
Mark Hoover |
7 people marked this as a favorite. |

I'm obsessed w/cantrips and orisons. I think their conceptually interesting, can be made quite useful up through mid-levels and as a player help me feel "magical" as a spellcaster.
I'm throwing this thread out there for folks to post their ideas for non-core 0-level spells, items, and metamagic combos. Also if you've had any interesting experiences using these versatile abilities, lets hear that too.
I'll start us off:
A small packet of this dust hurled onto a fallen comrade keeps them from bleeding out. This powder automatically Stabilizes any recipient.
Aura faint necromancy CL 3rd
Slot - ; Price 75GP; Weight -
Requirements - Craft Wondrous Item, Stabilize; Cost 37.5 GP

The Quite-big-but-not-BIG Bad |

Nice idea! Prestidigitation is by far my favorite spell with an incredible amount of uses, I'd love more level 0 utility spells like that.
Wear and Tear
School: transmutation
Level: 0
Casting time: 1 round + concentration
Components: V + S + M (a piece of rope)
Range: 5 ft per level
Target, Effect or Area: one unattended object size Small or smaller in sight
Duration: Concentration
Saving throw: none
Spell resistance: yes
Description: The caster can use Wear and Tear on an unattended, non-sentient and non-magical object within 5 feet per level. The spell is cast by staring at the object intensely and unraveling a short piece of rope while softly muttering the incantation under the breath. The spell basically accelerates the effect of the wear and tear that an object would experience when it would be used. As a result, an object without hardness takes 1 damage per minute until it gets either the broken condition or destroyed completely (caster's choice). If the object has hardness, the hardness gets lowered by 1 per minute, until it reaches 0, upon which the object receives 1 damage and the hardness 'resets' to its original value, after which this cycle starts again. This cycle can be kept up until the object gets either the broken condition or destroyed completely (caster's choice).
Examples of uses of this spell include slowly fraying a rope until it breaks, wearing down a nail from a wall, cracking the wheel of a carriage etc...
Note: necromancy school might make more sense. Also not 100% sure about the damage over time and the way hardness is handled. The wording might be a bit awkward since English is not my native language, sorry.

Mark Hoover |

Rubble
School: conjuration
Level: 0
Casting time: 1 Standard Action
Components: V + S + M
Range: Close; 25 ft +5 ft per level
Target, Effect or Area: one 10' line of terrain
Duration: 1 round/level (maximum 5 rounds)
Saving throw: none; see below
Spell resistance: none
Description: upon completion of this spell the caster designates one line of terrain within the range of the spell; this line is 10' and they must be consecutive and adjacent. Within these squares appears a field of pebbles, clods of earth and other earthen detritus. The designated area cannot be occupied at the time of casting or else the spell does not function. Any creatures passing through the area affected by the spell consider it Difficult Terrain for the purposes of movement.

Orthos |
3 people marked this as a favorite. |

My group is playing Kingmaker, and because I don't play in Golarion, I ended up reflavoring the sections in Pitax, which they visited a few chapters earlier than the AP normally expects. My world's variant, Shadrach, is a magocracy with magic being a commonplace, frequently used thing. So for the festival, there were several "cheap" tourist-trap type magic items for sale:
scoop snowglobe
various different kinds of ghost sound noisemakers - kazoos, air horns, vuvuzelas, etc. (different one for each sound)
message cheering items, program in your favored competitor
spark cigar/pipe lighters
spark/dancing lights sparkler toys
prestidigitation items to color your clothing, etc. based on competitor/country of choice (one pattern/color per!)
alter taste items to flavor food (decorative “salt shakers”, etc.)
arcane/divine mark temporary tattoos
breeze self-ringing windchimes
touch of fatigue/jolt/muscle spasm joy buzzers
haunted fey aspect masks
create water spray flowers
mage hand grabbers/backscratchers
open/close secure journals
flashlights
disrupt undead “toy” wands/bows
ghost sound “talking” toy animals
mage hand self-playing instruments/music boxes (ghost sound? summon instrument?)
sift magnifying eyeglasses
boom firecrackers
dancing lights/light/gnome’s gold “actually shining” gemstones (probably actually cheap quartz or glass)
mage hand “magnets”
decrypt/encrypt decoder ring/lens
guide vessel miniature wagons/animal figurines
timers
smoke image flip”books”
unseen attendant hairstyling brush (limited preset styles)
trifling image nightlights
drench fire extinguisher
penumbra parasol
root or tie/unfasten trick shoelaces
idyllic sleeping pills
spook animal whistle
shield open flame/light my fire campfire logs
shelve bookmarks
alleviate beer cozy
cleanse of alcohol “miracle hangover cure”/”5-hour energy” shot
awake alarm clock
blossom floral hats
card trick decks
dancing shadows marionettes
disorienting quake marbles
light my fire matches
pointer “sticks”/wands (“great for pets!”)
depilatory lotion
settle stomach mints
summarize school aids
conjurer’s toolbelt grab bag
clandestine conversation "walkie-talkies"
trifling image "cameras"
clean soap
lightsight "sunglasses"
rigged coins
quill pens
spider’s thread sticky hand thingies
iounic transportation toy halos
tie/unfasten self-tying ties/cravats/etc.
smoke image trick cigars
And a few using multiples:
timer + mage hand self-turning hourglass
conjurer’s toolbelt + animate tools - self-activating swiss army knife
blossom + create water squirt flower hats AND self-watering flowerpots
mage hand + card trick self-shuffling decks
light my fire + alter taste self-heating expert cooking pots
quill + encrypt symbol pen

