What if... Cantrips all were one action.


Homebrew and House Rules


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Hear me out...

There's a strong argument that casters have been nerfed too much. Having played a bunch of 2e, I tend to agree. But at the same level I don't want the linear-quadratic problem.

When we first got 2e, I get the impression that cantrips were going to be the workhorses of the caster's arsenal. That would have made a ton of sense. Cantrips were the utility spells that casters knew so well they could do them at will. The spell slots were the "game changing" things that a caster would pull out during those dramatic moments. And so it makes sense to limit those and turn some into rituals, etc..

But cantrips are watered down compared to what martials can do at the equivalent level. Moreover, a caster can only have 5 cantrips up at any time. (Granted you could choose spell substitution - but any option that becomes mandatory is a terrible design choice).

But I think that a lot of the above problems can be solved with a couple small rule tweaks.

First - make all cantrips 1 action. I know they have multiple tags - usually verbal and somatic. But.. seriously? You can't talk and wave your arms at the same time? I know why they did it, but I maintain its a terrible design choice. Cantrips are supposed to be those really short bits of magic that are literally at your fingertips.

Reducing a cantrip to one action would also make them subject to the -5, -10 multiple attack tax. Thats fine. I don't expect the third attack to hit anyways (unless you're hitting a stationary object or something). But it allows you a reasonable chance to double your damage and that puts you on par with the martials.

Second, I'd add a couple more cantrip slots. Or, failing that, to relearn a cantrip with a minute of review in your spellbook. This makes cantrips a little more versatile.

That would be a good first pass at restoring the balance. It gives casters something to do. Ideally, you'd also rebalance your Level 1-9 spells and spell slots so that they would packa little more punch and be available a little less frequently. And we'd also have a few more cantrips to cover the everyday things you could do with magic.


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Zi Mishkal wrote:

Hear me out...

There's a strong argument that casters have been nerfed too much. Having played a bunch of 2e, I tend to agree. But at the same level I don't want the linear-quadratic problem.

When we first got 2e, I get the impression that cantrips were going to be the workhorses of the caster's arsenal. That would have made a ton of sense. Cantrips were the utility spells that casters knew so well they could do them at will. The spell slots were the "game changing" things that a caster would pull out during those dramatic moments. And so it makes sense to limit those and turn some into rituals, etc..

But cantrips are watered down compared to what martials can do at the equivalent level. Moreover, a caster can only have 5 cantrips up at any time. (Granted you could choose spell substitution - but any option that becomes mandatory is a terrible design choice).

But I think that a lot of the above problems can be solved with a couple small rule tweaks.

First - make all cantrips 1 action. I know they have multiple tags - usually verbal and somatic. But.. seriously? You can't talk and wave your arms at the same time? I know why they did it, but I maintain its a terrible design choice. Cantrips are supposed to be those really short bits of magic that are literally at your fingertips.

Reducing a cantrip to one action would also make them subject to the -5, -10 multiple attack tax. Thats fine. I don't expect the third attack to hit anyways (unless you're hitting a stationary object or something). But it allows you a reasonable chance to double your damage and that puts you on par with the martials.

Second, I'd add a couple more cantrip slots. Or, failing that, to relearn a cantrip with a minute of review in your spellbook. This makes cantrips a little more versatile.

That would be a good first pass at restoring the balance. It gives casters something to do. Ideally, you'd also rebalance your Level 1-9 spells and spell slots so that they would packa little more punch and be available a...

I am on the camp of casters feel completely fine, i think buffing cantrips will more like invalidate spells than make caster stronger.


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Some people just want to see the world lightning.

By which I mean, electric arc, electric arc, electric arc. What's shocking grasp compared to 3d4+12 again?


That would require a complete re-balancing of what certain cantrips do. Most cantrips already suffer MAP, except as Cyouni notes, electric arc; A cantrip that's already doing rather well and would be put beyond reason at one action.

Allowing a "can be combined with a move or reload action" under one of the casting actions would be alright, but I wouldn't go much further without completely reworking the cantrips. That is, unless you're trying to make a PF2 kineticist.

