A new proficiency instead of wasting a perfectly good spell memorization, and spell learned.  
Cantrip (wizard proficiency group) Modifier (-2) Intelligence
Cost: 1 slot (Mages), 2 slots (bards, specialist), 3 slots (priests, psionicist(optional), thieves)

A character with the cantrip proficiency has learned the rudiments of magic to create minor magical effects.  Anyone can use cantrips (however the PC must learn this skill from a wizard)  While all Mages learn cantrips as a part of their initial training, most tend to forget them once they become fully-fledged Mages.  Others still consider the cantrip as petty magics which they wont soil their hands with.  Even these simple incantations create a mental strain on the user, this strain limits the number of uses a day.  All characters may attempt to cast 4 cantrips a day (wizards and Bards are allowed to add additional cantrip per class level) (i.e. a 5th bard can use 9 cantrips a day, while a 9th Thief can only use 4).  Each cantrip beyond this limit suffers a cumulative -1 penalty on the checks.  With failed attempts counting against this total.   

Cantrip castings:
Casting Time: 2
Area of Effect: per spell
Range: special
Duration: 1 hour/level or stated by spell
Saving Throw: (save vs. spell)

Cantrips:
Abjuration Cantrips:
Dust: animates any ordinary rag to dust items in a 10 area
Sweep:  animates any broom or mop, that sweeps the floor in one room (100 sq. ft)
Polish:  creates a mystical rag to polish any item or area (no bigger than a suit of Armor)
Wash: will wash laundry, dishes, and pets (last 10 minutes/ level)
Dry: will magically dry dishes, laundry, pets (last 10 minutes) with a magical breathe of Air
Balance:  effects the caster allows any dex check to be made at (+3)
Warm:  This will effect up to 3 items (no bigger than a large platter of food each)
Cool  This will effect up to 3 items (no bigger than a large platter of food each)
Insect Ward:  This will keep normal insects at bay (10’ radius maximum)
Rodent Ward: This will keep small rodents(mice, moles Etc..) at bay (10’ radius maximum)
Umbrella:  Causes a invisible umbrella to appear above the casters head.  This umbrella is useful to keep rain from the caster (last 1 turn/level)
Alteration Cantrips:
Color Change: allows the caster to alter color (1 item up to 4’) of a plant or animal (perm)
Sweeten:  allows the caster to sweeten food (up to 3 large platters) (perm and reversible)
Alter Item: allows the caster to alters a small mineral object for one round. Must weigh 4 lb. or less (last 1 round)
Freshen: allows the caster to freshen spoiled food to edible (effects up to 9lbs) (rev)
Alter Kingdom:  allows the caster to polymorph a mouse (no large) into another animal or plant. This change last a maximum of 1 turn. the more drastic the change the shorter the period.
Catfeet(alteration) causes caster footfalls to be rendered absolutely quiet regardless of surface being tread upon. (note this will not quiet the creak of armor, doors, breathing, just the footfalls) (adds +20% MS for thief skill, or add +1 to surprise.) This spell also enables surefootedness (+2) any dexterity check for tightrope walking, or preventing slipping on loose, or slick surfaces.

Conjuration and Summoning:
Summon Minor Animal:  This cantrip will summon a small animal (normal insect, rodents, non-poisonous spiders or snakes) within in 300 yards of the caster. The animal is allowed a save vs. spell to resist. (this can be simplified with a second prof. check)  The animal will remain near the caster for 1 turn.
Conjure Minor Items:  This cantrip will create items for the caster to use.  If the item is 1lb or less and is valued at no more than 1gp the creation is permanent. If the item weighs 1-5 lb. it will remain for 1 turn.  (please note this will not create anything made out of valuable material.)
Snatch: allows the caster to grab a portion of a limb or item, with a weak force. On a failed save the person will stumble (slows initiative by +1)or fumble any small item (ring, key, coin etc.). (instant)
Grope: allows the caster to poke, prod, pinch, tickle a unsuspecting person (save vs. spell to negate)  This rude treatment will not interfere with spell casting, but could be used to distract a person, who is unaware of the caster. (instant)

Divination Cantrips:
Detect Sex:  allows the caster to determine the sex of a creature. ( this requires an additional prof. check for success) (instant)
Due North:  allows the caster to locate the direction of north (magnetic rocks or nearby magic may cause distortions.) (instant)
Detect Locks:  allows the caster determine if a chest or door is locked.  This will not detect what type of lock(such as being magically held) or any traps. This spell will always fail if the door or chest doesn’t have a visible locking mechanism. (instant)
Find Secret Doors:  allows the caster to search for secret doors (same chance of success as  if the caster was looking.) while performing other actions. (last 1 turn/level)

Enchantment and Charm Cantrips:
Minor Telekinesis: allows the cater to move inanimate objects around. (up to 2lb weigh limit) This may spill liquids, pull items off shelves, open books, knock over unstable items, grab a plate, etc.  Any item that is affected is unable to inflict attack damage. (1 round/lvl)
Wink: forces a subject to wink (save vs. spell to negate) Will not effect spell casting(instant)
Nod: forces a subject to Nod (save vs. spell to negate) Will not effect spell casting(instant)
Scratch: forces a subject to Scratch (save vs. spell to negate) Will not effect spell casting(instant)
Belch: forces a subject to Belch (save vs. spell to negate) Will not effect spell casting(instant)
Yawn: forces a subject to Yawn (save vs. spell to negate) Will not effect spell casting(instant)
Cough: forces a subject to Cough (save vs. spell to negate) Will not effect spell casting(instant)
Giggle: forces a subject to Giggle (save vs. spell to negate) Will not effect spell casting(instant)
Sneeze: forces a subject to Sneeze (save vs. spell to negate) Will not effect spell casting(instant)
Hiccup: forces a subject to Hiccup (save vs. spell to negate) Will not effect spell casting(instant)
Fart: forces a subject to fart (save vs. spell to negate) Will not effect spell casting(instant)

