Better cantrips ? Has any one ever made stronger 0 level spells ?


Homebrew and House Rules


^^^

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I frequently see homebrew cantrips that are too strong. The problem with more powerful 0-level spells are:

1) They're at-will abilities in a game that revolves around having limited daily resources.

2) They're abilities you get at 1st level.


- Steal from 5th Edition. Those are pretty strong. You'll probably want to steal something nice for martials too, though.
- Steal from Kineticist. The basic utility talents are bundles of cantrips.


QuidEst wrote:

- Steal from 5th Edition. Those are pretty strong. You'll probably want to steal something nice for martials too, though.

- Steal from Kineticist. The basic utility talents are bundles of cantrips.

no what you do is steal 5E cantrips for martial use only :) make martials more useful casters than casters

RPG Superstar Season 9 Top 16

QuidEst wrote:

- Steal from 5th Edition. Those are pretty strong. You'll probably want to steal something nice for martials too, though.

- Steal from Kineticist. The basic utility talents are bundles of cantrips.

5E totally re-balanced spellcasting to enable stronger cantrips. Cantrips are a significant portion of a caster's power in 5E to the point where the game heavily restricts how many a caster can have. Contrast with PF, where most spellcasters learn all cantrips for free.


The blog cantrips and others are not used in PFS. Some others from various supplements are.

generally 3.5/d20 cantrips are slightly useful to amusing, nothing permanent. No Color cantrip, hairy cantrip, bee cantrip ... which are from previous editions.


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They're not meant to be powerful.


What if you could prepare some sort of higher-level at-will effect? So you could prepare a 5th level slot with an ability that you can use at-will without expending the slot, but that is weaker than a regular 5th level effect?


Zero level spells aren't supposed to be powerful, since they're unlimited use.


They weren't very strong even when they weren't unlimited.


Lastoutkast wrote:
^^^

Why would you want stronger 0-level spells?


QuidEst wrote:
- Steal from 5th Edition. Those are pretty strong.

I think the strongest 5E cantrips should be bumped up to 1st level spells if imported into the PF RPG. Other considerations probably need also be made for some of them.

Consider
— FIREBOLT —
1st Evocation

Casting Time: 1 standard action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

As a cantrip, this is probably too powerful (and spamming this all day might get old). But, as a 1st level spell, it could work nicely.


Cyrad wrote:

I frequently see homebrew cantrips that are too strong. The problem with more powerful 0-level spells are:

1) They're at-will abilities in a game that revolves around having limited daily resources.

2) They're abilities you get at 1st level.

Valid points.


CrystalSeas wrote:
Lastoutkast wrote:
^^^
Why would you want stronger 0-level spells?

I guess I like the idea of a useful power, like a magic missile that does't level or mage armor


Spheres of Power does this fairly well, since many of its spells are at-will (stronger stuff is limited by a class resource pool), and all Cantrip effects are rolled together into a single feat that's optionally available for free to all casters.

At higher levels, though... honestly, it doesn't take long until Mage Armor is functionally an all-day benefit. And 1d4+1 force damage, even if always accurate, will usually be one of the least effective things a caster could be doing with their turn.

As things are now, I like Cantrip effects basically being minor magical tricks - wizardly things that can occasionally spice up what they're doing, without making already-strong characters even stronger than they already are. XD


Lastoutkast wrote:
I guess I like the idea of a useful power, like a magic missile that does't level or mage armor

So you want to take some first level spells and make them even more powerful by giving everyone unlimited use of those spells each day?


What if there was a cantrip metamagic:

Cantrip (Metamagic)
You can cast a spell an indefinite number of times per day.

Benefit: A spell cast with this metamagic are not expended when cast, and may be used again until you rest to regain spells. Any spell save DCs are calculated as if the spell were a 0th level spell.

Level Increase: +5

Spells that require an expensive material component do not benefit from this metamagic. Spells prepared this way must be prepared in a 1st level or higher spell slot. Spontaneous casters who cast a spell with this metamagic cannot expend that slot for any uses other than casting the same spell with the same metamagic(s).


What makes cantrips interesting is their limited power.

Players need to use some imagination to use them with any effectiveness (stealthily drench the barbarian to create a distraction in the inn etc etc).

Simply upping the strength so players obsessed with making things explode can have unlimited spells kind of misses the point.

Silver Crusade

Or just build your character around them to make them strong. Half Orc Sorcerer (crossblood Draconic and Elemental), all FCB going to a bonus on fire damage, and that Ray of (formerly) Frost now deals 1d3+11 damage, at will. Not spectacular, but enough to deal with your average thug.


Sneak on touch cantrips is an idea too;
Ray of frost, Inqusitor's brand spell, etc


Hrothgar Rannúlfr wrote:
QuidEst wrote:
- Steal from 5th Edition. Those are pretty strong.

