Absolutely use them.
Any wizard can always do some magic, just as a fighting man can always swing a weapon. The magic he can always do is called a cantrip. n fact cantrips are what common folk think of when they think of magic spells.
There are twelve common cantrips, the most useful of which by far are detect and read magic. A wizard can cast a cantrip once every exploration turn (10 minutes).
The list of can trips concludes this post.
Here is how the chapter on magic spells begins:
Chapter Five: DWEOMERS & PETITIONS
Corpus Magi
Through ritual and study, a Wizard learns to call upon Dweomers: vorpal creatures from a dimension orthogonal to our own. Mysteriously, Dweomers seek symbiosis with mortals and may dwell within a Wizard’s neural pathways as a worm shall dwell within an apple for a time.
Releasing these Dweomers in a controlled manner evokes arcane effect, which is commonly called “casting a spell” in the vulgar. Casting, so-called, demands precise memorised gestures to which a specific Dweomer is sympathetic, combined with the utterance of that Dweomer’s True Name.
The taxonomy of Dweomers (like other vorpals) reveals seven groups, based upon their complexity. The least of these, collectively called Cantrips, are harmless and are known by heart by every Wizard.
Every Dweomer called has a native vibratory frequency within neural pathways. These unpleasant vibrations put great strain upon the host mind. Therefore, when a Wizard first learns to call and bind higher Dweomers, he may only hold onto one at a time. As he gains practise, he may host more powerful Dweomers and these of a higher order.
Each Wizard keeps the instructions for calling and releasing those vorpals he knows in a spell-book. The gestures and True Names are each recorded in a kind of diagramme called asemic writing.
(An example of asemic writing.)
Each diagramme is unique to the symbiotic relationship between a particular Wizard and a particular Dweomer, and no other person can decipher the diagrammes without first calling upon Read Magic, a Cantrip of some great utility.
On the Import of a Spell-Book:
Control over Dweomers must be refreshed through a good night’s rest and an hour of ritual study of the Wizard’s spell-book. Calling forth a Dweomer without this regimen is potentially catastrophic, the most common result being complete cephalic liquefaction. Should a Wizard attempt to call forth a Dweomer without having first consulted its Asemic diagramme, he must immediately Throw a Save or die.
Spell books are cumbersome. They are 12” square and contain 100 pages, and count as 3 units of encumbrance. Travelling spell books may be manufactured which are smaller and easier to carry, counting as only one unit of encumbrance, but contain only one-fourth as much room. The Wizard is assumed to have only this second kind at the start, having been bequeathed to him by his master. Since the starting Wizard only has the asemic diagramme for one spell, he doesn’t need such a big book.
Spells of higher orders (2-6) require more pages to record. Each spell requires a page for each spell level. For instance, a Level 4 spell requires 4 pages.
Upon attaining a new Experience Level, the Wizard shall find he may inscribe a new spell into his spellbook for free & without risk. Others, he must hunt for.
Aside from this one free spell per level, the Wizard must throw to see if he can learn a spell when he finds a new one. Wizards with Inferior Intelligence must throw 8 on two dice; those with normal Intelligence must throw 7; those with Exceptional Intelligence must throw 6 or better. Should this single throw fail, the Wizard will never be able to call upon the particular Dweomer from memory (although he may do so from a scroll) or inscribe it into a spell-book or spell scroll.
In the case of a Wizard with many spell slots, he may memorise more than one “copy” of a
spell per day, each using its own spell slot of the appropriate level.
On Refreshing One’s Spells
Once a spell is cast, it is erased from the mind, as the vorpal has departed the brain. In order to be able to cast it once more, the Wizard must study the spell’s asemic diagramme for 15 minutes’ time per spell level, and must study for at least one hours’ time per diem in any case. This means higher-level spells require long study periods.
Casting a higher-order spell therefore means the Wizard may not be able to cast it again for some time, depending upon the particulars of his Adventure &c.
On Harm Taken whilst Casting:
Should the Wizard be harmed by an outside force whilst casting normally, the spell is merely spoilt as the aroused Dweomer departs harmlessly back to its own dimension. In game terms, a spell takes an entire Round to cast; preparations begin at the start of the Round and spells take effect near the end of the round and therefore may be interrupted by an opponent throwing a dagger that strikes true, for instance.
Table 5.1: Cantrips (Level 0 Spells)
Clean Item
Colour Item
Detect Magic
Float-Over
Ghost Chime
Hair Growth
Heat/Cool
Impressive Atmospherics
Invoke Rude Urges
Legerdemain
Minor Illusions
Open/Close
Read Magic
Summon Vermin