Illusion and Phantasm Cantrips:
Illusionary Item:  creates a two dimensional illusion (up to 3’ diameter)(lasts 1 turn/level)
Illusionary Sound:  creates a moans, chain rattlings, creaks, eerie bumps, etc. (lasts 1 round/level)
Phantasmal Light:  creates a floating colored globe of Light (lasts 1 round/level)
Alter Features:  allows the caster to create illusionary features (last 1 turn/ level)
Phantasmal Smell:  allows the caster to create any scent he has smelled before. (effects 10 cubic feet)
this will not copy any creatures scent (like a troglodyte, or ghast) It dissipates in a slight breeze, and is easily overpowered by other scents. (last 1 turn/level unless dissipated)

Invocation and Evocation Cantrips:
Write: causes any non-magical pen to write any non-magical script that the caster desires. (the language must be known to the caster.)  This can not be used to write spells in a spell book. However most mages use it for journal entries while working in a lab.  The caster must have ink and or a writing implement, and paper for this to work. (the spell cannot draw or use calligraphy and can only use one language.)(minor variant of scribe)
Smoke: creates a puffs of smoke 
Spark: allows the caster to create a spark of electricity that can create a static discharge that can startle an unsuspecting person (this spark will not hurt the person ) (save vs. spell to negate effect)
Dancing Light:  allows the caster to create a glowing light of any color that will follow the caster around.  This light gives of the same radiance as a open candle flame. (last 1 turn level)
Sting: inflicts a bee like sting on a target (save vs. spell to negate) (instant)
Flame: lights one of the casters finger or palm. This fire can be used to start a campfire,  (It can’t inflict damage ) No more powerful than a match.
Boom: Creates a flash and explosion of heat and flame. This is up to 3 feet in diameter.  This explosion will not inflict damage on anything, but does (slightly singe anything in the globe)
Scorch: allows the caster to scorch, or burn paper without flames or heat. (one item only)

Necromantic Cantrips:
Spoil: causes food to spoil up to nine pounds. (reversible freshen) this effect is permanent.
Wilt: causes any cut flower to wilt and die.
Slay:  This spell is the only cantrip that effects creatures.  It will kill (save vs. spell) any small rodent (mouse) or normal insect. the caster indicates.
Animate minor animal:  This spell will animate any dead small rodent or insect. (the creatures is 1/2 HD undead.) This spell allows the necromancer to animate and control up to 2Hd (so 4) undead rodents or insects per casting.
Bone rattle:  causes bones to rattle, twitch, and shake (this only effects non-animated varieties)
Call Undead:  This spell notifies any undead in a 60’ radius that a necromancer is in the area.  The Undead may respond to this information as they wish.  The caster does not learn of their presence or absence.

Other Cantrips (Bards etc):
Percussion:  creates percussion music. The caster must know the song that is playing (lasts for 1 song)
String Instrument: creates string music. The caster must know the song that is playing (last for 1 song)
Horn: Creates wind music. the caster must know the song that is playing (last for 1 song)
Flash: Creates a brilliant flash of light that twinkles.

Clerical Cantrips (usable only by Priest)
Aspiration:  quick prayer such as “ Give me Strength” or “Please, don’t let me goof up” It allows the caster to have the dm roll a d20 (the result is recorded and kept secret form the player.) At any time during the next hour( 6 turns) of game time the PC can appeal a bad die roll, to his hidden roll. (the roll can be applied to a “hit roll”, saving throw, or by multiplying by 5 a d100 roll.  (this doesn’t guarantee the result will be better, it is just a second chance.)
Benediction:  a minor form of bless . It will raise a friendly creatures morale by +1 and their hit probability by +1. It will not effect those already engaged in combat. (duration 2 rounds) (reversible Malediction)
Candle: caster causes any candle held in his hand to light., throughout the duration the candle can not be snuffed as long as the caster holds it. (the candle will be consumed normally but gust of winds, etc. can not extinguish it)(drowning or smothering the flame will extinguish it)
Canticle:  a holy song, as long as the caster is singing this holy song all enemies must make a saving throw +2 to attack or hit the caster.  The caster during the duration cannot do any other action (other than a slowed movement 1/2 movement rate). (duration is same as sanctuary)
Cure Minor Wounds:  will cure any minor injury (1d4 hp of damage)  this spell is permanent and not reversible.
Find a Stray:  the caster can locate any missing domestic animal within 2 miles. The animal must be a non-magical beast.  The caster must stand within a place well known to the animal (a barnyard, pasture, etc.) and the caster must know the animals name. The caster can determine the direction, rough distance.  The effect last until the animal exits the 2 mile radius, the animal is found, or the caster gives up the spell
Meditation:  A minor form of remove fear. It allows the caster a +2 on all saving throws vs. the various sorts of magical fear attacks(duration 1 turn)
Ripen: the caster can cause 1lb of fruit or vegetable to ripen. (perm)
Warding spells: same as magic users.
Write: same as magic users.