Mark Hoover |

I can imagine plenty of casters creating cantrips for individual skills. Since you already have Guidance to give a person +1 to any roll, I suppose these targeted 0-levels would be +2. Examples might be:
Muted Shadows that grants a +2 to the next Stealth check
Jarring Visage that adds +2 to the next Intimidate check
Spry that grants a single +2 (or maybe a +4) to Acrobatics for jumping
I made a minor magic item for my PCs in my homebrew campaign. It's an arrow which is Masterwork (+1 to hit) but offers no other bonus to hit/damage. It does however heal itself so it never breaks save for massive damage or immersion in energy (Mending), and when commanded while being embedded into a solid surface (Standard action) it sends out 4 balls of glowing light one of which shines blue; this is True North (Dancing Lights, Know Direction)
Also, can Create Water make other liquids besides water? If not, what about combining it with Prestidigitation to do so? Make mud, grease, non-flamable oil, stinky water or whatever.
Finally a nice way to craft 0-level spells is to take a chain of like spells and work backwards. There's a lot of fog spells out there, but no 0 level. How about...
Sheet of Haze This cantrip creates a momentary sheet of thick fog to obscure a single 5' square. The cloud disperses after 1 round but it might be used to create Concealment for Stealth or a single round of ranged defense.

Tinalles |
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I'm in a Kingmaker campaign, and my PC's sister is a crafting wizard. Although she's made a few items for the party (at standard rates, of course), the bulk of her stock in trade consists of nifty little things based on cantrips.
- Candy that cleans your teeth.
- Hair dye that changes colors every few seconds and lasts a day or two.
- Spinning tops that change color as they rotate.
- Dolls that cry, laugh, and burble according to how you treat them.
- Little boxes that chill or heat food.
The really big seller, though, was magic pots and pans that clean themselves on command. 10 gp each, sold separately. Saves tons of scrubbing.

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Here's a bunch of cantrips I made for 3.0 (and later converted for Arcana Unearthed), but never updated, and would probably change most or all of them pretty significantly to account for a game system like Pathfinder in which cantrips could be cast all day long.

Mudfoot |

I always wondered why there were no domain orisons, so I added them. (NB these were for 3.5 so might be a bit unbalanced with unlimited casting; I need to update the site). This meant creating some new spells, such as
Beast Whisper
Divination
Level: Drd 0, Rgr 0, Animal 0
Components: V, DF
Casting Time: 1 standard action
Range: Short (25 ft + 5ft/2 levels)
Duration: 1 min/level
Saving Throw: None
Spell Resistance: Yes
This allows the caster to empathise with one specific animal, allowing better basic communication. This gives him a +4 insight bonus to Handle Animal, Ride and Wild Empathy checks.
Create Air
Conjuration
Level: Drd 0, Wiz/Sorc 0, Air 0
Components: V, S, DF
Casting Time: 1 standard action
Range: 0
Duration: Concentration, max 1 min/level
Saving Throw: None
Spell Resistance: No
This creates a continuous stream of fresh, breathable air from the caster's fingertip at a rate of one litre per second. A character may breathe this air if underwater or in a noxious atmosphere by putting the finger in his mouth.
Find Water
Divination
Level: Druid 0, Ranger 0, Water 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft + 40 ft/level)
Area: Quarter circle emanating from you to the extreme of the range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell finds the nearest body of natural, accessible (ie, at or very near the surface), drinkable water. It will detect normal ice. It will not detect magical water, water elementals, salt water, water in bottles, steam or other forms of water.

