1001 New Cantrips [Archive] - Wizards Community

Post/Author/DateTimePost
PhantomTrain

02-20-08, 08:42 PM
I'll be blunt. I love cantrips. Best spells in the game, for my money. Maybe it's how simple they are. Maybe it's because they add flavor without adding too much power. But cantrips rock the house for me.

Anyone have some ideas for some really solid new cantrips? I'm sure there are a million threads like this out there, and feel free to link them if you know them. Feel free to elaborate on any you happen to like, and if you notice someone quoting a pre-existing cantrip, kindly point out where it can be found. I'll start.

1) Summon Abacus - Creates a mundane abacus for 10 min/level. Adds a +2 circumstance bonus on any skill check that relies on mathematics.

2) Sketch - Animates target piece of charcoal to create a rough sketch of one object or person.

3) Broil - Casting time: 10 minutes. Cooks one helping of food to perfection. Alternately, can be cast with a time of 2 hours, and will cook portions equal to the user's caster level.

4) Crest - A variant of the 'color' function of Prestidigitation, this spell affixes a family crest or Coat of Arms of the caster's design to the target. The crest is appropriately sized if cast on a shield or tapestry, and can be made as large as 1'/1' per caster level. Duration is permanent.

5) Obedient Ink - This cantrip animates a quantity of ink to spread itself on a page. The ink takes the form of whatever is being said by the caster at the time the spell is activated. The caster can choose instead to have the ink take notes on one willing target speaker. The ink creates 1 page/level of notes.

6) Blossom - Causes target seed to quickly blossom into a single flower of the appropriate type. Can affect up to 1 seed/level.
Black Mantha

02-21-08, 05:34 PM
Let me get my notes...

7) Aura of Undeath - To magical detection and Scent tracking you register as an undead for 10 min/lvl. As an undead, natural animals won't willingly track you, but it provides no protection against real undead.
8) Clean - Cleans 5 ft cube/lvl (S). Doesn't remove a grease spell, fresh tanglefoot bags, or other magical/alchemetic substances.
9) Enfirm - Removes fatigue and gives a +1 bonus to concentration checks for 1 round. It can't end fatigue imposed by a magical effect, nor will it work if another enfirm has been cast on the same creature in the last 2 hours.
10) Fuse - Two or more object of the same material fuse to form one object. 1 lb of matter or a seam up to 2 feet long. Can make wooden door in a wooden frame stuck or turn sand into stone.
Goof

02-21-08, 06:07 PM
Prestidigitation
http://forums.gleemax.com/showthread.php?t=839335
PigFiend

02-22-08, 01:38 PM
Cantrips but not orisons, right?
Here's one for each school (except universal).

11) Current (abjuration - electric) - 1 minute. Creatures take 1 electrical damage/level (max 5) every time they make a successful melee attack against the caster.

12) Pick-up (conjuration) - 1 hour, close range. Any unattended objects in a 5' x 5' area teleport into a large sack created in your hand.

13) Simple Answer (divination) - You may make one knowledge check (even if unskilled) with a result of 10.

14) Motivate Legs (enchantment) - Swift action. Your speed increases by 5' but you take 1d3 nonlethal damage.

15) Excite Liquid (evocation) - 1 hour or until target is used. One grenade weapon's splatter radius is increased by 5'.

16) Botheration (illusion) - Close range. Figments bother one enemy and perform the aid another attack option for an ally.

17) Escape Burden (necromancy) - 1 round, touch. One creature acts as though it possesses no ability score damage.

18) Witch Weapon (transmutation) - Swift action, touch. Weapon becomes magical with a +1 enhancement bonus for 1 round.
Kuroimaken

02-22-08, 10:44 PM
7) Aura of Undeath - To magical detection and Scent tracking you register as an undead for 10 min/lvl. As an undead, natural animals won't willingly track you, but it provides no protection against real undead. Little off-topic, this cantrip reminds me of a trick used on House of the Dead 2 (movie, not game, obviously). Basically, the guy gutted a dead zombie, covered himself in its blood and entrails, and slooooowly moved about until he got around and made it to the other side, where he managed to clear an exit for his teammates (and promptly wiped himself, despite the success of his tactic). I'd say it could fool undead that tracked by scent, but definitely not intelligent undead (if you changed the name to Smell of the Grave or something).

Back on-topic.

19) Detect ladies in danger: Detects ladies in danger, obviously, on a pretty big radius. Gives you general direction, but not the specific location or even information on what's going on. (Note: this detects danger from the perspective of the -lady-, which means it could generate misdirection if she happens to feel threatened but there is no actual threat.) If two or more ladies in distress are in the area, the spell reveals the lady with the highest Charisma score. In case of a tie, it reveals the lady in the most possible danger (again, from her perspective).

EDIT: This spell does not detect teasers, or 'professionals'.
PigFiend

02-23-08, 04:50 AM
20) Shed Flesh (abjuration) - Immediate action. Surface flesh scrapes from you on the instant of being struck so that infection can't seep deeper. Deal 1d3 damage to yourself and gain double that amount to all saving throws that are required from being struck by that attack.

21) Goo Guardian (conjuration) - 1 round casting time, 1 round/lvl, close range. Summon one molasses textured small ooze. 1 hd (5 hp); AC 6 (-5 dex, +1 size); slam +1 melee (1d4); speed 10'; space/reach 5'/5'; SQ ooze immunities

22) Corner Peek (divination) - Touch. In one direction, reveals the shape of the wall touched up to 10' plus 5'/level (max 50').

23) Whim (enchantment) - 1 hour, touch. Creature receives a +2 morale bonus to a random ability score.

24) Ride Impact (evocation) - Immediate action. When you take damage, use the amount of damage as a bull rush made against you from the source of the damage. You may choose not to make an opposed roll, using only your size modifier for your result.

25) Offensive Folly (illusion) - Swift action. An illusion of you clumsily attacking immediately precedes your actual attempt, so as to trick your target. The next attack you make this round forces its victim to first make a will save or lose his dexterity bonus to AC for that attack.

26) Glimpse of Woe (Necromancy) - Immediate action, close range. All creatures adjacent to one creature that is either dying or died during this turn, take 1 negative energy damage.

27) Bejewel (Transmutation) - Swift action. You may remove one ring or necklace from yourself and store it in any container in your possession. Instead or in addition, you may remove one ring or necklace from a container in your possession and wear it.


Okay, so I like swift and immediate actions, but it's a way to keep the effects modest yet playable. If a spell is weak and seldom used, then it's little more than irritating bookkeeping.