Cantrips and Orisons ARE fun! [Archive] - Wizards Community

Post/Author/DateTimePost
nightmaredragon

12-15-06, 09:02 PM
Feel free to add to this thread with any of your own 0-level spells. I'll just start us off with two or so.

Bolt of Fire
Evocation (Fire)
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A bolt of fire streaks from your finger to your target. You must succeed on a ranged attack roll to hit with this bolt. It deals 1d3 points of fire damage to the target.

Local Tremor
Evocation (Earth)
Level: Drd 0, Sor/Wiz 0
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Area: 1 5-foot square
Duration: Instantaneous
Saving Throw: Reflex (see text)
Spell Resistance: No

A minor tremor shakes the ground beneath an opponent within range. The target must make a Reflex save or fall prone.
CantripN

12-16-06, 02:36 AM
Local Tremor
Evocation (Earth)
Level: Drd 0, Sor/Wiz 0
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Area: 1 5-foot square
Duration: Instantaneous
Saving Throw: Reflex (see text)
Spell Resistance: No

A minor tremor shakes the ground beneath an opponent within range. The target must make a Reflex save or fall prone.

One nitpick, man:
It's way above a Cantrip. It's a 2nd level spell or so.
My Wizard has a DC 19 for Cantrips. People actually fail with that DC.
Actually, 20, since it's Evocation.
Nephlite

12-16-06, 02:13 PM
One nitpick, man:
It's way above a Cantrip. It's a 2nd level spell or so.
My Wizard has a DC 19 for Cantrips. People actually fail with that DC.
Actually, 20, since it's Evocation.

Stomp is a first level power in Expanded Psionic Handbook: it does same effect but also damages 1d4 + 1d4 per pp spent (but you need to augment to limited by manifester level).

So half the effect is okay for a cantrip.
Edge_of_Oblivion

12-16-06, 02:21 PM
One Word:

Prestidigitation. You need no more. Feel free to keep making more though... :)

End of line.



PS: Kind of tempted myself to make up a PrC for casters as a "Cantrip Focused" class... heheh....
Green_eyes

12-16-06, 02:40 PM
Offtopic, but...
It makes me cry, seeing no base class with a nice cantrip progression. You can build a wizard who could cast more 9th level spells\day than cantrips.
Could anyone explain the big idea?
Seerow

12-16-06, 02:50 PM
What is this about building?

If you have a decent score in your casting stat, you WILL have more 9th level spells/day than cantrips


Honestly, I have no problem just making cantrips unlimited use around level 5 or so.
nightmaredragon

12-16-06, 05:57 PM
What if Someone goes crazy killing commoners with Ray of Frost, Orb of Acid, or Bolt of Fire?
Seerow

12-16-06, 06:10 PM
Who ****ing cares? If they want to waste their time doing 1d3 damage against commoners, they'll get killed by somebody who's actually a threat trying to protect against them.
Need_A_Life

12-16-06, 06:17 PM
I like what they did with Shadowcasters... at 14th level they get "fundamentals at will", which is the shadowmagic way of saying "cantrips/orisons at will"

Cleric with Create Water at will...
What desert?
Ramble

12-16-06, 07:51 PM
Local Tremor
Evocation (Earth)
Level: Drd 0, Sor/Wiz 0
Casting Time: 1 standard action
Range: Close (25 ft. + 5ft./2 levels)
Area: 1 5-foot square
Duration: Instantaneous
Saving Throw: Reflex (see text)
Spell Resistance: No

A minor tremor shakes the ground beneath an opponent within range. The target must make a Reflex save or fall prone.

It is still too strong by comparison with the grease spell which while lasting longer grants a save and a balance check.

Ramble.
Edge_of_Oblivion

12-16-06, 07:56 PM
What is this about building?

If you have a decent score in your casting stat, you WILL have more 9th level spells/day than cantrips

Which is annoying at best, and ridiculous at worst. Why would you be able to cast more of the most complicated and powerful magical effects in the UNIVERSE than you would basic parlor tricks each day?

Honestly, I have no problem just making cantrips unlimited use around level 5 or so.

Agreed, and that's how I run my campaigns, although I wait until closer to 8th level.
MachinaDeus

12-16-06, 08:13 PM
It is still too strong by comparison with the grease spell which while lasting longer grants a save and a balance check.