Mudfoot |

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Finger Flame
Evocation [Fire]
Level: Sor/Wiz 0, Druid 0, Bard 0, Ranger 0, Fire 0
Components: V, S, DF
Casting Time: 1 standard action
Range: 0
Target: One of your own fingers
Duration: Concentration, up to 1 min/level (D)
Saving Throw: None
Spell Resistance: No
A small smokeless flame (equivalent to that of a candle) appears at your fingertip and remains there for as long as you concentrate. You can adjust the flame down to 1/4" up up to 2" long. It will not blow out, and will continue to burn underwater. That finger gains resistance to fire (2 damage per round) for the duration of the spell, so you won't burn yourself.
The flame does 1 point of damage on a successful attack (you must penetrate armour).
Fleet Foot
Transmutation
Level: Rgr 0, Wiz/Sorc 0, Celerity 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
This spell increases your base land speed by 10 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).
(This is the effect of Longstrider with the duration of Expeditious Retreat.)
Foggy Breath
Evocation
Level: Druid 0, Wiz/Sorc 0, Weather 0
Components: V, S
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 minute/level
This allows you to breathe clouds of thick fog. Each round, you can fill your own or an adjacent 5' cube with fog, equivalent to that from a Fog Cloud spell.
The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). The fog will dissipate normally, moving with the wind.
The spell does not function underwater.
Heave
Transmutation
Level: Pal 0, Strength 0
Components: V, DF
Casting Time: 1 action
Range: Personal
Target: Creature Touched
Duration: 1 round
Gives the subject a +4 Enhancement bonus to Strength.
Holy Blow
Divination
Level: Pal 0, War 0
Components: V, DF
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 round
This gives the caster's next attack a +4 insight bonus to hit, if the target of the attack is of opposite alignment to the caster. If it's not, the spell has no effect.
Minor Curse
Necromancy
Level: Clr 0, Evil 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/ 2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This causes a -1 penalty on the next roll (eg a saving throw, attack, skill check, etc) made by the affected character. The spell then ends.
The caster may specify a type of roll to which the curse applies (eg only the next Fortitude save).

Mudfoot |

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Relax
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 0, Law 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min/level
Saving Throw: Will negates
Spell Resistance: Yes
This acts as Calm Emotions on the one target.
Stonecunning
Divination
Level: Drd 0, Rgr 0, Earth 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute/level
This gives you the Stonecunning ability native to dwarves, as an Insight bonus:
This ability grants you a +2 insight bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If you merely come within 10 feet of unusual stonework, you can make a Search check as if actively searching, and can use the Search skill to find stonework traps as a rogue can. You can also intuit depth, sensing your approximate depth underground as naturally as a human can sense which way is up.
Summon Small Animal
Conjuration (Summoning)
Level: Brd 0, Clr 0, Drd 0, Rgr 0, Sor/Wiz 0
Components: V, S, F, DF
Casting Time: 1 round
Range: Touch
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This is effectively both Summon Monster 0 and Summon Nature's Ally 0. As such, it follows the rules for those spells, including Spontaneous Casting by druids.
The spell allows the caster to produce one normal Tiny or Diminutive and essentially harmless animal from a hat, bag or other container (the focus).
The caster has no control over the animal summoned, unless he has some other way of communicating with or influencing it.
The animal will be something like: Mouse, rabbit, small rat, pigeon, nightingale, canary, frog, trout, moth, gecko.
Weaken Resolve
Enchantment (Compulsion) [Mind-Affecting]
Level: Bard 0, Domination 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft + 5ft/ 2 levels)
Target: One creature
Duration: 1 minute/level
Saving Throw: Will negates
Spell Resistance: Yes
This weakens the target's willpower, making it less resistant to persuasion and influence. The target suffers a -4 penalty to resist Bluff, Diplomacy and Intimidate checks. It does not affect Will saves, morale or other checks.

Mark Hoover |

Thanks Mudfoot and Set both for these spells. With a little mod these effects would make excellent PF orisons and cantrips. Spells like Beast Whisperer and Summon Stones would be fun and make the caster feel magical.
I think that's what I like about 0-level spells most of all. Sure, a 1st or 2nd level wizard COULD be a crossbowman with a lot of alchemical utilities who, in a clutch, can hurl one or two effective 1st level spells, but with all-day cantrips and a little imagination they can just as easily be a never-ending font of eldritch energies calling upon their arcane powers for similar needs.
IMO anytime a cleric isn't just a tank that heals or a wizard isn't just a crossbow user who occasionally lobs a ray, I'd put that in a "win" column.
So how about another item?
Shield of Resilient Virtue
When wielded or worn this +1 shield can be called on to bolster the holder's resolve. As an Immediate action the device can grant the wielder either a +1 Resistance bonus to their saves or 1 temporary HP. The shield may be commanded up to 3 times per day for each effect (3/per for the Resistance and 3/day for the HP). Either effect lasts until the start of the wielder's next turn.
1/day the shield can generate a combined effect. This uses a Standard action calling up both effects to last for 1 minute; in addition any attack rolls made by the wielder during this time receive a +1 Divine bonus. At the end of this effect the wielder is Fatigued for 1 round.