I'd welcome some cantrips that were free actions that modified some single or double actions in some way instead and relied on skill checks rather than spell attacks. But I think that would run counter to the desire to simplify the game.


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Hard disagree on casters being weak. They just aren't able to solve for every solution like they could in PF1. Further, the design space of cantrips aren't "nifty utility tricks" anymore. They are reliable and almost as powerful as slotted spells.

Just because you don't like a thing doesn't make it bad design. From what I understand about the design intent of cantrips, they seem to have hit their mark.


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Pathfinder Rulebook Subscriber

The trouble is right now the caster paradigm is sort of balanced around having an 'empty' third action that's meant to be flexible. You can cast and move or cast and swing a sword. Having one action cantrips basically 'solves' that third action.

Nevermind the rebalancing required when we go from one cantrip per turn to three.

There are a lot of improvements casters could see but this would cause more issues than it would fix.


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Pathfinder Rulebook Subscriber

I'd be curious as to what the math would say about this. Cantrips are supposed to be and SHOULD be worse than what a martial character can do on their average round, in exchange for their spells being better. This might be too much of a buff if taken in a vacuum.

Now, I'm not saying this wouldn't be feasible. But it would have to be done cautiously.

For example, these cantrips would become far too powerful compared to level 1 and 2 spells. Heck, even now at level 1 some damaging cantrips compare favorably to level 1 spells. Ray of Frost at level 1 is just better than Snowball at level 1 unless you REALLY need that speed reduction. Both cold, 1d4 + 4 for RoF vs 2d4 for SB, RoF has a longer range (120 vs 30), and it can be done infinitely rather than using a level 1 spell slot. SB's only advantage is that it has a -5 foot penalty on a hit and -10 on a crit whereas RoF only has the -10 on a crit.

If RoF was also only 1 action, then SB would be basically useless.

Now, that's just one example and probably a more extreme example than most. But the point is that you can't just drop a single action and assume everything is hunky-dory. You can't just compare cantrips to a martial's basic round. You also have to compare cantrips to spells, spells to martials, and also look at both the base level martial and a tricked out and optimized martial.

And that's a LOT to consider.


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it also messes with crit changes, and gives almost guaranteed damage thanks to spell saves.

It would be a an awful change.

Also

Quote:
There's a strong argument that casters have been nerfed too much.

I would make the argument that it has been a loud argument rather than a strong one. Drastically weaker than 1e, for sure. But weak, nah.


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While there is a very real argument that such a change would make a lot of lower level damage spells feel rather useless, I'd argue that they already do.
Low level damage spells have always, and continue even now, to feel really bad. Magic Missile is technically impressive (always hits, does hard-to-resist damage, does full damage to enemies that are typically harder to damage such as incorporeal enemies, etc.) but in action, mathematically, when dice hit the table, it pretty much always feels bad.
And I'm pretty sure I've seen enough of the arguments/math around up-casting damage spells to say that it's pretty much always a bad choice - you should just cast the higher level base spell as it will either do more damage, cover a better area, or simply both.

It really seems like the vocal minority that insisted that Wizards could do literally everything was taken too seriously, and spellcasting suffered for it.
No, casters didn't have an answer to everything. If they did, they could solo adventures, and that's just not happening. (I'd challenge anyone to show me a PF1 wizard/cleric/druid who could!)
Yes, they could do a lot of things that non-magical classes couldn't, but they weren't the gods that 3.5 made them. (And there's always the argument that if magic isn't fantastical, then what's the point of it?)


Brief comparison of potential damage if they all hit:

3 thrown daggers (short range simple weapon) does 3d4+ 3*Str with dex to hit. 6d4+ 3*Str with +1 striking (~lv4).

3 longbow (long range martial weapon) deals 3d8 (3d8+ 1.5*Str if its composite). 6d8 with +1 striking (~lv4).

3 Electric arc (assuming 1 target) deals 3d4+ 3*casting stat requires save. 6d4 at lv4.

1 2-action Electric arc +1 action remaining (assuming 1 target) deals 1d4+ casting stat requires save. 2d4 at lv4.