Ramble.

Grease also covers a larger area, as well as being able to grant bonuses to Escape Artist and Grapple checks(in certain situations).
Arem_K

12-16-06, 08:18 PM
I'd actually like to have the tripping one.



Agreed, and that's how I run my campaigns, although I wait until closer to 8th level.

Why bother? At 8th level I am not even bothering to memorize cantrips anymore.
Seerow

12-16-06, 08:27 PM
Agreed, and that's how I run my campaigns, although I wait until closer to 8th level.


This actually gave me the idea for a breakthrough.


For a long time I've wanted to have spellcasters on a mostly /encounter system, rather than a /day system. The trouble with that is that it makes Wizards more powerful in that they can toss their top level spells every encounter with impunity.

But nobody really cares about low level spells, except for maybe some utility spells (most of which I don't think are worth worrying about at these levels, some of which need to be nerfed/banned anyway). Seriously, by the time you're 9th level, you don't -care- if the caster is tossing a magic missile every round. In fact, you're HAPPY that's all he's doing, rather than putting up a wall of force, teleporting hither and thither, Cloudkilling your mobs, etc. At 11th level, you don't -care- that he can be invisible whenever he wants, because everyone and their mother has some defense against invisibility (cept maybe Fighters and Barbarians. But they need help anyway) I mean, we're talking about the level where True Seeing is starting to be tossed around.


So the old concept of things refreshing by the encounter... combined with top level spells still being tremendous feats, that are limited to per day. Yes, it's a boost to casters who don't really need it, but what it does is allow you to play them alongside a Warblade, and let them run through as many encounters per day as you like!

It would look something like...

Spells per Day

0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 — — — — — — — —
2nd 4 2 — — — — — — — —
3rd 4 2 1 — — — — — — —
4th 5 3 2 — — — — — — —
5th 5 3 2 1 — — — — — —
6th 5 3 3 2 — — — — — —
7th 6* 4 3 2 1 — — — — —
8th 6* 4 3 3 2 — — — — —
9th 6* 4* 4 3 2 1 — — — —
10th 6* 4* 4 3 3 2 — — — —
11th 7* 4* 4* 4 3 2 1 — — —
12th 7* 4* 4* 4 3 3 2 — — —
13th 7* 4* 4* 4* 4 3 2 1 — —
14th 7* 4* 4* 4* 4 3 3 2 — —
15th ** 4* 4* 4* 4* 4 3 2 1 —
16th ** 4* 4* 4* 4* 4 3 3 2 —
17th ** ** 4* 4* 4* 4* 4 3 2 1
18th ** ** 4* 4* 4* 4* 4 3 3 2
19th ** ** 4* 4* 4* 4* 4 4 3 3
20th ** ** 4* 4* 4* 4* 4 4 4 4

Where things marked with a * indicate that they can be refreshed with a 10 minute study period. Things marked as ** indicate they can be used with no limits whatsoever.

So a high level Wizard will quite litterally never run out of mid quality magic. Why? Because he's been doing this for so damn long that those spells come easily to him. However higher level, truely world shattering spells still take a great deal of his focus, and he must rest a full day to reprepare those.

I like this better than my previous renditions of a per encounter system. Despite the jump of power that low level mages got with the other system (a first level Mage having 2 spells castable every encounter, rather than 4 per day. As a base) which I felt made them feel less weak at low levels, the ability to not be so nova based really makes this work well, I think.


(Of course, Sorcerers and other casters get something similar. Hell, give other casters that exactly, I see no reason why Clerics and Druids get more slots than Wizards anyway. Sorcerers get their own progression, which pretty much mirror's what this does. Every 4 spell levels you gain, your lowest spell level upgrades. So at 4th level spells, your 0th level spells get better. At 8th, they become unlimited. At 5th level spells, 1st level spells get better. The pattern is easy to follow)
Edge_of_Oblivion

12-16-06, 08:32 PM
Why bother? At 8th level I am not even bothering to memorize cantrips anymore.

Must be the difference between you and me. Prestidigitation, Arcane Mark, Ghost Sound, and Dancing Lights never get useless. Arcane Mark plus Disrupt Undead is great for RPing a prankster sorc, which is one of my favorite character concepts.

