New Spell: Prismatic Bolt


Homebrew and House Rules

Liberty's Edge

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Introducing Prismatic Bolt!

Prismatic Bolt is a new cantrip that was developed for multiple reasons:
1 - To replace the many cantrips that are used to cause the same amount of damage, but in different types, keeping the spell list tidy and allowing you to equip the cantrips that matter.
2 - To provide a last-ditch spell that can be used when you run out in the midst of several high-level encounters and don't have any weapons or higher-level spells that do the right damage type.
3 - To provide a cantrip that can do either Force, Fire or Aether damage, since as of yet only Acid, Lightning and Cold are available.

Level: 0
School: Conjuration
Class: Any Arcane

Casting Time: One Action
Duration: Instantaneous
Components: Somatic, Material (A clear prism)

Effect: One Missile, Ranged-Touch (automatic Crit if target is within melee range, in the event you are mad enough to risk an Attack of Opportunity)
Range: 25' + 2.5'-level

Damage: 1d3 + 1/2-level
Damage Types: Force/Aether/Lightning/Acid/Cold/Fire


Even aside from the fact that different elements needing different cantrips was probably a design decision, this is distinctly stronger. Cantrips are specifically balanced to be the literally worst combat option available for a mage. For comparison, the next non-0th level spell which just lets you choose the type from that wide a list is...Dragon's breath, I think? at 5th level?

I guess you could make it a random damage type, to keep the actual Prismatic feel, and the 1/2 level bonus damage just feels like, well, making a dogslicer masterwork =P

Oh, and I could be wrong, but I think that as phrased the cantrip eats the material component, which would be a little odd on a repeatable spell.

Still, don't take this as just ragging on you-Its a nice idea and something feasible. Keep trying at it.


I like this spell. I wish the other damaging ones had that bonus.

I always thought it odd that there is Acid Splash, Ray of Frost and Jolt but while Spark can be used to start a fire it doesn't actually cause fire damage.


It's a nice idea to be sure, but I'm afraid it's definitely too good to be a 0th level spell. As Winter S Jackson said, multiple damage types is a definite design decision, and having the option to pick your damage type is pretty good.

General feedback:
Aether isn't a damage type
I'm guessing you mean a casting time of one standard action.
Most of those damage types tend to be evocation rather than conjuration. (Acid is the exception)
You haven't said if it allows SR or not (it should; acid is again an exception)
Cantrips with scaling damage I like, and I feel that more of them should have something like that. That said, it shouldn't steal the thunder of 1st level spells, which it can realistically do at high levels. Or even the other 0th level spells. Making it 1/2 caster level (minimum 1) instead of 1d3 + 1/2 caster level should balance it a bit more.
Auto-crit at touch range is nuts. It's good enough as it is that I'd suggest making it touch range already.
Nice material component! But since it's a cantrip I think a focus is better.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

It's a spell that's a must take. It's tremendously more powerful and flexible than any benchmark cantrip.

By definition as a conjuration spell it bypasses spell resistance.

AND it scales by caster level.

First level spell, possibly second given it's auto crit nature. My Arcane Trickster would be DEADY with this spell and if it was a cantrip, it'd be First resort, not last.

Liberty's Edge

I could reduce the auto-crit at Melee to a simple auto-hit, and something I forgot to clarify in my post last night:

The + 1/2 damage per level caps out at +5

So by Caster Level 10, you could only do 1d3 + 5

I guess I can remove the "Aether" as well (Hero Lab claims it is a valid element)

As for the material component, it is purely arbitrary; most spellcasters these days have Eschew Materials, or at the very least a Spell Component Pouch, and in the latter case how much does a clear prism honestly cost? (I could get a small one for fifteen cents at the Hobby Lobby)

I guess I could make it a Focus instead. I might allow SR (except against acid), and I could change the type to "Conjuration/Evocation"

The reason I said "1 Action" is because that's what Acid Splash said in Hero Lab.

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Don't rely on Hero Lab for your game design! It's not a substitute for knowing the game.


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I would just like to point out that I don't believe a spell can be simultaneously a conjuration and an evocation spell. Spells only have a single school, I think.

