cantrip uses [Archive] - Wizards Community

Post/Author/DateTimePost
Rakasha#5

07-13-05, 04:11 PM
Well I have found near unlimited and always want to learn more so I will start.
Mage Hand: a five pounds barbell dropped on your oppontent is incredibly usefulfrom 60 feet up. Ghost sound a dragon scream makes a good fear effect.

Light cast on an oppents helment would blind it until it took the helmet off.

Dancing lights is a great way distraction in man form, and it makes it look like you have an angel on your side.

in navel battles casting create water in an oppenents boat (boat=container) will sink them

Purify food or drink can = create for and water in any city with lots of garbage, look for disgusting for in dumpster, purify, and eat or resell

Cure minor wounds is an excellent stabalizer

Daze can be used against single things like a local ogre and set up a sneak attack very well.
smrtgmp

07-13-05, 04:51 PM
I hate to be a party pooper, but...
Mage Hand: a five pounds barbell dropped on your oppontent is incredibly usefulfrom 60 feet up.With short range, you couldnt do this till at least 14th level. Never the less, a very useful spell. It's gotten me out of prison more than once.

Light cast on an oppents helment would blind it until it took the helmet off.This doesnt work in 3.x. It was great in past editions, though.

in navel battles casting create water in an oppenents boat (boat=container) will sink themBoats can hold a lot of water before sinking (certainly more than 2 gallons/level) provided they maintain their boyancy.

Daze can be used against single things like a local ogre and set up a sneak attack very well.Daze doesnt deny you your dex to AC, so it wont do much good for someone trying to set up a sneak attack (other than the fact you can get into flanking position without having to worry about an AoO).
Rakasha#5

07-13-05, 06:36 PM
I hate to be a party pooper, but...
With short range, you couldnt do this till at least 14th level. Never the less, a very useful spell. It's gotten me out of prison more than once.

This doesnt work in 3.x. It was great in past editions, though.

Boats can hold a lot of water before sinking (certainly more than 2 gallons/level) provided they maintain their boyancy.

Daze doesnt deny you your dex to AC, so it wont do much good for someone trying to set up a sneak attack (other than the fact you can get into flanking position without having to worry about an AoO).
Well
1. It doesn't need to be that high
2. Why doesn't the light thing work I see nothing in the spell against it
3. a 3rd level char could flood a rowboat or dinghy
4. Daze allows you to flank with impunity.
smrtgmp

07-13-05, 10:20 PM
1. It doesn't need to be that high
true
2. Why doesn't the light thing work I see nothing in the spell against itA better question would be why would it work like that, when nothing in the spell says it does.
3. a 3rd level char could flood a rowboat or dinghy6 gallons won't flood a dingy. And I harldly think anything involving a dingy constitutes a "naval battle."
4. Daze allows you to flank with impunity.I know. Which is why I said you can get into flanking position without having to worry about an AoO
Rakasha#5

07-14-05, 10:30 AM
true
A better question would be why would it work like that, when nothing in the spell says it does.
6 gallons won't flood a dingy. And I harldly think anything involving a dingy constitutes a "naval battle."
I know. Which is why I said
light says that an object touched emits light like a torch, you touch their helmet and having a torching in front of your eyes can and will blind you.
Purkake

07-14-05, 11:49 AM
Well you see, there is this 2nd level spell called Blindness/deafness that blinds things WITH a save. So a cantrip doing that WITHOUT a save is a little overpowered, catch my drift?
journeyman777

07-14-05, 01:06 PM
light says that an object touched emits light like a torch, you touch their helmet and having a torching in front of your eyes can and will blind you.
Let's me get this straight. You are going to deliberately get within melee range of someone wearing a helmet (almost gauranteed to be a fighter or paladin) . Provoke an AoE (I would not consider you armed when delivering a touch attack with a harmless spell). All just so the big guy will spend a move action to remove his helmet? (He isn't blinded once the helmet is off, now is he?) Congratulations, you made a heavily armored character waste a move action (assuming you hit his helmet in the first place, as size mod can definitely improve that touch AC) to remove his helmet.
Mage Hand: a five pounds barbell dropped on your oppontent is incredibly usefulfrom 60 feet up.
The rules have yet to explain how to resolve this whole "I drop something on you from high in the sky" thing.
Ghost sound a dragon scream makes a good fear effect.
Fear effect? Most people would have no idea what a dragon scream sounds like. It's just another loud and vaguely threatening sound to them. Besides, the volume limit (20 humans) makes it hard to scare opponents just by making roars or growls. Try combining this with the man-shape dancing lights and making ghostly wails (you might even get enemy clerics to waste a rebuke attempt or two on it.). Sight and sound together should be more effective than just hearing alone.

Create water can be a fun way to mess with enemy spellcasters. Ready it in response to their casting a spell and cast it directly above them. Having gallons of water dumped on you definitely counts as a distraction in my book (verbal components could be messed up and material components like "a pinch of sand" would almost certainly be washed away). The DC won't be great, but this can be reasonably effective against low lv casters.
Rakasha#5

07-14-05, 01:46 PM
Let's me get this straight. You are going to deliberately get within melee range of someone wearing a helmet (almost gauranteed to be a fighter or paladin) . Provoke an AoE (I would not consider you armed when delivering a touch attack with a harmless spell). All just so the big guy will spend a move action to remove his helmet? (He isn't blinded once the helmet is off, now is he?) Congratulations, you made a heavily armored character waste a move action (assuming you hit his helmet in the first place, as size mod can definitely improve that touch AC) to remove his helmet.
I was trying to prove it works, and very often it would either hurt his AC or take longer than a move activon to take of the helmet, and I just wanted to prove it would work.

Fear effect? Most people would have no idea what a dragon scream sounds like. It's just another loud and vaguely threatening sound to them. Besides, the volume limit (20 humans) makes it hard to scare opponents just by making roars or growls. Try combining this with the man-shape dancing lights and making ghostly wails (you might even get enemy clerics to waste a rebuke attempt or two on it.). Sight and sound together should be more effective than just hearing alone.
I mean things like a dragons roar, like a tiger roar, or the sound of an angry mob, or a lot of things could produce a fear effect.

Create water can be a fun way to mess with enemy spellcasters. Ready it in response to their casting a spell and cast it directly above them. Having gallons of water dumped on you definitely counts as a distraction in my book (verbal components could be messed up and material components like "a pinch of sand" would almost certainly be washed away). The DC won't be great, but this can be reasonably effective against low lv casters.
I definitly agree good idea.
Purkake

07-14-05, 02:40 PM
First of all Create water must be cast in a container. Second of all you cant cast conjuration spells on places that cant hold them(air) :)
smrtgmp

07-14-05, 05:29 PM
Create water doesnt have to be cast in a container, and it is an exception (one of many) to the rules that you cant conjure anything midair.

Create Water
Conjuration (Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.