Request a cantrip


Magus Class


Cantrips are rather limited so maybe we could get a few new ones that could help the Magus out. Post your ideas below.

Force Needle: cantrip
Tags: Evocation, Force
Tradition: Arcane
Actions: 2 verbal , somantic
Range: 10'
Target: 1 creature

A needle of force strikes your target automatically dealing 1/2 your caster level (minimum 1) + your casting attribute force damage to the target.

2 actions to cast and short range and low damage but an auto hit. The other damage cantrips will potentially put out much more damage but might fail. This would be the safe go to for run of the mill fights


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I'd like a 1 action damage cantrip for when I need an extra action, but I suspect there's a reason why there aren't any (namely, caster's 3rd action).

Another 1d6 cantrip or the option to use Telekinetic Projectile on my weapon with Striking Spell (instead of another object). Makes thematic sense and I don't see it being to hard to convince your DM to let you, but specifically allowing it would be nice.


im hoping the book has a ton of new cantrips, multi action spells (magic misile/heal), reaction spells regardless of magus needs. I would value those more than the 2 new classes since its obvious paizo will never allow its action economy to be broken even in the name of fun.

-disgruntled fighter-magic user/summoner player


Ligraph wrote:

I'd like a 1 action damage cantrip for when I need an extra action, but I suspect there's a reason why there aren't any (namely, caster's 3rd action).

Another 1d6 cantrip or the option to use Telekinetic Projectile on my weapon with Striking Spell (instead of another object). Makes thematic sense and I don't see it being to hard to convince your DM to let you, but specifically allowing it would be nice.

I'm pretty sure you can use telekinetic projectile with striking spell. The spell just needs to target a creature or object for you to be able to apply it to your weapon. But telekinetic projectile is only marginally more damage than produce flame on a single hit, but produce flame's critical effect does persistent damage which will end up doing more.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Given that Striking Spell somewhat favors saving throw cantrips (though Magus can do well with attacks due to flanking and status buffs), save based spells similar to telekinetic projectile (raw damage, d6 per spell level) would be appreciated.


kripdenn wrote:
Ligraph wrote:

I'd like a 1 action damage cantrip for when I need an extra action, but I suspect there's a reason why there aren't any (namely, caster's 3rd action).

Another 1d6 cantrip or the option to use Telekinetic Projectile on my weapon with Striking Spell (instead of another object). Makes thematic sense and I don't see it being to hard to convince your DM to let you, but specifically allowing it would be nice.

I'm pretty sure you can use telekinetic projectile with striking spell. The spell just needs to target a creature or object for you to be able to apply it to your weapon. But telekinetic projectile is only marginally more damage than produce flame on a single hit, but produce flame's critical effect does persistent damage which will end up doing more.

Depends on how often you're critting. You'd have to be critting 14% of the time to make up the difference at level 20, assuming 3 rounds of persistent damage.

What I meant with Telekinetic Projectile was that it would be nice to be able to use it to propel your sword more, instead of grabbing some object in range. Or just another 1d6 cantrip.


Xethik wrote:
Given that Striking Spell somewhat favors saving throw cantrips (though Magus can do well with attacks due to flanking and status buffs), save based spells similar to telekinetic projectile (raw damage, d6 per spell level) would be appreciated.

Electric Arc and Chill Touch mostly cover that I think, with the narrow exception of skeletons... who are amusingly immune or resistant to all three save-based cantrips (the last being daze). But otherwise the three of them let you target any save you want, even if daze is a little weak.


I require at least 1 of each poison and sound cantrips.

Wouldn't even mind if the sound one dealt mostly bludgeoning and a little sonic if that's needed to keep it balanced.

Actually, I have an entire list on a different post. Let me grab it:

I'd like to see at least 1 cantrip each with the following traits:
Emotion
Fear (separate from the previous one. Perhaps a buff there and debuff here, though making the fear one a buff would amuse me).
Poison
Sonic
Polymorph or Morph
Disease
Fortune
Misfortune
Teleport or Move
Curse
And at least 1 cantrip that deals bleed, and another precision damage.


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I'm just being silly with this one.

Bonk!
{Cantrip}{Emotion}{Enchantment}
1 action
Range: Melee; Target: One creature
Saving Throw: Fortitude
You fill the target with unspecified emotion, creating an opening for you to whack them on the noggin.
FailureThe target is flat-footed until the beginning of your next turn.
Critical Failure As failure, and the target cannot use reactions until the beginning of your next turn.


Again, just amusing myself. This is intended as a buff spell (and lesser version of Command), but worded so that it can affect an enemy if you so choose.

Fight or Flight
{Cantrip}{Emotion}{Enchantment}{Fear}{Mental}
2 actions
Range: 30ft; Target: 1 creature
Saving Throw: Will
You trigger the target's most basic urge to either fight or run away. The target must choose either Fight (make a basic strike against a creature or object, with a +1 status bonus to the attack roll) or Flight (Step in any direction, ignoring difficult terrain). It can't Delay or take any reactions until it has chosen and taken this action. The effects depend on the target's Will save.

If you cast this on a willing target, they can choose to automatically take the critical failure effect, with no saving throw needed.

Success The creature is unaffected.
Failure For the first action on its next turn, the creature must use a single action to do its chosen action.
Critical Failure The target must use all its actions on its next turn to perform its chosen action.

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