This skill simply adds a +1 to a specific skill check. (+5% guess). This spell can stack, so you can have skill bonus 4, granting +4.
The requirement for the spell is to stare at a mandela and concentrate for five minutes or so. This psuedo meditation limits the raw effectivness of the Skill Bonus cantrip for the adventurous sorts.
The bonus will end when the task ends or the "end of the scene" which ever is first.
This will mostly be used for crafting skills (cook, craft wood, craft metal, farming), though someone will create Use Sword, Use Mace, Use Bow, and so on. Concentration and magic skills proper might be an option.
Adapt this to your system, with a cap of a good modifier to a skill roll (+4 on a 1d20 system for example, +2 for 2d6, +1d not kept for a dice pool system, and so on.) Go to Comment
This cantrips comes in levels, so you can learn Hexing 1, 2, 3 or 4, with the prerequisite of the previous level.
Hexing takes one to four minutes to perform. It requires a talisman to perform, a wand usually with feathers, stones, metal (copper), and glass, bits attached by a wrap or teather. Many people use a rattle.
Hexing can be done instantly, if the hexing person is willing to take a curse hex of the same level.
Hexing allows you to produce hexes for Luck (Positive Bonus to rolls) or Curse (Negative Bonus to rolls). A hex sits on the person until their next important event. The bonus is then used at that time. You can break it down, so a major important event/ a dramatic event will use all of it, a minor one will use half or just one hex). The hex modifier will last for the entire "scene". So if one is cursed, then tries to escape from jail, the jail break will be the entire scene, so the modifier will apply to all important rolls that entire scene.
Hexes can stack, but they are used up during the next important scene, so they do not last.
Luck hexes do not neutralize a Curse hex. Instead they only apply good bonuses when things are going bad, while the curse, applies negative modifiers when things are going good. This makes for very "schitzophrenic" luck.
Adapt this to your system, with a cap of a good modifier to a skill roll (+4 on a 1d20 system for example, +2 for 2d6, +1d not kept for a dice pool system, and so on.). Go to Comment
Cantrips of cover are very fragile illusions. They are used to cover things, to make things seem like something similar. This can be used for to make someone seem like someone else, to change a brown jar to a blue glass one, or to make ripe food to appear unripe. These are minor illusions, so enough intent to see the object of the illusion, will break the illusion. So as long as someone is not actively looking for something, they casually see it as the covered form.
Good for making your place look better (or worse) or for hiding in the crowd or for avoiding bored guards. (Good or careful guards will see right through the cover). Go to Comment
Ignite: The ability to start a small fire, much like pulling out a lighter or wooden match.
Snuff: The ability to put out a small fire. Once it gets beyond a small fire, this cantrip is useless, only slightly diminishing it.
Brighten: Intensifies the light from a candle or small fire.
Hood: Shadowing the light from a small candle or fire. Such a fire will put off very little light and what light it does is not very useful for seeing.
Flare: It makes a small fire flare up slightly.
Long Burning: This extends the span of a burning candle by nearly half again.
Miser's Bane: This shortens the span of a fire's ability to burn by one third.
Squires Aide: This will make a candle or small fire with kindling, more apt to catch fire.
Dragon's Heart: This misnamed cantrip cools a fire, making it merely warm and if perfectly done... just a touch cooler than the air around it. The naming of this technique thinks that all dragons are merciless creatures with no heart to speak of.
Jack's Curse: No matter how prepared the tinder, a cursed candle fire will not light another fire. Jack's curse is actually a handy safety spell.
Rainbow's Capture The link between fire and rainbows is intensified, allowing for the fire's color to be altered.
Light the Field: This allows for multiple small fires to be lit at one time. It is the powerful cantrip used to light several candles in a room at once.
Leaving the Chapel: This allows for the caster to extinguish several small fires at one time. This powerful cantrip will put them all out for the evening. Go to Comment
In the school of pubcrawling spellcasters, there are many spells which are passed around on looseleafed notes (or found in the margins of many used spell books).
Cool: To cool one's drink, useful on a hots day.
Warm: To warm one's drink, useful on cold days or if you have a proper brew.
Froth: Flat beer is a bad beer
Find Tap: Creates a floating bubble from the beverage, that will lazily head towards its tap. A fun trick to see if you are being served the good stuff or the cheap stuff. Also if you keep some beer from an tied or common house, you can follow the bubble back to that house.
Fix Mug: Well if your mug is cracked or broken, precious amber liquid could be lost. A quick spell will replace all but the worst damage
Careful Beer: This cantrip prevents the accidental sloshing of precious liquid out of the cup. One has to literally desire to pour it out for it to spill. This is handy if you have clumsy friends.
Water to beer: Rather than a full spell, it allows you convert a mug of water, with a splash of beer added to it, into a full mug of beer. A great spell that teaches many magical fundementals and allows cash strapped apprentices to get a drink with their friends.
Second Mug: This cantrip seems to make a tiny bit of extra space in you mug. Cast the cantrip and have someone refill your mug. It will load up with one and a half times the volume of normal drink (sometimes up to two times the volume if cast well).
Rosey Glow: This allows one a glamour of being into your cups. You will feel that happy warm, sloshed feeling, after drinking one drink with rosey cups cast on it. The glamour will shatter if you are hit with a sobering truth, potential violence, or hit up the head really hard.
Dart Sharp: This allows one to negate the adverse effects of drinking one or two many beers/ drinks for one task named at the time of the silent casting. Thus cast the spell and you can shoot darts like you are pefectly sober.
Returning Home: It returns the spilled beer back to its cup or mug, if cast right after the spill. If cast well, it will not bring any dirt, sawdust, or such back with it as it "spills back" into the mug.
Song of Drinking Home: It is a spell to weave into a song that gets everyone moderately inclined to sing along. It is a great way to get the ball rolling, as once people start singing, they keep singing more and more drinking songs.
Jostle Loss: Created by puny apprentices who drink among other bigger folk. It creates a magical aura around the person so they will not be bumped into or squished between folks in a crowd. THe problem with the spell is that it only works in a specific location at a specific time. So it would have to be cast every time your enter or exit the bar, building, or street, to be effetive. Go to Comment
Dispell Numbness-does just what it says when one's hand or foot has been laid on whilst sleeping
Pop Pimple-Can pop a pimple or scratch open a mosquito bite on the caster or somebody else. In the right conditions it can be used to cause someone's death due to infection, but normally such a thing would not happen. Go to Comment
Missed Me - This cantrip for a few seconds makes the caster seem three feet from where he/she is, so arrows will be aimed wrongly and charging attackers charge in the wrong place. It only lasts for a maximum of ten seconds and vanishes if the caster moves. Go to Comment