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Thanks Mudfoot and Set both for these spells. With a little mod these effects would make excellent PF orisons and cantrips. Spells like Beast Whisperer and Summon Stones would be fun and make the caster feel magical.
An updated version of Summon Stones might appear as in the next Wayfinder. If not it will probably appear on my thread instead.
For your ideas, the dust of stability needs to have the word 'staunch' in it somewhere. Just because I like the way that word sounds. :)
The shield of resilient virtue might have one effect too many, for my tastes. A shield of (only) virtue that gave the user a temporary hit point when equipped, and could be refreshed as a swift action each round, might be a super-cheap alternative to 'DR 1' (or at least -1 damage / round) at low levels (when people don't have as many uses for their swift actions anyway.

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Rubble
School: conjuration
Level: 0
Casting time: 1 Standard Action
Components: V + S + M
Range: Close; 25 ft +5 ft per level
Target, Effect or Area: one 10' line of terrain
Duration: 1 round/level (maximum 5 rounds)
Saving throw: none; see below
Spell resistance: noneDescription: upon completion of this spell the caster designates one line of terrain within the range of the spell; this line is 10' and they must be consecutive and adjacent. Within these squares appears a field of pebbles, clods of earth and other earthen detritus. The designated area cannot be occupied at the time of casting or else the spell does not function. Any creatures passing through the area affected by the spell consider it Difficult Terrain for the purposes of movement.
WAY too powerful for a cantrip. I'd call it 2nd level in power. 1st at the VERY least.

Mark Hoover |
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In a 1st level dungeon:
Draconic Gallery/CR 2
You enter a long, vaulted hall. It is 15' wide and constructed of darkened brick and pilasters in gothic style. Though skillfully built the hall is coated in a haze of precipitation from an unknown source and thick veins of mold inhabit the cracks and mortar. The air here is humid, swampy; a meager breeze circulates acrid air. The only illumination in the hall beside what you've brought with you are 20 pinpricks of eerie red light, hovering in the shadows.
Every 15 feet on either side of the hall is punctuated by an alcove roughly 5' off the floor. The space is a mere handspan wide and deep. Within all of these floats a Diminutive dragon sculpted of black and white granite. In the depths of the head where the eyes should be are miniscule glowing pinpoints of red light. The figurines are expertly carved and reflect masterful skill.
At the far end of the hall the chamber widens into darkened wings off the main corridor around a sturdy door. Besides this there appears to be no other exit from the hall.
Effects: several Prestidigitation effects are at work in the figurine alcoves. These are meant to distract intruders from the Ghost Sound trap tied to them; if one of the figurines is disturbed the sound of a draconic roar erupts from the roof of the hall to act as a warning alarm. The water on the walls is a permanent Create Water effect meant to encourage the growth of acidic Tangle Mold along the walls and floor (see map for squares affected by mold). This hazard acts as another deterrent to theft and trespass.
Monsters: there are 3 Kobold Warrior 2 hidden near the door. These creatures wait in the dark (Stealth +8) ready to attack foolish adventurers.

Jorshamo |

WAY too powerful for a cantrip. I'd call it 2nd level in power. 1st at the VERY least.
Too powerful, in that it creates 2 whole squares of difficult terrain for a few turns? Grease creates 10x10 of terrain control, and causes the potential of falling prone. Stone Call creates difficult terrain in a 40ft radius, and does 2d6 damage to everything in the area. I have a hard time calling this over powered. Useful for blocking choke points, but it doesn't last long, and out in the open, it's useless.

Goth Guru |

Summon campfire.
School: conjuration
Level: 0
Casting time: 1 Standard Action
Components: V + S + M
Range: Close; 25 ft +5 ft per level
This summons a ready to light campfire in a clearing. It includes a log, branches, twigs, dried grasses, and small, surrounding, stones.
Material is a sliver of wood.
Magic item: A campfire building badge that works 3 times a day.

