I guess since we're on the topic, I'll post my revisions. Conjuring is blatantly stolen from an old school D&D book of cantrips. Kind of lengthy:
Entrance
Power Point Cost: 0
Components: S, M or F
Casting Time: One full round
Range: Evil Eye
Target: One creature
Duration: Concentration
Saving Throw: Will negates
Magic Attack Roll: Sets DC for the target’s saving throw
When you cast this spell, the target creature must make a Will saving throw or be unable to take any actions for as long as you concentrate.
If the creature is threatened, attacked or sustains damage while entranced, it may attempt a saving throw again to throw off the effects of the spell. This second saving throw may receive a bonus equal to the amount of damage inflicted. If both saving throws are failed the target is considered flat footed. As well, the caster is flat footed while maintaining the spell, but is allowed a Reflex saving throw to respond normally to sudden threat.
This spell can only affect a target of level six or lower. Entrance cannot be initiated once combat has begun.
Hypnotic Suggestion
Power Point Cost: 1
Components: V, S
Casting Time: One standard action
Range: Evil Eye
Target: One living creature
Duration: Until completed, up to 10 minutes plus one minute/level
Saving Throw: Will negates
Magic Attack Roll: Sets DC for the target’s saving throws
No changes.
Lesser Ill-Fortune
Power Point Cost: 2
Components: V
Casting Time: One standard action
Range: Evil Eye, Touch or Magical Link
Target: One creature
Duration: One day
Saving Throw: Will negates
Magic Attack Roll: Sets DC for the target’s saving throw
A sorcerer places a curse on a victim. The victim suffers a –4 enhancement penalty to all attack rolls, saving throws, ability checks and skill checks.
Telekinesis
Power Point Cost: 1/object/100 pounds
Components: S
Casting Time: One standard action
Range: 120 ft.
Effect: Up to one object/level within Close range (25 ft. + 5 ft. per two levels)
Duration: Instantaneous
Saving Throw: Special
Magic Attack Roll: Sets DC for the target’s saving throw
The sorcerer can hurl an object from his hand at an opponent, expending personal sorcerous power to do so. Any inanimate object can be thrown, weighing up to 100 pounds per level. Items weighing over 100 pounds require an additional power point for every 100 pounds over. The sorcerer can affect more than one item—up to 1 per level—however, the total weight must not exceed 100 pounds per level. Additional items also require extra power points. For example, a sorcerer could throw a 50 pound object and a 150 pound object, expending 3 power points (1 for the 50 pound object, 1 for an additional object, and one for the additional weight of the second object).
Items thus affected can be moved laterally up to the limit of the range (120 feet) or moved vertically at half the distance (60 feet). If an item being held or worn by the target is affected, a Reflex save can be attempted to either hold on to the item or (if appropriate) to grab hold of a secure handhold. If the Reflex save is passed, a Strength check is required to hold on. The DC of each is set by the caster’s Magic Attack Roll. In the case of held items, to retain holding it requires a handhold as well.
When attacking an enemy with multiple items, he may throw them both as
part of the standard action taken to cast the spell, hurling one from each hand (and at separate targets if he wishes). If he succeeds in a Bluff check opposed by his target’s Sense Motive check, the target loses any dodge or Dexterity bonuses to his Dodge Defense. Only two objects can be thrown in this manner.
Domination
Power Point Cost: 2
Components: V, S
Casting Time: One standard action
Range: Evil Eye
Target: One humanoid who is already affected by your entrance spell
Duration: Concentration
Saving Throw: See below
Magic Attack Roll: Sets DC for the target’s saving throw
No changes.
Animate Object
Power Point Cost: Special
Components: V, S
Casting Time: One full round
Range: Close
Target: One Small object/level
Duration: Power Points
Saving Throw: None
This spell imbues inanimate objects with limited mobility and a semblance of life. Each such animated object can then immediately attack whomever or whatever you initially designate.
The sorcerer may animate any number and size of objects if the necessary Power Points are expended. Once animated, objects require a smaller number of Power Points to maintain. The costs are as follows:
Size Animate Maintain Weight Example
Tiny 2/1 PP 2/1 PP < 25 lbs. Cat
Small 1 PP 2/1 PP 25-100 lbs. Dog
Medium 2 PP 1 PP 100-250 lbs. Person
Large 4 PP 1 PP 250-500 lbs. Horse
Huge 8 PP 2 PP 500-2000 lbs. Elephant
Gargantuan 16 PP 2 PP 2000-4000 lbs. Oak Tree
Colossal 32 PP 3 PP 4000-8000 lbs. Um... A bigger Oak Tree?
No especial concentration is necessary to cause the objects animated by this spell to remain animated and fulfill the sorcerer’s wishes. He may instruct them anew once each round as a free action. No skill check is needed to do this.
The animated object can move and bend in any way the sorcerer wishes, though they must roughly retain their original shapes if made from rigid material. For example, a stone statue of a man could walk, manipulate objects, wield weapons and grapple enemies. It could not fold itself around an opponent and re-form itself into a stone tomb for him.
Still working on this one...
Conjuring
Power Point Cost: 1
Components: S
Casting Time: One standard action
Range: Close (25 ft. + 5 ft. per two levels)
Effect: See below
Duration: Concentration
Saving Throw: See below
Magic Attack Roll: Sets DC for the target’s saving throws
This spell allows the sorcerer to do minor acts of prestidigitation or illusion at a cost of one Power Point for each effect. Examples include suspending objects in midair or causing his eyes to glow red. The following effects are all possible uses of this sorcery style:
Belch: Subject involuntarily belches. Will saving throw to suppress.
Candle: Will light or douse any one candle or lamp within range.