I think the strongest 5E cantrips should be bumped up to 1st level spells if imported into the PF RPG. Other considerations probably need also be made for some of them.

Consider
— FIREBOLT —
1st Evocation

Casting Time: 1 standard action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

As a cantrip, this is probably too powerful (and spamming this all day might get old). But, as a 1st level spell, it could work nicely.

Give a save Reflex Negate too and it becomes Cantrip worthy.


A reflex save to negate in addition to the "to hit" roll?

Is there any precedence for that?


Hrothgar Rannúlfr wrote:

A reflex save to negate in addition to the "to hit" roll?

Is there any precedence for that?

yes i am wondering that as well seeing as how its roll to hit normal ac and not touch ac


Hrothgar Rannúlfr wrote:

A reflex save to negate in addition to the "to hit" roll?

Is there any precedence for that?

Probably not exactly, although there is a semi-precedent in Cure/Inflict Wounds, Heal/Harm, and Chill Touch which are melee touch attacks with follow-up Will or Fortitude saves to reduce effects.


My Self wrote:
Hrothgar Rannúlfr wrote:

A reflex save to negate in addition to the "to hit" roll?

Is there any precedence for that?

Probably not exactly, although there is a semi-precedent in Cure/Inflict Wounds, Heal/Harm, and Chill Touch which are melee touch attacks with follow-up Will or Fortitude saves to reduce effects.

the thing is in 5th there is no touch ac so all attacks are against normal ac and anything brought in from 5th even if it is a "touch" attack would be against normal ac


Something you could do, as either a player or GM, is see about getting "upgradable" cantrips. That is, allow cantrips to scale in power as CL increases. If the GM is looking to simply power-up spellcaster's weaker options, they could rule that all spellcasters automatically get upgrades to all cantrips at various intervals. Otherwise, there could also be a feat added along the lines of:

Cantrip Mastery
Your skill in the basics of magic are great, and only grow in time.
Prerequisites:
Ability to cast 0-level spells, CL 5
Choose 1 0-level spell you are capable of casting. This cantrip now increases in power proportionally to your CL. The exact nature of this increased power should be decided upon between you and your GM.

Possibly OP, admittedly, but it also depends on how powerful the upgraded cantrips are. In any case, it's unlikely to be more powerful than 3.5's Reserve Feats.

Some ideas for how cantrips could be upgraded (beyond just raising save DCs) : (And yes, I do realize some cantrips are already a bit on the powerful side, but that's not the point. OP wanted more powerful cantrips, so these are just suggestions)

Acid Splash: the acid could deal more damage, or maybe be less affected by hardness/acid resistance/1/2 damage.

Arcane Mark: You could know the approximate distance and direction to things marked, or perhaps it could glow, write more than just your personal rune, etc.

Bleed: Inflict bleed damage

Dancing Lights: Create more lights

Daze: Increase the HD limit, allow for more creature types

Detect Magic/Poison/Radiation: Duration other than concentration, granting a faint sense of nearby magic/poison/radiation for a scaling amount of time.

Disrupt Undead: Damage more undead, deal more damage

Flare: Higher penalties inflicted

Ghost sound: already scales, but could be used to create intelligible speech

Haunted Fey Image: Increased DR, make it last longer than 1 hit

Light: Increased radius of light, make it shine in different colors

Mage Hand: Increased weight limit, carry magic items

Mending: Heals more damage, faster casting time

Message: Include more creatures with 1 casting, increased range, telepathic communication

Open/Close: Increase size of openable doors, unlock basic locks

Prestidigitation: Changes last longer, more powerful effects

Ray of Frost: Temporarily lowers hardness, extinguishes fires

And so on...


Lady-J wrote:
My Self wrote:
Hrothgar Rannúlfr wrote:

A reflex save to negate in addition to the "to hit" roll?

Is there any precedence for that?

Probably not exactly, although there is a semi-precedent in Cure/Inflict Wounds, Heal/Harm, and Chill Touch which are melee touch attacks with follow-up Will or Fortitude saves to reduce effects.
the thing is in 5th there is no touch ac so all attacks are against normal ac and anything brought in from 5th even if it is a "touch" attack would be against normal ac

I think part of the reason there's no touch AC in 5E is that all classes use the same proficiency bonus for attack rolls. Without having all the PF classes using the same BAB, I think it'd be better to treat attack rolls for spells as PF does and make them versus touch AC.


Hrothgar Rannúlfr wrote:
Lady-J wrote:
My Self wrote:
Hrothgar Rannúlfr wrote:

A reflex save to negate in addition to the "to hit" roll?

Is there any precedence for that?