Mark Hoover |

What's the FAQ on Mage Hand? Can it be used to attack?
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.
So, THEORETICALLY, if a wizard was standing 15 15 from a kobold and had a 5# rock next to him, he could "propel" it at the kobold? Is that an attack? If so, are there rules? I'm assuming that by RAW I haven't stumbled onto some magic secret everyone's overlooked since nearly EVERYONE on these boards is smarter/more experienced than I am.
Anyway, how about another item:
The Weightless Bandolier
This is a masterwork bandolier of 6 pouches; no one of them may contain more than 5 pounds worth of material. The pouches are of mundane dimensions, so objects in them must fit. However, a force effect holds the belt and all of the pouches just slightly off the wearer, making the device and all its contents weightless. The bandolier and its contents do not count at all towards the wearer's encumbrance.
And how about a low-level, corner-case trap? This was conceived of and used by mites in one of my first lairs in my current campaign. The vermin they'd chosen to stock their warren with were carrion-loving beetles; you'll understand why that's important in a minute:
Stinkdye Trap
CR 1 Exp 400
Type - Magic; Detect DC 20; Disarm DC 20
Trigger - touch; Reset - None
Effect: when the chest is opened, if the trap has not been detected and disarmed an inner glyph erupts releasing a noxious cloud into the face of the trespasser. This cloud marks the face with a sickly green color for the span of 1 hour; during this time it cannot be removed save by magic. However the offender must make a DC 12 Fort save. Failing this means that, during the time the dye lasts the skin exudes a carrion stench. This smell combined with the dye's effect is so distracting that any Diplomacy checks made during the duration suffer a -2 penalty w/in 30'. Similarly any creature actively attracted to the smell will seek out the victim.
So what happened was that the alchemist arrived at this particular chest, failed to notice the trap, and succeeded in popping the lock. The dye (Prestidigitation) went off and he failed his Fort save. The next chamber held 3 giant beetles and a quartet of mites; when the vermin suddenly started going nuts they released them, snuck out a round behind their pets, and proceeded to pepper the PCs from the shadows while the beetles honed in on Stinkface the Alchemist. It was a lot of fun.

Ragadolf |
2 people marked this as a favorite. |

I have always loved Prestidigitation. Depending upon your creativity and the DM it can almost become overpowered.
It cannot duplicate the effects of ANY other spell, or cause damage, but here are a few tricks I have always thought of as completely legal, and usually get away with. :)
- creating a candle-sized ball of light (candle brightness, not torch brightness) just enough to read by or see your feet, not enough to light an area
-flame on the tip of a finger, just enough to light a candle, torch, pipe, lamp or oil (Not hot enough to cause damage to a person or creature)
-Cause moisture to form on an object (condensation) giving it a +1 or +2 to save vs fire, (trying to keep something from burning)
-clean my PC's clothes
-Clean/style my PC's hair
-Change hair color temporarily, giving a small bonus to disguise check
-change clothing color temporarily, small bonus to disguise check,
-Threatening a captured mook with doing something magically nasty, then cause his arm to start turning green. Tell him he has X time to answer your questions before the gangrene sets in and kills him.
-Flashes and smoke puffs for flashy entrances or distracting actions.
I'm tired, that's all I can think of right this moment. I know there's been more. :)
Loving everyone's low-lvl magic items. very cool! Keep up the good work and thanks for the ideas everyone!

Mark Hoover |
1 person marked this as a favorite. |

Had an idea for a mite trying to dissuade some adventurers from opening a door using Prestidigitation:
Round 1: puffs of smoke and the smell of smoldering heat begin issuing from the lock
Round 2: the device becomes noticeably warmer to the touch; soot begins to appear around the lock or door handle
Round 3: the air around the lock begins wavering and tiny (non-damaging) smoldering embers can be seen to be forming in the mechanism. Hot air wafts from the device
Of course, this doesn't really do anything to damage lockpicks or the PCs since it's incapable of that, but I just thought the special effects would prove a bit of a deterrent.

Indagare |

I created this:
School conjuration (creation) [earth]; Level cleric/oracle 0, druid 0, elemental wizard (earth) 0
Casting
Casting Time 1 standard action
Components V, S
Effect
Range: close (25 ft. + 5 ft./2 levels)
Effect: up to 60 pounds of earth/level
Duration: instantaneous
Saving Throw: none; Spell Resistance: no
Description
This spell generates an area of very fertile earth similar to terra preta. The earth may be shaped in any way, though will generally cover an area 4.5 feet square with a thickness of 3 inches. This earth disappears after 1 day if nothing is planted in it. Planting anything within the area makes the earth permanent.
Note: Conjuration spells can't create substances or objects within a creature.
I also started a thread with a similar theme, though it didn't get very far.