Chill: Causes non-living liquid or solid material to become up to 40°F cooler, subject to a minimum temperature of freezing. Chilling effect lasts only an instant, after which subject warms slowly back to normal temperature.
Color: Brings color to an object. Can be used to restore faded hues or change the color of an item. Dull or faded fabric can be brightened, pigments restored, hair or skin changed to another color. Effect lasts up to 1 week.
Cough: Subject coughs spastically. Successful Will save means the coughing is suppressed. Failed save indicates victim is affected by a loud and active series of coughs lasting several seconds.
Creak: Evokes sounds similar to that of a door with corroded hinges slowly opening.
Curdle: Curdles milk and hastens spoilage or wilting.
Dampen: Permeates a 1 cubic yard area with a fog-like dampness, leaving all materials in it damp to the touch.
Distract: Caster causes all who are watching to look at an area of his choice, either to the right or left of him and within range. Will saving throw resists.
Dry: Removes dampness and excess moisture. Useful for cloth, herbs, cleaning chores, etc.
Dust: Removes all fine dust and tiny grit particles from exposed surfaces such as floors, shelves, walls, etc. Material so removed is transported elsewhere.
Dusty: Causes film of dust and grime to settle on all exposed surfaces.
Exterminate: Kills small pests such as fly, mouse, rat, beetle. This cantrip is not effective against supernatural creatures. Sentient creatures are permitted a Fortitude saving throw.
Firefinger: A jet of flame shoots forth from the caster’s pointing finger. Will ignite combustibles, provided they are dry. Lasts up to 10 seconds.
Flavor: Changes flavor of subject. Caster can control level of saltiness, sweetness, sourness, or imitate specific spices.
Footfall: Audible illusion of footsteps. The caster chooses direction and loudness. Must begin and remain within range of the spell.
Freshen: Brings new life to food, drink, flowers, etc. Lasts 1 hour.
Gather: Neatly gathers small items into stack or pile. Can be used selectively to gather one specific type of objects from among others.
Giggle: Subject giggles involuntarily. Loudness and strength are determined by save.
Groan: Audible illusion of wracking cry within range of caster. Can be from within or behind something.
Hairy: Causes hair, fur, or fur-like growth to thicken and lengthen. Be it hair, beard, cat, fur coat, etc. Increase is 2-12 in. Must be trimmed or cut to remove effect. Can be reversed to shorten growth or effectively shave, effect on material under 1" is complete absence of growth for 2-12 days.
Knot: Cause thread, rope, cord, etc to knot itself in such a manner as to be very difficult to untie, requiring from 2-8 rounds. Does not work on magical ropes, ropes being held onto by a character or creature, or taut lines.
Nod: Subject involuntarily nods head as if in greeting or agreement. Successful Will save resists.
Palm: Caster secrets small object in hand without seeming to. Creates an illusory duplicate of the object to be palmed, so other can be taken while under similar to hide. Illusory duplicate lasts only 10 seconds, then winks out of existence. Magic word is spoken while the finger points at object to be palmed. Caster then picks up the now invisible object while seemingly only touching or handling the illusory duplicate.
Polish: Magically smoothes and brings luster to such materials as wood, metal, stone, leather, ceramic, etc. Object must be relatively clean. Works better on smaller items like boots, mirrors, etc.
Pucker: This causes the target's mouth to become as if alum had been applied liberally throughout. The net effect is that he cannot speak for the 1-3 seconds duration. Will save resists.
Scratch: Causes subject to experience itch. Unless Will save is successful, subject will scratch.
Shadows: Caster can control the appearance of any shadows within range.
Slider: This causes a 3' circular area within range to briefly become zero co-efficient. Reflex save (DC 10) resists.
Smokepuff: Puff of smoke appears within the spell’s range. Acts as normal cloud of smoke. May be any color.
Sneeze: Subject will sneeze unless a successful Will save is made.
Spill: Causes contents of one container to spill out. Containers of up to 1 gallon can be turned over and spilled with this cantrip. Does not open lids or caps if secure.
Sprout: Plants grow an inch or so. Buds flower. Fruit and vegetables ripen or even spoil.
Stitch: Sews seams in cloth or leather; neither stronger nor weaker than seam done without magic.
Tangle: Causes fine material: thread, hair, small grass, to become twisted and entwined in a tangle. Untangling will take 3-12 rounds, unless roughly done, in which case the material would be broken, torn loose, etc.
Tap: Invisible force which will rap against any solid object. Sound will occur once, twice, or thrice according to the number of fingers extended by caster. If tapped on living creature, they will feel as if tapped by finger.
Tie: Thread, string, cord, rope, cable, etc. will tightly knot itself either to its other end or an end of a similar object within 1' of it. Any normal knot can be produced.
Turn Page: Turns one page at a time or opens book to specified page.
Unlock: Will unlock locks of only the most basic type (Very Simple). Will not work with locks classified as Average or better.
Untie: Can undo the effects produced by either Knot or Tangle (but not both).
Vermin: Summons one or more small pests. The critters thus summoned will be confused and annoyed and will react accordingly. Caster can cause the vermin to appear anywhere within range.
Warm: Causes non-living liquid or solid material to become up to 40°F warmer, subject to a maximum temperature of boiling. Effect lasts only an instant, after which subject slowly cools to normal temperature.
Whistle: Faint or loud whistle from within range of caster.
Wilt: Affects only vegetable matter, whether growing or picked.
Wink: Subject winks one eye. Successful Will save means rapid, barely noticeable wink. Unsuccessful save produces a greatly exaggerated wink.
Yawn: Evokes a yawn from subject. If Will save is successful, creature is totally unaffected.