Alex
Arcane
(...snip)
Edit: wait, I found what you're talking about! Strange my DM never gave us those 0 level spell when we used to play 1st Ed. Still I don't see any useful effects, 2nd Ed. cantrip is much more powerful. Also 1st Ed had no protection from cantrip spell so my point stands
Well, you have to look for them a bit to find. You could almost say they are a buried secret
Here are a few I would consider useful:
Dampen (Evocation)
Area of Effect: 1 cubic yd.
Casting Time: 1/2 Segment
When a cantrip of this sort is cast, the subject area is permeated by a
fog-like dampness which leaves all material within it damp to the
touch. It is useful for many sorts of things. It is hard on parchment,
and it similarly makes it and like substances hard to set aflame. Those
within the area of effect of the dampen cantrip will be enwrapped in a
light fog, and objects in this fog, while still visible, will lose their detail.
Verbal component is a low hooting or a hummed ditty, somatic is a
hand gesture upwards with writhing fingers
Cast this on the PC when he is distracted reading that ancient, brittle and fragile scroll he found in the dungeon.
Flavor (Enchantment)
Area of Effect: One object
Casting Time: 1/2 Segment
This cantrip enables the caster to give the subject a superior or better
or different flavor. Thus, mush can be made to taste as if it were lob-
ster bisque, but the dweomer will not actually affect quality or whole-
someness. Spoiled food remains spoiled; a poisoned drink would still
be deadly (though any tell-tale taste of the poison may be masked in
this fashion). The verbal component is a muttered lip-smacking
sound; the somatic gesture is a shaking motion.
This one's use is obvious.
Stitch (Alteration)
Area of Effect: Special
Casting Time: 1/2 Segment
This cantrip magically sews seams in cloth or leather. It will make new
ones, or repair old work. About 20 yards of cloth can be thus stitched,
but only about 2 yards of leather. The seam thus created is neither
stronger nor weaker than a seam done without magic. Usually a brief
rhyme is recited as the hand makes a sewing motion
Fill someone's outer clothes with itching powder and cast this so the holes suddenly become too tight to remove.
Salt (Evocation)
Area of Effect: One object
Casting Time: 1/6 segment
This cantrip causes a sprinkling of fine salt to magically appear and
descend upon the desired object - a stew, some troublesome weed
patch, or a barrel full of stock fish to be preserved. The object must be
of a reasonable size - up to perhaps 4 square yards in area or about
30 gallons liquid volume. Care must be taken to avoid over-salting if
the object involved is smaller, and if the object is larger, it will not re-
ceive much salt. Creatures adversely affected by salt (such as a giant
slug) take 1-4 points of damage from this cantrip. The verbal compo-
nent is a labial smacking, performed while the hand makes a sprin-
kling motion.
This one can be pretty cool if used somewhere with lots of snow. It might also ruin potions.
Spice (Evocation)
Area of Effect: One object
Casting Time: 1/2 segment
Unlike the flavor cantrip, this magic actually brings a particular spice
to the object of food or drink. Thus, ginger, pepper, and like spices can
be brought to add zest (or disguise). Herbs such as bay leaf, garlic,
parsley, and so forth can likewise be evoked by this cantrip. The quan-
tity is sufficient to spice food or drink for about a dozen people. The
spice (or herb) appears over the object vessel as a fine powder or
flake, falls upon it, and adds its substance to the dish or drink. A ditty
is hummed for the verbal component, while the hand makes a crum-
bling and sprinkling motion.
This one could be useful depending on how your GM plays the game. It could ward off or at least distract a vampire. Citrus zest might ward off insects.