The Quite-big-but-not-BIG Bad |

I have always loved Prestidigitation. Depending upon your creativity and the DM it can almost become overpowered.
Yeah, I've used it in so many ways as well.
Examples:
1) Change the color of my clothes to fit the environment, giving a small bonus to Stealth due to camouflage
2) Pick up a number of stones and make them various bright colors, which I used as signals to someone outside of a building (green: everything is ok;red: we're in danger, send help; yellow: the enemies are fleeing the building, try to stop them)
3) While travelling with someone I suspected of belonging to a cult, I used Prestidigitation to draw the symbol of that cult on the inside of my hand, which I then showed to party members and pointed towards him behind his back

Goth Guru |

Summon arrow.
School: conjuration/summoning
Level: 0
Casting time: 1 Standard Action
Components: V + S
Range: Touch, right into your hand.
Duration: Permanant
This summons an arrow. It is a mundane arrow with a stone head. Dust, fibers, feathers, and hair are consumed in the spell so 5 uses will clean a room. The spell will fail if the area is too clean.
Magic item: A quiver that generates one normal arrow per day till full.
Monster hunter societies have access to a version that consumes a silver piece and creates a silver tipped arrow.

Mark Hoover |

Merciful Ray
School: Evocation
Level: 0
Casting Time 1 Standard action
Components: V, S
Range: Close (25' +5'/2 levels)
Duration: Instantaneous
With this spell a beam of eldritch energy is sent from the extended fingertip of the caster at an intended target within range. This beam inflicts 1d4 Non-Lethal damage to the victim on a successful Ranged Touch attack. Creatures not subject to Non-Lethal damage are not affected by this spell.
Liquid Daylight
School: Conjuration
Level: 0
Casting Time: 1 Standard Action
Components: V, S, DF (holy/unholy symbol)
Range: Close (25' +5'/2 levels)
Duration: Instantaneous (see below)
Developed by the more militant clergy of Saranrae this spell has spread to each faith. It conjures a single droplet of pure daylight to drip down onto a single target within range. The caster must make a successful ranged touch attack; success deals 1 point of Fire damage. When used against undead affected by daylight the damage becomes more long-lasting; a successful attack deals ongoing damage for 1 round/level (maximum 5 rounds). This ongoing damage cannot be ended prematurely by any means short of more powerful magic.
Sundrop Fire
This alchemical fire is infused with the Liquid Daylight spell. On a successful attack it deals 1d6+1 damage in the usual method. If used against undead affected by daylight however the creature ignites on a successful hit (splash damage does not qualify) suffering Burn 2 each round for 3 rounds. This ongoing damage cannot be ended prematurely by any means short of magic.

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There's a great WotC article on additional Prestidigitation uses that I think should be allowed in PF:
Prestidigitation Additional uses
In addition they provide a list of suggested uses for other cantrips here:

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LazarX wrote:WAY too powerful for a cantrip. I'd call it 2nd level in power. 1st at the VERY least.Too powerful, in that it creates 2 whole squares of difficult terrain for a few turns? Grease creates 10x10 of terrain control, and causes the potential of falling prone. Stone Call creates difficult terrain in a 40ft radius, and does 2d6 damage to everything in the area. I have a hard time calling this over powered. Useful for blocking choke points, but it doesn't last long, and out in the open, it's useless.
Difficult terrain impacts movement economy , especially for armored fighter types. It also breaks charges and prevents 5 foot movement.
And in the right environment, complicated dungeon rooms or tunnels which are not simple flat open spaces... 2 spaces can make a world of difference. Especially given that cantrips can be spanned without limit. I would have a field day using this cantrip against PCs.

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[
Liquid Daylight
School: Conjuration
Level: 0
Casting Time: 1 Standard Action
Components: V, S, DF (holy/unholy symbol)
Range: Close (25' +5'/2 levels)
Duration: Instantaneous (see below)
Developed by the more militant clergy of Saranrae this spell has spread to each faith. It conjures a single droplet of pure daylight to drip down onto a single target within range. The caster must make a successful ranged touch attack; success deals 1 point of Fire damage. When used against undead affected by daylight the damage becomes more long-lasting; a successful attack deals ongoing damage for 1 round/level (maximum 5 rounds). This ongoing damage cannot be ended prematurely by any means short of more powerful magic.
It occurs to me that the "more militant clergy of Sarenrae" would be coming up with spells to use against Taldor, not the undead.