I do suppose evoking acid isn't really done, but this still feels a lot more like an evocation than a conjuration spell to me.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

If it's auto-hit, then it's not a missile (magic missile not to the contrary), and should then probably have a save. No reason for this melee bonus business.

Only way this is reasonable as a cantrip is with random damage, and only 1d3.

Now as a 5th level spell that does one ray of a prismatic spray... hmm...


Nyah, I can't resist. Have my own version of this.

Prismatic Bolt:

Prismatic Bolt
School Evocation Level Sorcerer/Wizard 0, Magus 0, Witch 0, Bard 0
Casting time 1 standard action
Components V, S, F (A clear prism)
Range 10 ft.
Target one creature
Duration instantaneous
Saving Throw No Spell Resistance Yes

A sparkling, multicoloured bolt shoots from the prism, dealing 1 damage + 1 per five caster levels (to a maximum of 5 total damage at level 20) on a successful ranged touch attack. The damage type is your choice of Fire, Acid, Cold or Electricity. The spell gains the descriptor of whichever element you chose.

Balancing considerations:

I'd have preferred it to be touch, but really short range keeps it as a bolt (and makes it practically touch anyway)

Force is a more powerful damage type than the others so I removed it. Since Prismatic Spray has some evocation acid I'm keeping it evocation and keeping SR.

Damage was substantially reduced. In the end I liked the scaling damage too much to let go, so at higher levels it's easily better than your other options. I'd still be sort of tempted to drop it to just a flat 1, because it's still really good for a 0th level spell.

I hope that doesn't crush your idea of the spell too much. It's about as strong as I feel it could be while still being a cantrip. In practice it probably still wants to be a little weaker.


Ethereal Gears wrote:
I would just like to point out that I don't believe a spell can be simultaneously a conjuration and an evocation spell. Spells only have a single school, I think.

It won't apply to pathfinder, but D&D 3.X did have dual-school spells in Player's Handbook II.

Words of Power can do the same thing, actually.


Aether isn't a damage type. Aether does force damage.

Liberty's Edge

Maybe I should just make it not scale. I still don't really like spells having Verbal Components, though :/

Again, I mainly wanted to create Prismatic Bolt to replace the existing Jolt/Ray of Frost/Acid Splash, and as such it was supposed to have the same range and amount of damage... But then I decided that it should scale in damage (and capping it out at 1d3 + 5 at level 10 seemed reasonable), since cantrips don't usually scale in Pathfinder.

Having it auto-hit when the target was in melee range was supposed to mesh with it being a last-ditch, emergency-use Cantrip; if you are backed into a corner and this is your only spell left that does damage, then you literally cannot afford to miss, yeah?

I could remove the auto-hit-in-melee, and change the damage scaling to this:

Level 1: 1d3
Level 3: 1d4
Level 5: 1d5 (you can roll a D10 and divide the result by 2, rounding to the nearest)
Level 7: 1d6
Level 9: 1d7 (you can roll 1d6 + 1d8, and divide the result by 2, rounding to the nearest)
Level 11: 1d8

Yes, I actually have a D5 and a D7, since one of my friends plays Dungeon Crawl Classics and loaned me a pair. I can also buy a full complement of DCC dice for $25, which I did in fact do later on.

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I still think it goes way beyond what a cantrip should do.
Having anything "auto-hit" is generally a bad idea, especially for an at-will ability. Plus, in some scenarios, this could get insanely overpowered. Magus + this cantrip + close range arcana + spellstrike = I get a weapon attack that automatically hits!

Though, a cantrip (or any spell) that differs based on what focus component you use would be rather cool.


Cyrad wrote:
Having anything "auto-hit" is generally a bad idea, especially for an at-will ability. Plus, in some scenarios, this could get insanely overpowered. Magus + this cantrip + close range arcana + spellstrike = I get a weapon attack that automatically hits!

That wouldn't be the case, you still have to make a normal attack roll with your sword. The weapon kind of acts like a weapon of Spell Storing.


Terrible balanced. Is not like the Casters need any more pat on their backs.


