Cantrip

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In the Jeweled Amber multiverse Cantrips are tiny pieces of magic driven effects. They work on a level between human psyche and chaos psyche. They are of the same nature, and can be considered a lesser form, of Power Words. The number of cantrips a person can commit to memory varies. Chaos Psyche allows one to memorize up to 6 cantrips. Amber level near 12. Points of Psyche allow 4 more cantrips to be memorized. Learning a new cantrip over ones limits causes the memory of another to erode.

Cantrips are spells such as kill insect, chill, heat, clean, purify water, puff of air, sharpen, turn page, dust, and thousands of other extremely low power effect.

Cantrips have little effect against others. The smallest attempt to dispel them does so. Some have a lasting effect not because of a magical residue but to changed nature of the target. EG: When Sharpen is used it leaves a sharp blade and adispel will not make it dull. Heat will cause a gallon of water to boil but if dispelled the water is still hot. Purify Water does its work then stays pure if a dispell is cast.

Many sorcerers consider them with scorn, yet nearly all of them could repeat dozens and dozens. Others consider them the glue of a magician's life. Opinions vary.