Mark Hoover |

Mark Hoover wrote:It occurs to me that the "more militant clergy of Sarenrae" would be coming up with spells to use against Taldor, not the undead.[
Liquid Daylight
School: Conjuration
Level: 0
Casting Time: 1 Standard Action
Components: V, S, DF (holy/unholy symbol)
Range: Close (25' +5'/2 levels)
Duration: Instantaneous (see below)
Developed by the more militant clergy of Saranrae this spell has spread to each faith. It conjures a single droplet of pure daylight to drip down onto a single target within range. The caster must make a successful ranged touch attack; success deals 1 point of Fire damage. When used against undead affected by daylight the damage becomes more long-lasting; a successful attack deals ongoing damage for 1 round/level (maximum 5 rounds). This ongoing damage cannot be ended prematurely by any means short of more powerful magic.
You're right, as always Ten Laz. That's why...
Ignore Orders
School: Enchantment
Level: 0
Casting Time: 1 Standard action
Components: V, S
Range: Medium (100' +10'/level)
Save: Negate
Effect: this spell targets any single humanoid creature in range issued a non-magical command or order within the last minute must make as Will save or ignore the command entirely. The victim is then Dazed for 1 round and then Shaken the following round. This spell only affects creatures of 4HD or below.
So... the militant clergy of Saranrae get the Taldoran conscripts and foot soldiers to stand around listless, then even as their mind get it the victims are so addled they might still fail future saves. Since, as you mentioned you can "spam it all day" then a single cleric could latch onto a single victim and just keep him out of the lineup for the whole fight if luck was on their side.
Please tack on examples of solutions suggested; I'd love to see L-to-the-X comes up with in 0-level spells!

Mark Hoover |

Shield of Crests
This +1 shield is emblazoned with a noble crest on it's front. As a Swift action that crest may be modified to resemble any known to the wielder. If a DC 10 Knowledge: Nobility is made before entering into any social situation with a noble figure the Shield of Crests grants a +2 Competence bonus to Diplomacy checks with that noble. The device must be wielded or carried within plain sight of the noble figure in order for the bonus to take effect.

Mark Hoover |

Acid-Drip Spear
These brutal weapons are crafted by diabolical black and green skinned kobolds. Infused with alchemical and arcane processes, these devices are coated with a substance which allows acid to adhere to it's surface. Acid-Drip spears then deliver an additional +1 Acid damage on a successful hit. The weapon must be re-loaded with each use; re-loading the device is a Move equivalent action requiring 2 hands AND a ready source of acid. Requires CL 3 and Acid Splash
Acid-Drench Spear
The insidious Acid-Drip Spears, when enchanted with additional magics become Acid-Drench Spears. The jagged tip of the spear glows faintly with a muted shadowed green hue. These +1 spears constantly exude a miasma of acid which replenishes itself and deals an additional +1 Acid damage with every successful attack. Requires CL 5 and Magic Weapon, Acid Splash

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Shield of Crests
This +1 shield is emblazoned with a noble crest on it's front. As a Swift action that crest may be modified to resemble any known to the wielder. If a DC 10 Knowledge: Nobility is made before entering into any social situation with a noble figure the Shield of Crests grants a +2 Competence bonus to Diplomacy checks with that noble. The device must be wielded or carried within plain sight of the noble figure in order for the bonus to take effect.
I would think that if I was a noble, that if I saw stranger Not of my House, bearing my House crest on his shield, I'd be anything BUT favorably inclined towards that person.

Mark Hoover |
3 people marked this as a favorite. |

Handy Grimoire
This book is equipped with several touches to make studying spells from its pages easier:
- one Mage Hand effect holds the book aloft at all times when being read while another turns pages at the reader's command
- faint but pleasant light emanates from the binding so that the tome is easly read
- a Prestidigitation and Mending have been permanently woven into the tome to keep it clean and in good working order

The Quite-big-but-not-BIG Bad |

Inspired by the above.
Grimy Grimoire: this spellbook has been enchanted with a variation of the Grease spell. While the book looks dirty and stained, it is no different from any other book to the touch of the owner. However, the book feels greasy and becomes slippery when others try to touch it, making it impossible for them to hold. Non-owners need to make a Reflex save (15) not to drop the book. They have to make a new save every time they take a move or standard action, whether it involves the book or not.

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Handy Grimoire
This book is equipped with several touches to make studying spells from its pages easier:
- one Mage Hand effect holds the book aloft at all times when being read while another turns pages at the reader's command
- faint but pleasant light emanates from the binding so that the tome is easly read
- a Prestidigitation and Mending have been permanently woven into the tome to keep it clean and in good working order
Now that one's a classic because wizards are so often seen in fantasy art with floating spellbooks open before them.
Having the candlelight intensity light come from the lettering on the page, and not the entire book, could be another way to 'magic it up.'
Stuff that allows one to mimic classic imagery like that, or replicate a cool cinematic scene, totally gets my vote!

Mark Hoover |
1 person marked this as a favorite. |

Y'know how Create Water either fills a container OR it just sprinkles an area 3 times the size it can fill? What if (this is hypothetical so please don't flame out on me) you had a Ray of Frost and a Cold effect Prestidigitation working at the same time? Could you get snow?
Snowglobe Flask
These transparent globular flasks appear to be snowing inside when shaken. When hurled the user makes a normal ranged attack. A successful hit deals 1d3 damage and the victim is Dazzled for one round as snow swirls all around them.