That said, we're getting a bit off-topic here... I believe the original post subject was "make new cantrips/orisons", not "discussion on cantrip use." *shoves thread back on topic*

[/hijack]
Leress

12-16-06, 08:49 PM
Mongoose Publishing made a class called the Hedge Wizard, and he got a higer levels up to unlimited castings of cantrips at mid levels.
TheCheeseWiddler

12-16-06, 09:19 PM
One Word:

Prestidigitation. You need no more. Feel free to keep making more though... :)

End of line.

Hmm, not necessarily. As a DM, I wouldn't allow the good ol' Prestidigitation to do damage, or anything that is the specific purpose of a higher level spell. Well, not to a very far extent anyway...

I once had a player, play a bard who would use Prestidigitation quite offten. He juggled for a crowd, then turned all the ladie's dresses bright orange, and turned the male's ale in the pub glowing pink. Needless to say, they weren't to pleased with him after that. I miss Satch-a-moo...

-Ky:f:
Edge_of_Oblivion

12-16-06, 09:23 PM
Actually, the rules of Pres say it can't be used to do damage... or more specifically, "Any ability that causes harm (which I assume to mean lethal OR non-lethal damage), or any effect that duplicates any other spell."

It's still so versetile though, I can't think of a single reason why a mage would not add it to his spell list. Quite easily one of my favorite spells in the game. :D
Keenath

12-18-06, 07:23 PM
Cantrips are cool because they make a high-level wizard FEEL like a high-level wizard -- somebody who can throw around small magics at will. The guy who'll levitate his wine glass to his hand, just because he CAN. It's moronic to say that a guy who can shatter armies can only detect magic four times without item assistance, and so on.

Sure, a wand of Detect Magic is cheap as free by that point, but why make the wizard carry one around and tick off uses? It's just more bookkeeping that doesn't improve the fun of the game.

This is how I deal with it: At 8th level, when the Cantrips/day would tick up to 5 if the progression held, casters gain "Minor Magic Mastery". It works a little differently for spontaneous and prepared casters.

Spontaneous casters simply get unlimited level 0 slots and can cast any known cantrips at will.

Prepared casters are more complicated. You can have up to 4 cantrips prepared at a time, and you can cast any of those 4 cantrips at will. At any time, with fifteen minutes of study, you can prepare a different four cantrips (this can be part of the process of filling unfilled slots, if you wish), and then you can cast those four at will.
CryoSilver

12-18-06, 07:26 PM
I make cantrips usabe at will after level 5, and no need to memorize before that.

Cantrips are tiny manifestations ofarcane energy, and even wizards with their need to memorize can use their spare arcane power to use any cantrip at will.
Jersey Cowboy

12-18-06, 07:47 PM
I'm a big fan of Slash Tongue from the BOOK OF VILE DARKNESS...I think every villain I make has it memorized. It's a great 0th level spell.
nightmaredragon

12-20-06, 07:55 PM
Hmmm... So, anybody actually have any ideas for NEW cantrips?
moto

12-20-06, 10:00 PM
Feather feet
0 level cantrip
Universal
Comp: V,S
Casting time: one standard action
range: personal
duration: 10 rounds

you now have +1 enchantment bonus to all balance chacks, and treat all falls as 5 feet less.

enjoy.
Ramble

12-20-06, 10:18 PM
Overdeveloped Sense of Drama
Illusion
Level: Bard 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: Personal
Duration: 10 minutes per level

For the duration of the spell, the sounds of your movements are made more crisp and sure, and when you enter or leave a scene, as well as pose, your clothes and hair may ruffle or billow with an appropriate if unfelt breeze. Gain +1 to the first intimidate or bluff check made during the duration.
nightmaredragon

12-27-06, 07:28 PM
Hmmm... How about perform?
Ramble

12-27-06, 07:46 PM
Hmmm... How about perform?

Nope. That comes under a similar spell called 'Bardic Hot Air'. :P

Merry Christmas.