1 shocking grasp +1 action remaining deals 2d12+ 1d4 persistent. 3d12+1d4 at lv4.

The cantrip and dagger deal less damage than Shocking grasp; With the attack trait and 1 action it would make it deal the same damage as a thrown dagger. But than you can clearly see that spells dont really keep up, when they are expected to reliably miss or fail.

Sovereign Court

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Vali Nepjarson wrote:
Cantrips are supposed to be and SHOULD be worse than what a martial character can do on their average round, in exchange for their spells being better.

I'm not even sure about this. If you have three different attack cantrips, that's three different damage types that you can quite easily use. That's a lot more than the martial who relies on one or two weapons, and those weapons had better be the right ones for this particular monster.

I think the balance is that cantrips are individually weaker but you can have the most appropriate one for the situation.


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I think it's just as likely that our hypothetical martial has one flexible damage type weapon for three damage types, as it is that our hypothetical caster spent 3/5 of his cantrips on damage.


I agree with those who say that casters are fine.

My last campaign was a 5th edition one, and our party was full of casters:

- wizard with 1 lvl cleric
- blade Singer
- eldritch knight
- sorcerer
- bard/sorcerer

Just because being a caster was too easy in terms of dmg. Especially with cantrips. Also rituals was not the best deal.

Currently, in this p2e, it is not Wise to only rely on casters, because of how rests work. And this is definitely a good thing.

Casters can be both controllers, blasters and support on demand, and can turn the tides in a glimpse .

They obviously are supposed not to abuse of their spells ( or else they won't last the entire dungeon ).

Now it is possible to do X fights in a row and Y rests during a day, which is great. Players can be pushed through tasks with a time limit in a proper way, and they will definitely pay if they are too greedy or wasteful.

Focus points could also help saving spells.


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Neo2151 wrote:
(I'd challenge anyone to show me a PF1 wizard/cleric/druid who could!)

I distinctly remember people running Paizo AP's solo with just Caster+Companion. Druids, Summoners, Feather Domain Clerics obviously being the prime choices.


ErichAD wrote:
I think it's just as likely that our hypothetical martial has one flexible damage type weapon for three damage types, as it is that our hypothetical caster spent 3/5 of his cantrips on damage.

That's only if you have 5. You can pick up 2 from ancestry, 2 from multiclass, 1-2 from familiar, 2 from a feat, ect... If you have 10+ cantrips, does 3+ damage types with cantrips look more likely?


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Temperans wrote:
** spoiler omitted **

Your assumption that all attacks hit and electric arc targets only one creature is incredibly misleading. The reason electric arc is the strongest attack cantrip is largely because it hits two people and does 1/2 damage on a save. Completely ignoring that makes this assessment less useful.


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Pathfinder Adventure Path Subscriber

I could be interested in more cantrip that take one action with a reduced effect compared to existing cantrips, but I would be disappointed if they all had to be balanced around costing only one action. I want some cantrips to be more powerful than others in certain situations.


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Paradozen wrote:
Temperans wrote:
** spoiler omitted **
Your assumption that all attacks hit and electric arc targets only one creature is incredibly misleading. The reason electric arc is the strongest attack cantrip is largely because it hits two people and does 1/2 damage on a save. Completely ignoring that makes this assessment less useful.

Also his level selection artificially makes weapons look better. At level 4, 3 electric arcs do 6d4+12 (lvl 2 spell 2d4 + Mod), but at level 5 this jumps to 9d4+12 and it hits TWO creatures, so it really does 18d4+24. That is a ton higher than your 6d8+3 for the longbow.


graystone wrote:
ErichAD wrote:
I think it's just as likely that our hypothetical martial has one flexible damage type weapon for three damage types, as it is that our hypothetical caster spent 3/5 of his cantrips on damage.
That's only if you have 5. You can pick up 2 from ancestry, 2 from multiclass, 1-2 from familiar, 2 from a feat, ect... If you have 10+ cantrips, does 3+ damage types with cantrips look more likely?