Mark Hoover |
1 person marked this as a favorite. |

@ Set: that's exactly what this thread was going for - things to make a spellcaster feel more magical. To that point, why stop at a book?
- clothing made of masterwork material that only weighs 5 pounds and is put on/removed via Mage Hand
- goblets that pour out smoke and chill whatever liquid fills them
- gloves that, when worn and gestured a certain way open/close items up to 30 pounds; optionally this action might also cause some special effect like fanfare sounds or puffs of smoke
Also, what about items for familiars? I would think crafting wondrous items for familiars would be a favorite pastime for arcanists with that kind of Arcane Bond and the right feats. What cat wouldn't want to be able to lift 5 pounds with it's mind or conceal itself in a Tiny sized fog?
Keep bringing your suggestions!

The Quite-big-but-not-BIG Bad |
1 person marked this as a favorite. |

Prismatic Hairband: this simple hairband has been enchanted with a variation of the Prestidigitation spell. As a result, it slowly and continuously changes the color of the hair of the wearer to random bright colors.
Shining Hands: these simple leather gloves are able to cast the spell Light at will with CL 1. By slightly opening or closing his hand, the wearer can change the direction of the light from a 360 degree arc (opened hand) to a narrow 15 degree beam (mostly closed hand).
Thermug: this enchantment can be used on any drink container that is appropriately sized for a Medium or Small creature (examples are mugs, glasses, bottles etc...). A ring of metal runs along the bottom of the container. This ring can be turned clockwise and counterclockwise to adjust the temperature of the liquid within. The temperature ranges from that of a refreshingly cool iced drink to that hot tea or coffee. While the temperature can be high enough to cause unpleasant burns in the mouth, it is not high enough to damage anyone.

The Quite-big-but-not-BIG Bad |
1 person marked this as a favorite. |

Swashbuckler's Scabbard: this magical scabbard is used by actors and vain duelists. When a bladed weapon is drawn from the scabbard, a minor magical effect makes the blade emit a well-audible "schwinggggg" sound and it briefly shines with a flash of light. The scabbard grants +2 on any performance checks involving the blade.

Goth Guru |

Chaos.
School: Universal - Savage Mage bonus spell
Level: 0
Casting time: combat Action
Duration: concentration.
Components: V + S
Range: Close; 25 ft +5 ft per level
1. Dust, dirt, and pebbles all go flying at the target. RC(Target must make a concentration check to cast, Will save is required for target to check for traps or disarm them.)
2. Target hears unintelligible muttering. RC and cannot make listen check.
3. Mouse, bat, or squirrel is summoned. If commanded to attack only lasts one round a level.
4. Ball of light appears in front of targets face. RC and -1 to hit.
5. Extermination: Swarm only, takes 1D4 damage in 1, 5 foot square. Can also kill vermin such as rot grubs or Kyuss worms.
6. Face of target gets clown makeup.
Magic item: A wand with up to 50 charges. 3rd caster level when it matters.

Mark Hoover |

Goth, you gave me a nice idea. They have a o-level ray just for Undead. Why not one for other monster types?
Anti-Vermin Ray as Ray of Disruption, except against vermin
Oozebane Ray as Ray of Disruption, except against oozes
Another idea for a o-level spell:
Oozing Appearance
School: Transmutation
Level: 0
Casting time: 1 Standard action
Duration: 1 round/level (maximum 5 rounds)
Components: V, S, M (a drop of neutralized ooze)
Range: Personal
This spell causes the caster to exude a slimy substance from their body. This coating is not significant enough to inflict damage or a Condition on anyone touched. Rather it allows the caster a +10 on Stealth checks against ooze type creatures. It further grants a +1 on all saves against ooze attacks when applicable

The Quite-big-but-not-BIG Bad |

Brilliant idea! Especially the anti-vermin ray, it'd make it slightly different though:
Verminward
School: transmutation (or abjuration?)
Level: 0
Casting time: 1 standard action
Duration: 2 hours per level
Components: V, S, M (a peel of citrus fruit)
Range: creature touched
This spell wards a person from the attention of conventional vermin, especially insects. Vermin with no HD completely avoid the target and vermin with less than 3 HD must make a DC 10 Fort to attack the target. As a side effect, the target emits a faint but not unpleasant lemony odor.

dave.gillam |
Penumbral Shades
These glasses with dark colored lenses protect the wearer from the adverse effects of bright light, and make the wearer look really cool.
Not to be worn at night,
lolActually, can you use a 0-level to change color, or add a sound illusion to them?
"Rose colored glasses"
Put them on, and everything seems nicer, and you hear pleasant music play in the background.
lol