Hairy (Alteration)
Area of Effect: One object
Casting Time: 1/10 segment
While this cantrip is not actually one of the standard usefulones which
apprentices reverse for mischievousness, it is one which is generally
used for no good purpose. It causes hair, fur, or hairlike growth to
thicken and lengthen. Thus, a head of hair, a peach, a beard, a cat, or
whatever could be affected. The growth will cause the subject mate-
rial to increase from 2-12 inches in length. The subject material must
be trimmed or cut to remove the cantrip's effect. This cantrip can be
reversed to shorten growth or effectively shave, but since the effect
on short material (growth under 1 inch in length) is complete absence
of growth for 2-12 days, it is not often used. The caster verbalizes
snicking sounds while making massaging motions for growth, or scis-
soring motions for removal.
Besides obvious pranking purposes, this spell could be cast multiple times on some creatures to actually cause them problems during combat. A bear whose fur is suddenly increased by 21 inches will probably have to watch out to avoid tripping on himself. Heck, you could probably tangle the hair between its legs. Also pretty useful if you have a few sheep.
Untie (Alteration)
Area of Effect: One object
Casting time: 1/3 segment
This permutation of a tie cantrip is simply the reverse of the magic.
The caster selects an object - thread, string, cord, etc. - which is
knotted or tied. The cantrip removes the knot or tying. Note that the
untie cantrip will cause a tangle to be nullified. The cantrip will not re-
move both a knot and a normal tying (normal knot or one caused by a
tie cantrip), but it will cause the former to disappear so that only a nor-
mal tying remains. This cantrip has no effect on magical objects. So-
matic and verbal components vary according to the desired result. In
general, a popping sound is made while the hands are moved apart
- either as if a knot were being untied or a cord snapped
Useful if you are near a catapult, ship or anything else held by knots.
Change (Alteration)
Area of Effect: One object
By means of a change cantrip, the caster alters one small object to
another, although the change must be within the same kingdom, and
only animal and vegetable objects are affected. Thus, a piece of
parchment can be changed to a brightly colored cloth square, then
the cloth can be changed to a rose by another use of the cantrip. Like-
wise, a bird can be changed into a bat, the bat to a flying squirrel by
another use of the same type of cantrip, and so forth. Each change re-
quires a change cantrip. The cantrip will not cause more than a 50%
incease or decrease in sizelvolume, and the effect will last for a base
time of 1 turn. If the change is radical, then the time will be reduced
accordingly; Le., changing a dead object to a live one is a radical
change and will last only 1 round. On the other hand, a very slight al-
teration such as color change or the like will last for l or more days. A
saving throw against this magic does not apply as long as small,
animal-intelligence, non-magical creatures of normal sort are con-
cerned. Typically, a magic word is verbalized while the hand makes a
pass over the object to be affected.
This one has a whole lot of potential. The sky is pretty much the limit.
Present (Alteration)
Area of Effect: One small item
Casting Time: 1/6 segment.
A present cantrip enables the caster to bring any small object or se-
ries of objects from within a 2-foot radius of his or her person to his or
her hand. The object or objects will appear magically in the caster’s
hand as he or she puts the hand upward or outward with a flourish and
speaks the key word to begin the dweomer. If an object as large as a
tankard is thus presented, the cantrip will be exhausted, but as many
as a dozen coins could be brought to the hand before the dweomer
failed. The caster must know the exact nature and location of the ob-
ject or objects to be presented. If they are on the person of another in-
dividual, a saving throw versus spell applies to the individual, unless
the object or objects are in plain sight.
Present the party thief his own lockpicks just to watch him cry.
Sneeze (Evocation)
Area of Effect: One creature
Casting Time: 1/2 segment
A cantrip of this nature causes an irritation in the nasal passages of
the subject. Unless the subject makes a successful saving throw ver-
sus spell, a sneeze will occur. This single sneeze will relieve the irrita-
tion. The caster verbalizes the name of an irritant substance while
touching his or her nose.
A bit of a stretch, but if you can ever approach two or more dragons (especially if they are of different colors) when they are talking, you could start a pretty nasty fight with this spell. Or you could just cast it on someone drinking a potion.
By the way, the protection from cantrips spell showed up in 1st edition together with the cantrips.