I just made a "Versatile Evocation" metamagic feat, that changes the energy type:

  • Acid, cold, electricity, fire, bludgeoning, piercing, or slashing = +0 levels.
  • Sonic or negative energy = +1 to final level of spell.
  • Force = +2 to final level of spell.

    So, you start with ray of frost and just apply the feat, if you have it, to create acid splash and jolt and so on. And there's none of this conjuration school shenanigans; they're all evocations that allow SR. And it's not just for cantrips; that and Heighten Spell and Widen Spell are all you need to turn a burning hands into a cone of cold.

  • Liberty's Edge

    Cyrad wrote:

    I still think it goes way beyond what a cantrip should do.

    Having anything "auto-hit" is generally a bad idea, especially for an at-will ability. Plus, in some scenarios, this could get insanely overpowered. Magus + this cantrip + close range arcana + spellstrike = I get a weapon attack that automatically hits!

    Though, a cantrip (or any spell) that differs based on what focus component you use would be rather cool.

    I said I removed the auto-hit.

    Metal Sonic wrote:
    Terrible balanced. Is not like the Casters need any more pat on their backs.

    *sigh*

    Why do I even try...?


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    I like it, I'd remove the auto crit/auto hit and keep the scaling damage.
    I like it more because we house rule a limit on 0 level spells per day. (4+ casting ability modifier)
    So you can't just keep spamming it.
    What did you mean by Aether as a damage type?


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    Seth Dresari wrote:

    Introducing Prismatic Bolt!

    Prismatic Bolt is a new cantrip that was developed for multiple reasons:
    1 - To replace the many cantrips that are used to cause the same amount of damage, but in different types, keeping the spell list tidy and allowing you to equip the cantrips that matter.
    2 - To provide a last-ditch spell that can be used when you run out in the midst of several high-level encounters and don't have any weapons or higher-level spells that do the right damage type.
    3 - To provide a cantrip that can do either Force, Fire or Aether damage, since as of yet only Acid, Lightning and Cold are available.

    Level: 0
    School: Conjuration
    Class: Any Arcane

    Casting Time: One Action
    Duration: Instantaneous
    Components: Somatic, Material (A clear prism)

    Effect: One Missile, Ranged-Touch (automatic Crit if target is within melee range, in the event you are mad enough to risk an Attack of Opportunity)
    Range: 25' + 2.5'-level

    Damage: 1d3 + 1/2-level
    Damage Types: Force/Aether/Lightning/Acid/Cold/Fire

    I like it. Cantrips should be allowed to be cool, just not uber-powerful. The flexibility on damage type is good and the 1/2 level bonus means it will scale okay. I do have some suggestions and concerns, though.

    • Spell range: you'll want to list this as 'close' range, which is already established as 25 ft. + 5 ft. / 2 levels. This is important if, for some reason, you want to apply a range-increasing metamagic feat to it.
    • Damage types: Force damage is too good. It negates any reason to use ANY of the other elements. Leave that for actual spell slot damage. For the next element, aether, what is that anyways? I know it's a thing with kineticists where it essentially amounts to typeless magical damage. Is it the same thing here? If so, you're looking at a damage type that is not going to worry about resistances at all and is, 99% of the time, better than the other energy options. That might be balanced against DR working against aether damage, but this is a small can of worms you need to lock down first.
    • Melee auto-crit: yeah, don't do this. Reason being is that it'll be on the magus spell list and they don't need this instead of the typical 'arcane mark' Zorro-style spell-combat stuff they do. Getting one attack at highest BAB for free starting at level 1 is good enough. Maybe replace it with a bonus to critical threat range or confirmation rolls in melee?
    • Components: drop the material component. I don't think there's any other cantrips that require that, plus it's already a worthless (no gp cost) component. If there's no need to track it since the wizard or whoever likely has several spell component pouches on him, might as well not include it in the spell anyways.
    • Spell-resistance: does this work against your new cantrip? It's Conjuration, which is why I ask, that school's full of this kind of stuff. If it's not gonna worry about SR, that's a huge boost in its usefulness, especially use in conjunction with meta-magic feats that apply conditions like dazing to a target damaged with the spell.
    • School type: speaking of Conjuration, is that really the right school? All the 'prismatic <insert effect area here>' spells are Evocation. Plus, Conjuration typically summons some kind of solid, or at least viscous, matter from thin air. This, however, is drawing fire, cold, or lightning energy from wherever as well. It definitely feels more like Evocation and Conjuration.
    • Action type: unless you're using revised action economy out of Unchained, 'one action' makes no sense. You should specify it as a standard action, like the other cantrips. If you want, a line could be included to the effect of getting a second attack with it via a full-attack action at +6 BAB or something.
    • Class selection: I honestly don't see a bloodrager getting this spell, it's not in-your-face enough. All the full-caster or 6th level casting classes, sure. Speaking of which, what about the new psychic classes? They're not, strictly speaking, arcane.