I suppose you could spend your feats on more spells, but I'm pretty sure those options aren't relegated to casters alone.


Pathfinder Adventure Path Subscriber

At 4th level isn't electric arc doing 4d4+spell casting attribute to each target on a failed save? You don't multiply the attribute damage.


Kelseus wrote:
Paradozen wrote:
Temperans wrote:
** spoiler omitted **
Your assumption that all attacks hit and electric arc targets only one creature is incredibly misleading. The reason electric arc is the strongest attack cantrip is largely because it hits two people and does 1/2 damage on a save. Completely ignoring that makes this assessment less useful.
Also his level selection artificially makes weapons look better. At level 4, 3 electric arcs do 6d4+12 (lvl 2 spell 2d4 + Mod), but at level 5 this jumps to 9d4+12 and it hits TWO creatures, so it really does 18d4+24. That is a ton higher than your 6d8+3 for the longbow.

You both might want to read the example a second time. Temperans said ‘assuming only one target’ in their example; so bringing up a second target is a moot point. They also use electric Arc as an example for why it would be a rather bad idea to make cantrips 1 action.


Unicore wrote:
You don't multiply the attribute damage.

In PF2, you multiply all damage except for things specifically added upon the event of getting to double damage.

So if a spell says 'double damage' you double the whole damage, though some of the spells do have a specific damage listed for a critical success on the attack or a critical failure on a save, electric arc isn't one of them.


Pumpkinhead11 wrote:
Kelseus wrote:
Paradozen wrote:
Temperans wrote:
** spoiler omitted **
Your assumption that all attacks hit and electric arc targets only one creature is incredibly misleading. The reason electric arc is the strongest attack cantrip is largely because it hits two people and does 1/2 damage on a save. Completely ignoring that makes this assessment less useful.
Also his level selection artificially makes weapons look better. At level 4, 3 electric arcs do 6d4+12 (lvl 2 spell 2d4 + Mod), but at level 5 this jumps to 9d4+12 and it hits TWO creatures, so it really does 18d4+24. That is a ton higher than your 6d8+3 for the longbow.
You both might want to read the example a second time. Temperans said ‘assuming only one target’ in their example; so bringing up a second target is a moot point. They also use electric Arc as an example for why it would be a rather bad idea to make cantrips 1 action.

The whole point of the example is to show how cantrip damage would compare to a weapon attack, but to ignore the fact that you can hit two creatures with one action underestimates how strong a single action cantrip would be. It is more accurate to show damage for hitting two targets. I also included the damage for only one target 9d4+12, an average of 34 damage (assuming failed saves) vs. 30 for the bow.


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Pathfinder Lost Omens, Rulebook Subscriber
ErichAD wrote:
graystone wrote:
ErichAD wrote:
I think it's just as likely that our hypothetical martial has one flexible damage type weapon for three damage types, as it is that our hypothetical caster spent 3/5 of his cantrips on damage.
That's only if you have 5. You can pick up 2 from ancestry, 2 from multiclass, 1-2 from familiar, 2 from a feat, ect... If you have 10+ cantrips, does 3+ damage types with cantrips look more likely?
I suppose you could spend your feats on more spells, but I'm pretty sure those options aren't relegated to casters alone.

For reference, my wizard player wanted to multiclass for more utility spell slots. Cantrips came along for the ride.

They have:

Detect Magic (from Arcane Sense background feat)
Ray of Frost (from Staff of Evocation)

+1 Cantrip from Cantrip Connection familiar ability (Any 1)
+1 Cantrip from Evocation Bonus (Any evocation)
+5 Cantrips from Class Progression (Any 5)

+2 Cantrips from Sorcerer Dedication (Guidance, Know Direction)
+1 Cantrips from Bloodline Breadth (Stabilize)
+2 Cantrips from Bard Dedication (Sigil, Read Aura)

For a total of 14 cantrips. Again, they didn't go out of their way to acquire these, they came along with the other spell slots she was after.

Not saying that this is typical, but some casters are awash in cantrips.


