Witchcraft • Legacy Waking Cantrip

Quick Wakening

Sleeping figure illustrating the Quick Wakening spell

Quick Wakening instantly rouses a creature from ordinary sleep. It does not cure unconsciousness or break magical sleep; it is a small utility cantrip for camps, sentries and sudden alarms.

Quick Wakening at a Glance

RoleWake a sleeping creature immediately
Legacy levelWitch 0, Cleric 0
RangeTouch
DurationInstantaneous
Key limitDoes not end magical sleep

Spell Rules by Edition

Quick Wakening — D&D 2024

Transmutation cantrip

Spell ListsWitch, Cleric (campaign additions)
Casting TimeBonus Action
RangeTouch
ComponentsV, S
DurationInstantaneous
TargetOne creature in ordinary sleep
Saving ThrowNone

You speak the waking word and clap sharply as you touch a sleeping creature. It immediately wakes from natural sleep and can perceive its surroundings. If combat is underway, the target takes its next turn in the ordinary initiative order; this spell does not grant an extra Action, Reaction or turn. A creature awakened during a Long Rest has had that rest interrupted in the normal way.

Quick Wakening has no effect on a creature rendered Unconscious by injury, poison, a magical effect or any other cause besides natural sleep. It neither ends the Sleep spell nor cures Exhaustion, the Stunned condition or incapacitation. The clap is audible at a normal conversational distance and does not conceal the caster’s presence.

Cantrip Upgrade: No additional effect at higher levels. This is an original campaign spell, not a published 2024 cantrip.

Quick Wakening — D&D 2014

Transmutation cantrip

ClassesWitch, Cleric (campaign additions)
Casting Time1 bonus action
RangeTouch
ComponentsV, S
DurationInstantaneous
TargetOne naturally sleeping creature
Saving ThrowNone

The creature wakes at once as you touch it and clap. It is no longer asleep, and if combat is taking place it acts on its next normal turn. The spell does not provide a free turn, movement or action, and it cannot undo magical sleep, damage-induced unconsciousness or other conditions. If the sleeper was resting, waking them may interrupt that rest according to the usual rules.

A watchkeeper who uses this cantrip can rouse a companion with a bonus action while still using an action to open a barred door or ready a weapon, provided the normal 2014 spellcasting rules permit those actions. The caster’s spoken and clapped components can be heard. The cantrip does not become stronger with level. This is original campaign magic rather than an official 2014 spell.

Quick Wakening — Pathfinder 1e

Transmutation; Witch 0, Cleric 0 (campaign spell)

Casting Time1 swift action
ComponentsV, S (a sharp clap)
RangeTouch
TargetOne creature sleeping naturally
DurationInstantaneous
Saving ThrowWill negates (harmless)
Spell ResistanceYes (harmless)

The touched target awakens from natural sleep. It is alert and can act when its next turn begins, subject to any independent conditions, but gains no bonus action or extra turn. The spell cannot rouse someone under magical sleep, unconscious from injury or held in suspended animation. It does not remove the fatigued or exhausted condition and does not restore spell slots.

The caster must reach the target and complete the vocal and clapping components. If the sleeper resists a harmless spell, it may attempt its Will save or apply Spell Resistance. This is a new campaign cantrip, not a spell on the published Pathfinder Witch list.

Quick Wakening — D&D 3.5e

Transmutation; Witch 0, Cleric 0 (legacy d20 Witch magic)

Casting Time1 standard action
ComponentsV, S (a sharp clap)
RangeTouch
TargetOne naturally sleeping creature
DurationInstantaneous
Saving ThrowWill negates (harmless)
Spell ResistanceYes (harmless)

You touch and rouse a creature from ordinary sleep. It is awake immediately and may act on its next turn in the initiative order, subject to the ordinary rules for readiness and surprise. It does not gain a free action or cancel magical sleep. A creature rendered unconscious by harm or another effect is not a valid sleeping target.

The original source speaks of the creature being ready to fight within three segments; because segments are not part of the revised 3.5e action sequence, this entry supplies an immediate-awakening rule for play rather than attempting to count segments. The spell has no lingering effect to dispel once it has roused the sleeper.

The Sleeping Watch

The third watch begins when the witch touches the next sentry and snaps her fingers. His eyes open at once. Outside the circle of lamplight, a wolf howls—but the spell will not wake a companion bewitched into slumber, nor restore a warrior struck unconscious. A prudent company keeps someone awake to give the alarm.

Best Uses

  • Wake a sentry replacement without shaking or shouting.
  • Rouse a sleeping ally when an ambush begins.
  • Coordinate a camp where silence matters.

Counterplay and GM Rulings

  • Magical sleep: Quick Wakening explicitly does not end it.
  • Unconscious creatures: being unconscious is not the same as normal sleep; this cantrip does not restore consciousness.
  • Counterspell: use the legacy edition’s normal counterspell rules while it is being cast.
  • Dispel Magic: the spell is instantaneous, so there is no ongoing magical effect to dispel afterwards.

In Play

Travelling covens use Quick Wakening as a practical camp spell. A single touch and clap can rouse the next watch without waking everyone nearby or giving an enemy a shouted warning.

Related Spells

Quick Sleeping · Sleep · Witch Spell Lists

FAQ

Does Quick Wakening end Sleep?

Not when Sleep is magical. The legacy text specifically limits the cantrip to normal sleep.

Does the target lose an action after waking?

Use the edition being played. The old “3 segments” wording does not map directly to modern turns.

Sources and Licensing

Sources: Liber Mysterium: The Netbook of Witches and Warlocks is the legacy source. The 2024, 2014 and Pathfinder 1e cantrips are original, unofficial campaign adaptations. The D&D 3.5e presentation resolves the older source’s segments terminology for the revised action system; it is not a core 3.5e spell.

Revised System Reference Document rules material identified as Open Game Content is used under the Open Game License v1.0a. Original explanations, comparisons, rulings, setting material, tactical guidance and the primary illustration are SpiralWorlds editorial material except where another credit is stated.

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System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Liber Mysterium: The Netbook of Witches and Warlocks is Copyright ©2003, Timothy S. Brannan and the Netbook of Witches Team.

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