Probably not exactly, although there is a semi-precedent in Cure/Inflict Wounds, Heal/Harm, and Chill Touch which are melee touch attacks with follow-up Will or Fortitude saves to reduce effects.
the thing is in 5th there is no touch ac so all attacks are against normal ac and anything brought in from 5th even if it is a "touch" attack would be against normal ac
I think part of the reason there's no touch AC in 5E is that all classes use the same proficiency bonus for attack rolls. Without having all the PF classes using the same BAB, I think it'd be better to treat attack rolls for spells as PF does and make them versus touch AC.

given that it would be touch ac attack but i would say reflex for half instead of reflex negates but have it be unaffected by evasion/imp evasion


Strong cantrips are fine in 5th edition because the system balance takes them into account.

I would not recomend doing so for Pathfinder. But I should note that with sneak attack, my Arcane Trickster is deadly with Ray of Frost.


the system balances them so well that my Warlock's standard tactic is to use eldritch blast all the time, he seldom uses his measly 2 spell slots a day at all.

Dark Archive

There was a prestige class by a third-party I'm not remembering called the 'Master of Small Magics' that focused entirely on expanding the characters use of cantrips, at the expense of higher level spells.

That sort of thing could be interesting as an Archetype for Sorcerers or Wizards, in PF, one that *greatly* expands the potential uses of cantrips, but totally forsakes higher level spellcasting (using the slots gained for higher level spells to instead upgrade cantrips, increasing # of targets, duration, or damage dice or whatever) to cast cantrips that increase in damage / duration / etc. based on caster level, increasing like magic missile or fireball automatically, and using limited resources to boost them even further (turning a single target acid splash into an AoE effect, for instance).

I'm sure heads would explode at the notion of a spellcasting AT that essentially gave up all non-cantrip spellcasting, but sometimes that's what expectations are there for, to shatter. :)

Grand Lodge

The most powerfull I had was from a soc that made the spell up and I appoved. He called it North. All it realy did was tell him where North was and he would cast if offen so that he would not get lost. I know not ground breaking but it did help the party many times.

Scarab Sages

I'm reminded of the Orb spells from 3.5 that enabled casters to toss unlimited small damage elemental spells as long as they had a higher level one memorized.

I could see a scaling Orb of Acid cantrip that let you do 1d4 acid (+1d4 for every 3 lvls) as a ranged touch attack, so long as you have an acid spell (like Acid Arrow) memorized.

Gives a wizard a fall back basic ranged attack that isn't ever going to outshine anyone, but means they are still going to go for their big spells when the encounter calls for it.


Belabras wrote:

I'm reminded of the Orb spells from 3.5 that enabled casters to toss unlimited small damage elemental spells as long as they had a higher level one memorized.

I could see a scaling Orb of Acid cantrip that let you do 1d4 acid (+1d4 for every 3 lvls) as a ranged touch attack, so long as you have an acid spell (like Acid Arrow) memorized.

Gives a wizard a fall back basic ranged attack that isn't ever going to outshine anyone, but means they are still going to go for their big spells when the encounter calls for it.

The only Orb spell I remember was the scaling Chromatic Orb spell, which seemed to be an Illusionist's (they were a separate class back then) replacement for magic missile.


Set wrote:

There was a prestige class by a third-party I'm not remembering called the 'Master of Small Magics' that focused entirely on expanding the characters use of cantrips, at the expense of higher level spells.

That sort of thing could be interesting as an Archetype for Sorcerers or Wizards, in PF, one that *greatly* expands the potential uses of cantrips, but totally forsakes higher level spellcasting (using the slots gained for higher level spells to instead upgrade cantrips, increasing # of targets, duration, or damage dice or whatever) to cast cantrips that increase in damage / duration / etc. based on caster level, increasing like magic missile or fireball automatically, and using limited resources to boost them even further (turning a single target acid splash into an AoE effect, for instance).

Would happen to have a link to that class ?

I'm sure heads would explode at the notion of a spellcasting AT that essentially gave up all non-cantrip spellcasting, but sometimes that's what expectations are there for, to shatter. :)


Belabras wrote:

I'm reminded of the Orb spells from 3.5 that enabled casters to toss unlimited small damage elemental spells as long as they had a higher level one memorized.

I could see a scaling Orb of Acid cantrip that let you do 1d4 acid (+1d4 for every 3 lvls) as a ranged touch attack, so long as you have an acid spell (like Acid Arrow) memorized.

Gives a wizard a fall back basic ranged attack that isn't ever going to outshine anyone, but means they are still going to go for their big spells when the encounter calls for it.

IIRC, those were not the C ARcane Orb spells, but the C Mage's reserve feats... the power creep was strong already in that volume.


Set wrote:

There was a prestige class by a third-party I'm not remembering called the 'Master of Small Magics' that focused entirely on expanding the characters use of cantrips, at the expense of higher level spells.