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I did assuming 1 target to simulate a 1v1 fight and I chose lv 4 because that's the level around which you get +1 striking runes. Overall, casters get a new spell level 1 lv before martials get better damage dice runes; but martials do get better to hit runes on level so more chances to land hits/crits (not what I was looking at).

I assumed that they daggers hit and the target failed the electric arc and shocking grasp save to keep it "equal". In reality, the dagger is much more likely to crit with the first hit with the second and miss with the 3rd so the damage doesnt change much. The electric arc for comparison has enemies likely to succeed using regular save values; so first attack may be a failure, second is a success, and a crit success with the 3rd for effective 1/2 the damage I listed.

As for the Electric Arc having 2 targets making it deal 12d4+24 at lv4, it's the only cantrip to do that and I agree that it would be broken if it could be used as 3 single actions: But I assumed that it would be changed if the rule actually happens or would remains as the only 2 action cantrip.

* So just to conclude and state my intention. Someone asked "what about shocking grasp?" and I said, "okay let's see the difference". The conclusion being that:

1: Spells using slots really do have poor scaling as the only way to increase damage is to use a higher slot.

2: Even thrown weapons without any boost is better than a cantrip, as far as damage goes.

3: Making cantrips 1 action would probably feel great for casters. But given how some people think 2 action Electric Arc is "broken" (generally worse than 2 thrown weapons) all of them would have a hissy fit over how "absurd and broken" the rule and casters are.


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Pathfinder Adventure Path Subscriber

Yeah, any cantrip that has a saving throw and no attack roll can’t be balanced around being 1 action without having trivially low damage (lower than daze). Maybe a future melee attack cantrip that does 1d4 with no attribute bonus and heightens every other or every third level, would be about balanced. But damage type would be an important factor too


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

How about cantrips are 1 action for the base damage and 2 action to heighten the damage.

e.g. 1 action electric arc will only ever do 1d4+ability per target. 2 Actions heightens it.

That would also mean other cantrips with crit riders might see more action for crit fishing. Also allows more choices without (once level 3 is hit) really affecting play.


That sounds like it would be fine, wouldn'tassively change around the damage numbers between classes and would allow for using some less-used cantrips for crit fishing, like you said (though they would probably feel bad to use, since the fighter's one action attack will be doing at least 10x what your one action cantrip will do 95% of the time).


thenobledrake wrote:
Unicore wrote:
You don't multiply the attribute damage.

In PF2, you multiply all damage except for things specifically added upon the event of getting to double damage.

So if a spell says 'double damage' you double the whole damage, though some of the spells do have a specific damage listed for a critical success on the attack or a critical failure on a save, electric arc isn't one of them.

You multiply all damage for criticals. There's no such rule for cantrips.


whew wrote:
thenobledrake wrote:
Unicore wrote:
You don't multiply the attribute damage.

In PF2, you multiply all damage except for things specifically added upon the event of getting to double damage.

So if a spell says 'double damage' you double the whole damage, though some of the spells do have a specific damage listed for a critical success on the attack or a critical failure on a save, electric arc isn't one of them.

You multiply all damage for criticals. There's no such rule for cantrips.

Cantrips with spell attack rolls hit criticals and basic saves double all damage too...


oholoko wrote:
whew wrote:
thenobledrake wrote:
Unicore wrote:
You don't multiply the attribute damage.

In PF2, you multiply all damage except for things specifically added upon the event of getting to double damage.

So if a spell says 'double damage' you double the whole damage, though some of the spells do have a specific damage listed for a critical success on the attack or a critical failure on a save, electric arc isn't one of them.

You multiply all damage for criticals. There's no such rule for cantrips.

Oops, I was replying to something that no-one was saying.


BellyBeard wrote:
That sounds like it would be fine, wouldn'tassively change around the damage numbers between classes and would allow for using some less-used cantrips for crit fishing, like you said (though they would probably feel bad to use, since the fighter's one action attack will be doing at least 10x what your one action cantrip will do 95% of the time).

Well the 1 action attack on average deals more dmg than a 2 action cantrip, so no much difference. But yeah, the crit fishing would be cool.


