantrip on another target and duration increases to 5 minutes per rank.
  • Dry - The mage can spend a spell point to dry himself and his carried equipment. It takes 10 rounds at rank 1, but the time required drops by 1 round per rank (5 seconds at ranks 11 and higher). The mage can use this ability on someone else at rank 10. At rank 11, he can use a single spell point to dry up to 1 person per rank above 9th. Thus he could dry himself and one other person at rank 11.
  • Ethereal Music - The mage can spend a point to create the effect of distant, ethereal music. The higher the rank, the more complex the music and the more apparent instruments. The effect lasts as long as the mage concentrates.
  • Firefinger - The mage can create a flame at the end of his finger. Length is six inches, plus six inches per rank. The flame lasts for 5 seconds per rank. If used as a weapon, it causes 1d6 damage, or half if a Save vs. Magic is made. Note that the mage can make the flame appear and reappear as often as desired for the duration of the effect. Similarly, the mage can alter the length, subject to the maximum, as desired.
  • Hair Growth - The mage can cause their hair to grow up to a quarter of an inch per rank. This can only be done once per day. The growth is permanent (until cut). At rank 10 and higher, they can use this effect on someone else by touching them.
  • Insect Repellant - The mage can use a cantrip to repel insects. Duration is 20 minutes per rank. The mage can use this ability on someone else at rank 10. At rank 11, he can use a single spell point to affect up to 1 person per rank above 9th. Thus he could affect himself and one other person at rank 11. The spell only protects against normal insects.
  • Lubricate - This cantrip can be used to lubricate moving parts exactly as if oil had been applied. Thus it could be used to oil the hinges of a door, or the axle of a wagon.
  • Mend - At rank 5 and higher, the mage can mend all of their worn or carried items that were ripped or torn within the last (rank x 2) hours. Only cloth, paper and leather of a non-magical nature can be repaired. At rank 10 and higher, the mage can use this ability on someone else, touching them to repair their worn and carried items. At rank 12, it will work on magical items of cloth, paper and leather.
  • Minor Illusion - The mage can create a very minor illusion, such as a faintly glowing ball floating above their hand. The illusion lasts only as long as the mage maintains full concentration. The higher the rank, the more complex the illusion, but it will never be anything bigger than a grapefruit-sized effect and cannot do any real damage.
  • Shout - The mage can increase the volume of their voice as desired for 1 round per rank. Volume increase is 20% per rank. Thus, at rank 5, the mage can shout at twice the volume of a normal shout. At rank 11 and higher, the mage can use this cantrip on another target and duration increases to 2 rounds per rank.
  • Soft Light - The mage can create a ball of light in their hand and "attach" it to an item by touching the item to the ball of light. The lights sheds illumination in a 5 foot (+1 per rank) diameter area and lasts for 20 minutes per rank. At ranks above 10, the mage is able to dim the brightness at will from a glow that sheds light for only a few inches to full brightness. At ranks 16 and higher, he can dim the glow to complete darkness.
  • Spice - The mage can spice up the flavor of food. He can affect one serving per rank. The higher the rank and the more practice the mage has, the better he is at simulating different types of spices (including salt).
  • Warm - The mage can spend a point to warm himself up for a bit on a cold day. Effect is as if the external temperature was up to 2 degrees warmer per rank and the effect lasts for 1 minute per rank. At rank 11 and higher, the mage can use the cantrip on another target and duration increases to 5 minutes per rank.