Ramble.
stargate525

12-27-06, 08:17 PM
Mordekeinen's Marvelous Microwave
Level: Sor/Wiz 0
Components: V,S
Casting Time: 1 standard action
Range: 1 piece of food/drink /level
Duration: Instantaneous

At the point of a finger and with the appropriate command, this spell will either heat the food to a proper eating temperature (roughly 120), chill it to the same (about 20), dry the food out, moisten it, tenderize it, toughen it, or alter its flavor towards salty, sugary, spicy, bland, sour, tart, or peppery.
ShinAkuma2

12-27-06, 08:25 PM
Who needs 0-levels when you can have -1-levels?

Hole
Level: Ranger -1, Druid -1, Paladin -1, Cleric -1
Components: M
Casting Time: 1 standard action
Range: Personal
Duration: Concentration (See text)

Creates a hole, up to 1 ft deep per round of concentration. You may concentrate for a number of rounds equal to your Constitution score. Afterward, you must make a Fortitude save (DC 10+number of successful saves) each round. Failure brings about fatigue, with continued concentration bringing about Exhaustion, followed by unconciousness.

Material Component: A shovel


:ayyyy!:
Repeekluos

12-27-06, 08:54 PM
Stuff

I like that a lot.
Good stuff.
stargate525

12-27-06, 09:42 PM
Who needs 0-levels when you can have -1-levels?

Hole
Level: Ranger -1, Druid -1, Paladin -1, Cleric -1
Components: M
Casting Time: 1 standard action
Range: Personal
Duration: Concentration (See text)

Creates a hole, up to 1 ft deep per round of concentration. You may concentrate for a number of rounds equal to your Constitution score. Afterward, you must make a Fortitude save (DC 10+number of successful saves) each round. Failure brings about fatigue, with continued concentration bringing about Exhaustion, followed by unconciousness.

Material Component: A shovel


:ayyyy!:
Sweet, no area limitations.

I'm off to strip-mine the world. :P
Magetastic

12-28-06, 03:23 AM
Finish Dieing Dammit!

Level: Wizard 0
Components: V
Casting Time: 1 free action
Range: Long
SR: No
Save: No
Target: One target with exactly 1 hit point

This spell can only be cast at a target with 1 Hit point. It deals 2 points of untyped damage that bypasses any DR or resistance. As long as you have a copy of this spell prepared and uncast any target with exactly 1 hit point dimly glows red in your vision.

Verbal Component: DIE ALREADY!!!
Endarire

12-28-06, 09:52 AM
Magetastic: What about creatures with negative or 0 HP?

-EE
journeyman777

12-28-06, 01:36 PM
No spell is a free action. So, is it an immediate action or a swift action?
Magetastic

12-28-06, 01:45 PM
No spell is a free action. So, is it an immediate action or a swift action? since when did magic have rules?
Beckett

12-28-06, 05:36 PM
[/QUOTE]Cleric with Create Water at will...
What desert?[/QUOTE]

That one their deity wants there. . .
Beckett

12-28-06, 05:38 PM
That's, . . .odd.
journeyman777

12-28-06, 06:52 PM
since when did magic have rules?

I'm not sure whether to respond, ignore, or just sig this. Have an indicision cookie. :confused: :cookie: :confused:
nightmaredragon

01-01-07, 01:07 PM
Yum. :D Cookie.
freeholder

01-01-07, 04:39 PM
3 new abilities for sorcerer, 1 for wizards

6th level sorcerer:infinite cantrips

10th lever sorcerer: infinite 1st level spells

14th level sorcerer: infinite 2nd level spells

8th level wizard: Magic from the mind/ DC 15=spell level
A wizard may cast a spell of any level one time a day if they pass this check, if they fail they loose 4 levels of spell memory, ex 2 2nd level spells, 4 1st level spells

Increases to 2 times/day at 12 3/day at 16 and 4/day at 20 ...

A wizard can use this ability as many times a day as he or she wants on cantrips

Critical failure results in lose of all spellcasting ability for 1d6 hours
Water_To_Fire

01-01-07, 06:12 PM
Seeing as arcane casters are powerful enough already, how about we make them take a feat?

Unlimited Cantrips
Prerequisites: Castor Level 6 (or should it be 9?)
Benefit: You can cast any 0-level spell you have prepared an unlimited number of times a day. If you cast spells spontaneously, you can cast any 0-level spell you know an unlimited number of times as long as you don't cast any more different spells than you have spell slots. For example, if you have 9 0-level spell slots and you know 10 0-level spells, you can cast any 9 of them an unlimited number of times.