Artist Unknown
A common trope
in fantasy worlds is the idea of a wizard who can use minor magic at will. Barring
rituals and high-end supernatural techniques, the creation of a simple illusion, telekinesis of a small object, and the like is something a wizard can do without expounding any significant
effort. The standard Vancian system of magic as a precious resource a 1st-level apprentice can only do once per day does not lend itself to what many people
think of when it comes to a magic school setting. It precludes fun scenarios like pranksters setting off minor illusions while running away from prefects, classmates using their magic to do competitive games with multiple tries, and similar things which can only be simulated by piling additional levels onto characters.
Albeit
originally presented in 3rd Edition D&D in the form of Reserve feats,
at-will spells became standardized in further games such as 4th Edition, Pathfinder, and now 5th Edition. Swords & Wizardry as-is does not have at-will spells (at
least not in the hands of anyone but monsters), so I got around to thinking of
how to transport them to an OSR framework.
Although a few are converted from other D&D Editions and clones, I made sure that they didn't invalidate already existing 1st-level spells: in Pathfinder/5th Edition the light spell is a cantrip, but in Swords & Wizardry it is a 1st-level spell. In the case of new spells, I made sure to have their effects be interesting magical gimmicks which would not unbalance the game due to indefinite use. Spellbolt works no differently than a mundane ranged weapon, but is inferior to magic missile because it has an inferior range, does not auto-hit, and the caster cannot generate multiple "bolts" for attacking in the same round.
Cantrips:
Cantrips are a special type of spell mastered by dabblers and apprentices
before moving on to true magic. They
require such a trifling amount of power that they can be effectively cast all
day long without the spellcaster running out of magical energy (although
physical exhaustion may set in far earlier!).
Any class with
access to spells per day is capable of learning cantrips. They follow the rules of typical spells,
except that once prepared they never run out and can be cast an infinite number
of times. However, a spellcaster must
still perform the regular rites of their class (spellbook study, prayer, etc)
every day to switch them out in favor of new ones, and they can only prepare a
limited amount per day. Some cantrips
can be prepared twice as though they were two different spells, granting
greater effects in exchange for less versatility.
Spellcasters
can prepare 2 cantrips at 1st level, three at 4th level, and 4 at 7th
level. Magic-users and classes which
utilize a spellbook begin play with 2 cantrips in their spellbook.
Flash
Range: 30 feet
Duration: 1
round
This cantrip
creates a burst of bright light equivalent to torchlight for a
split-second. If conjured in an enemy’s
face, the target must make a saving throw or suffer a -1 penalty on all attack
rolls for 1 round. This cantrip can be
prepared twice to create overwhelming sensations of any of the four other
common senses instead, being potentially able to effect blind and sightless
creatures.
Note: This
cantrip’s use as a light source is inferior to the light spell in that its
duration is too brief to allow for detailed study.
Ghost Sound
Range: 30 feet
Duration: 1
round
This spell
creates illusory sounds of the caster’s choice within the range, although they
cannot be any louder than a roaring lion or power saw (114 decibels). Evidence which proves the sound’s false
nature allows the victim a saving throw to disbelieve at the Referee’s
discretion.
Mage Hand
Range: 30 feet
Duration: Until
concentration ceases
This spell
allows the caster to remotely lift and move a single object weighing up to 5
pounds within the range of the spell. If
the spellcaster concentrates on the cantrip, they can move any such object up
to 15 feet per round in any direction.
Preparing this cantrip twice allows this telekinetic force to be precise
enough to perform delicate tasks such as
lock-picking and surgery.
Manifest
Shield/Weapon
Range: Personal
Duration: Until
Dispelled
This spell
causes a shield or weapon made of transparent energy to materialize in the
caster’s hand, using the game statistics as said object. The equipment must be something the caster is
proficient with and be aware of its existence.
Should a spellcaster wish to use this cantrip to manifest two weapons in
each hand or a shield and a weapon, they must prepare this cantrip twice. Two-handed weapons count as one cantrip for
these purposes.
Mending
Range: 10 feet
Duration:
Instantaneous
This cantrip
makes minor repairs to objects of up to 5 cubic feet in size. It is capable of removing minor levels of
rust, straightening out bends, fusing cracks and splits back together on small
objects, and the like. It is up to the Referee’s
discretion on the extent of the repairs, but as a guideline it can equal the
effort of 10 minutes worth of work by a trained artisan with proper tools or
restore 1d4 hit points worth of damage.
Repeated
castings on the same equipment or piece of material have no further effect
until at least 24 hours have passed.
Message
Range: 100 feet
Duration: 1
turn (10 minutes)
This spell
allows the caster to whisper long-range messages to a single target within the
spell’s range and line of sight. You cannot
carry a two-way conversation unless the subject also has this cantrip
prepared. This cantrip can be prepared
twice to affect as many targets within the spell range as the spellcaster
wishes.
Parlor Tricks
Range: 10 feet
Duration: 1
hour
Upon casting,
this cantrip allows the caster to perform minor harmless tricks. These can be all sorts of miscellaneous
magical effects, but are severely limited in what they can do. Here are some
guidelines:
Illusions are
transparent and obviously unreal, and can only be 1 cubic foot in size or less.
Only 1 pound of
material can be moved, cleaned, soiled, recolored, or have its temperature
mildly changed.
Created objects
can only weigh up to 1 pound and are too fragile and of poor quality to be used
as proper tools or be passed off as the real thing.
The effects of
this cantrip, be it creation, illusions, or alterations only last for 1 hour.
Spellbolt
Range: 30 feet
Duration:
Instantaneous
The
spellcaster’s finger or held implement (holy symbol, wand, etc) fizzles with
energy which can be used as a ranged weapon against a target within 30
feet. It deals 1d6 points of damage, and
its visual effects can be versatile (screaming skulls, acidic balls, etc) but
do not deal any special type of damage and once chosen this form is always the
same. If the spellcaster wishes to
manifest different kinds of visual effects with every casting, they can prepare
this cantrip twice.