    Liberty's Edge

    Thank your for supporting me and bringing all that up.

    @CerberusSeven

    On the note of Psychics, they try to be both Mages and Psionicists and succeed at neither. I see no reason to cater to them.

    As for Aether, I picked that because HL said it was a selectable element on pretty much anything where I could pick elements. I didn't actually do my research before I came up with the spell. I should remove it along with Force. And the Material Componet/Focus was supposed to stand in for Verbal because I really hate the idea of having my character have to say which spell he is casting out loud, but as a low-level spell it still needed two components from a technical standpoint.

    @Cinderfist

    I already removed the auto-hit/auto-crit. I just can't update my first post because it is too old.

    As for scaling damage, I am changing it from 1d3 + 1/2 Level (capping at 1d3 + 5) to a change of dice every two levels, that way it isn't an automatic 6 damage at level 10. At levels 1 and 2, you do 1d3. At levels 3 and 4, you do 1d4. At levels 5 and 6, you do 1d5 (or 1d10 divided by 2), at levels 7 and I you do 1d6, levels 9 and 10 you do 1d7 (or one-half the sum of 1d6 and 1d8) and finally at levels 11 and up you do 1d8.

    Grand Lodge

    Pathfinder Adventure Path, Rulebook Subscriber

    Why is it conjuration? It screams evocation. Conjuration spells (I assume it would be creation) involve creating something instantaneously and then the magic is gone but the creation still exists. If the bolt is the magic, then it's an evocation spell.


    Seth Dresari wrote:

    Thank your for supporting me and bringing all that up.

    @CerberusSeven

    On the note of Psychics, they try to be both Mages and Psionicists and succeed at neither. I see no reason to cater to them.

    As for Aether, I picked that because HL said it was a selectable element on pretty much anything where I could pick elements. I didn't actually do my research before I came up with the spell. I should remove it along with Force. And the Material Componet/Focus was supposed to stand in for Verbal because I really hate the idea of having my character have to say which spell he is casting out loud, but as a low-level spell it still needed two components from a technical standpoint.

    @Cinderfist

    I already removed the auto-hit/auto-crit. I just can't update my first post because it is too old.

    As for scaling damage, I am changing it from 1d3 + 1/2 Level (capping at 1d3 + 5) to a change of dice every two levels, that way it isn't an automatic 6 damage at level 10. At levels 1 and 2, you do 1d3. At levels 3 and 4, you do 1d4. At levels 5 and 6, you do 1d5 (or 1d10 divided by 2), at levels 7 and I you do 1d6, levels 9 and 10 you do 1d7 (or one-half the sum of 1d6 and 1d8) and finally at levels 11 and up you do 1d8.

    Fair enough. I'm not super-excited about the psychic classes myself. Except the kineticist, that class is neat. As far as the components go, it's a custom spell, so you can break the existed trend a little if you want. It'd hardly be OP to just have vocal or somatic components. Just a thought.

    Liberty's Edge

    Some Other Guy wrote:
    Why is it conjuration? It screams evocation. Conjuration spells (I assume it would be creation) involve creating something instantaneously and then the magic is gone but the creation still exists. If the bolt is the magic, then it's an evocation spell.

    I already changed it to Evocation, it is just that due to the limitations of this forum, I cannot edit the first post anymore.

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