That sort of thing could be interesting as an Archetype for Sorcerers or Wizards, in PF, one that *greatly* expands the potential uses of cantrips, but totally forsakes higher level spellcasting (using the slots gained for higher level spells to instead upgrade cantrips, increasing # of targets, duration, or damage dice or whatever) to cast cantrips that increase in damage / duration / etc. based on caster level, increasing like magic missile or fireball automatically, and using limited resources to boost them even further (turning a single target acid splash into an AoE effect, for instance).

I'm sure heads would explode at the notion of a spellcasting AT that essentially gave up all non-cantrip spellcasting, but sometimes that's what expectations are there for, to shatter. :)

oops, I meant to ask do you have a link to that class ?


I wouldn't say more powerful, but I have added extra cantrips before. You mention a weaker Magic Missile, I did that one. Called it Magic Mote, it did 1 damage without requiring an attack roll or allowing a save, although it was affected by anything that negatively impacted Magic Missile (such as broach of shielding).

If you want a Mage Armour like cantrip, how about Mage Padding: grants a 1 armor bonus for 30 minutes. (You could bump it to 2 armor if you're feeling generous)

Dark Archive

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Lastoutkast wrote:
oops, I meant to ask do you have a link to that class ?

I do not. I have a *ton* of 3rd party stuff, and it would take me weeks of diving through old stuff (mostly in boxes) to find it again, not because I have that much stuff, but because once I start opening boxes of old gaming books, I start *reading* old gaming books, and next thing you know, it's been eight hours, and my butt is paralyzed, and I've only gotten through half a box...

The leaky sieve that is my memory hints that it might have been by ENWorld publishing, but I didn't find anything on the first Google try.

Grand Lodge

Pathfinder Adventure Path, Rulebook Subscriber
My Self wrote:

What if there was a cantrip metamagic:

Cantrip (Metamagic)
You can cast a spell an indefinite number of times per day.

Benefit: A spell cast with this metamagic are not expended when cast, and may be used again until you rest to regain spells. Any spell save DCs are calculated as if the spell were a 0th level spell.

Level Increase: +5

Spells that require an expensive material component do not benefit from this metamagic. Spells prepared this way must be prepared in a 1st level or higher spell slot. Spontaneous casters who cast a spell with this metamagic cannot expend that slot for any uses other than casting the same spell with the same metamagic(s).

I really like this one, but it might (for the sake of confusion) require no access to spontaneous casters, and I might make it +6 levels. It also makes for a confusing rod. Since this is an all day thing, using the metamagic template isn't quiet right, but you could give it a slight rewrite as an arcane discovery feat.


Galnörag wrote:
My Self wrote:

What if there was a cantrip metamagic:

Cantrip (Metamagic)
You can cast a spell an indefinite number of times per day.

Benefit: A spell cast with this metamagic are not expended when cast, and may be used again until you rest to regain spells. Any spell save DCs are calculated as if the spell were a 0th level spell.

Level Increase: +5

Spells that require an expensive material component do not benefit from this metamagic. Spells prepared this way must be prepared in a 1st level or higher spell slot. Spontaneous casters who cast a spell with this metamagic cannot expend that slot for any uses other than casting the same spell with the same metamagic(s).

I really like this one, but it might (for the sake of confusion) require no access to spontaneous casters, and I might make it +6 levels. It also makes for a confusing rod. Since this is an all day thing, using the metamagic template isn't quiet right, but you could give it a slight rewrite as an arcane discovery feat.

It's meant to not be a free-cost lower-level spell for spontaneous casters. Given that the wording in the regular text (which is meant to mimic the Cantrip text) would allow a spontaneous caster to cast any spell for free so long as they have a level+5 slot remaining, I had to make some sort of exception to the text. The wording workaround is strange, but if you come up with a clearer way of expressing that, please post it.

As for it being metamagic, it is meant to be accessible for all casters, spending higher-level slots for lower-level ones. I respond +5, since +6 would put it out of the reach of 2/3 casters and most players (playing to 12th level), while +4 would be too low since this is much stronger than Echoing, which is a +3 and much more versatile than Quicken, for +4. Cantrip is meant to be Echoing, but more uses and lower DC.


If it's +5 you might as well just buy a wand. Even for a 4th level spell -> 9th level you can do that, and the cost should be down in the noise at any applicable level.


Mudfoot wrote:
If it's +5 you might as well just buy a wand. Even for a 4th level spell -> 9th level you can do that, and the cost should be down in the noise at any applicable level.

The point of the feat would be to spam-cast anything for a day without spending the extra cash. It allows for versatility in spell choice (you can pick spells you wouldn't want on a wand), >50 charge use, and no money spent. Say you're a 15th level Cleric dealing with a plague wracking a town. With something like this, you could cure the whole village of disease after an hour of preparation.

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