Pathfinder Rulebook Subscriber

I'm not entirely sure we want to be encouraging 1a cantrios with guaranteed damage, no matter how minor. I think that's liable to produce a reduction in player tactics.


(You know, just because you move cantrips to 1 action doesn't preclude leaving electric arc at two....)

Silver Crusade

Then no one takes that since they can just 3 rounds rapid the other cantrips.


Well you can still do electric arc + another cantrip. Also I assume that electric arc is always heigthend.


Rysky wrote:
Then no one takes that since they can just 3 rounds rapid the other cantrips.

People already think that Electric Arc is overpowered compared to the other cantrips. Leaving it alone and making the other cantrips 1-action makes it useless?

¯\_(ツ)_/¯

Silver Crusade

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I don’t think it’s overpowered.

Having the decision between 1 Electric Arc + 1 other damage cantrip vs 3 damage cantrips just to punish EA because of the perception of being overpowered would relegate it to uselessness.


Pathfinder Adventure Path Subscriber
Draco18s wrote:
Rysky wrote:
Then no one takes that since they can just 3 rounds rapid the other cantrips.

People already think that Electric Arc is overpowered compared to the other cantrips. Leaving it alone and making the other cantrips 1-action makes it useless?

¯\_(ツ)_/¯

None of the other cantrips would be well balanced around being 1 action. Acid splash is a little confusing which I will post about in the rules section, but if splash works the way it does for everything else that is a splash, then it would do damage on a miss which is way too powerful for a one action cantrip (hence why chill touch is out too).

produce flame, ray of frost and telekinetic projectile would have to have their heightening mechanic completely rebalanced to work around being one action attacks, and the rogue ability to sneak attack with cantrips would definitely have to be examined as well.

Overall, this (making any existing cantrips 1 action) strikes me as a bad idea for a general houserule and I would still promote starting off by creating 1 cantrip that would be a one action attack and testing that in play for balance. Especially because the biggest balance issues are going to be seen at higher levels when casters are hitting legendary proficiency with spells (so fighter accuracy) doing large numbers of damage dice.


Wasnt one of the proposed additions to make 1-action cantrips suffer MAP? If so Electric arc would get the benefit of not having or increasing MAP, making it a better choice for accuracy.

If however, electric arc does suffer from MAP using this rule than it needs some other benefit; Maybe allow it to give deafened for 1 rd? I mean electricity does make a lot noice.


Pathfinder Adventure Path Subscriber

Here is my suggestion for a one action cantrip:

Jolt
1 action
Traits: Attack, Cantrip, Evocation
Traditions: Arcane, Primal.
Cast: Somatic
Range: 30ft
Target: 1 creature.
Effect: You send a bolt of electric enemy at your target. Make a ranged spell attack. If you hit, you deal 1d4 electric damage. You deal double damage on a critical success.

Heighten: (+2) increase damage by 1d4. +2d4 on a crit.

It is an incredibly bland spell, and eventually there might be room for applying very minor effects in place of additional damage on a crit, but they need to less than existing 2 action cantrip effects. so maybe something like a -5 spd penalty for 1 turn on a critical success. And you dont want the range to go over 30 on any 1 action spell attack.


Rysky wrote:
I don’t think it’s overpowered.

FWIW, I don't either. I just said that there's a thread about it being "twice as good as other cantrips" and now there's this thread making every other cantrip twice as good by making them 1 action, but then everyone is like "nope, Electric Arc becomes useless then."


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Zi Mishkal wrote:
Reducing a cantrip to one action would also make them subject to the -5, -10 multiple attack tax. Thats fine. I don't expect the third attack to hit anyways (unless you're hitting a stationary object or something). But it allows you a reasonable chance to double your damage and that puts you on par with the martials.

Why must casters be on par with martials as far as damage output is concerned? They can do so much more than attack. They can buff the party, make them invisible, make them fly, teleport them, charm foes, and the list goes on and on. Why should casters be as good as martials at dealing damage and still do all the other things?

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