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View Full Version : Cantrippin':Level 0 Never Looked So Great[3.5, PEACH]



Pyromancer999
2011-01-13, 07:09 PM
Introduction: It's always the same. Whenever my players make a new, level 1 character that has magic, they always use cantrips, usually running out of cantrip slots before level 1 spell slots. This remains the same for a few levels. However, as they level up, they use level 0 spells less and less. After all, it's not like level 0 spells have much use at 8th level or beyond. I've even tried giving them the unlimited cantrip house rule, but even then they don't use it that much, because they simply can't use the spells. The cantrips and feats and monster that follow are part of an attempt to make level 0 fun for everyone, at least a little more, anyways. Enjoy!:

Spells

Bone Walk
Necromancy
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S
Casting Time:1 standard action
Range:10 feet/level
Target:Corpse or skeleton of any creature w/1 or less HD
Duration:1 round + 1 round/3 levels
Saving Throw:None
Spell Resistance: No
This spell animates the body of a dead creature, turning it into a skeleton under your command for the duration. However, due to the uncontrolled nature of this cantrip, the skeleton turns into ash after the duration is used up, as the negative energy that controls it burns through. This renders it unsuitable for animation.

Bone Minion
Necromancy
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S, M
Casting Time:1 minute
Range:5 ft
Target:Corpse or skeleton of any creature w/1 or less HD
Duration:Instantaneous
Saving Throw:None
Spell Resistance: No
This spell animates the body of a dead creature as though affected by Animate Dead, turning it into a skeleton under your command. However, due to the risky nature of animation through this cantrip, you may only have a number of HD of animated skeletons through this equal to half your caster level(minimum 1). Also, HP is calculated for undead animated this way as though they had 1/2 the HD they have.
Material Component: Grave dirt, Any Gem worth 10 gp

Animated Object
Transmutation
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S
Casting Time:1 standard action
Range:10 ft./level
Target:One Tiny object; Two Tiny Objects or One Small Object; see text
Duration: 1 round + 1 round/ 2 levels
Saving Throw:None
Spell Resistance:No
This spell animates one Tiny object as an Animated Object for its duration. Should you ever learn Animate Objects, you may instead animate one Small object with this spell or two Tiny objects.

Primal Blow
Transmutation
Level:Sor/Wiz 0, Drd 0
Components: S
Casting Time:One standard action
Range:Touch/Personal
Target:Touched creature/ You
Duration:1 round + 1 round/ 2 levels
Saving Throw:None
Spell Resistance: Yes(Harmless)
For the duration of the spell, you or a creature touched gains the use of one natural weapon that deals 1d4 damage for Medium creatures (1d3 for Small, and 1d6 for Large.

De-Pants
Evocation
Level: Brd 0, Sor/Wiz 0
Components:S
Casting Time:1 standard action
Range:10 ft + 10ft/ 2 levels
Target:One clothed creature in radius
Duration:Instantaneous
Saving Throw:Reflex negates
Spell Resistance: Yes(harmless)
This spell automatically blows the target's clothing to shreads. Aside from embarrassing the newly de-clothed person, all creatures of the same type within line of sight to the victim have a 50% chance to become dazed for 1 round. This cantrip does not work on un-clothed creatures, and only has a 20% chance of working in combat or with creatures not of the . This cantrip does not affect armor or any other worn vestment that grants a bonus to AC or is otherwise magical.

Boy to Girl
Transmutation
Level: Brd 0, Beg 0, Sor/Wiz 0
Components: V, S, M
Casting Time: One Minute
Range:10 ft
Target:One gendered creature within range
Duration: One hour/ level
Saving Throw:Will negates
Spell Resistance: Yes
This spell physically transforms a creature within range into a member of the opposite gender of its race. If the creature in question's species has more than one gender, the creature may choose one other gender other than its own. This spell does not transform the creature into just any member of the opposite gender, but what they would have looked like if they had been born that gender. This spell grants a +1 to Charisma-based skill checks against creatures attracted to the gender and species of the subject, and also a +1 to Disguise when someone is looking to identify them. The Disguise bonus does not negate the familiarity bonus in this situation.
Material Component: An item from a member of the opposite gender

Damage Soak
Abjuration/Evocation
Level: Brd 0, Sor/Wiz 0, Clr 0
Components: V, S
Casting Time:One swift action
Range:Personal/5 ft/ level(see text)
Target:Self/creature within range(see text)
Duration:Instantaneously ;One round/level after hit first(see text)
Saving Throw:Reflex
Spell Resistance: Yes
This spell acts in two stages. First, it creates a shield around the caster. Then, whenever someone attacks the caster, the caster may choose to activate its effect, after which the shield only lasts 1 round/ level. Whenever someone attacks the caster, the caster may absorb damage from the attack, up to 3 points damage from the attack. After the attack is made, the caster may unleash the stored damage as a blast that targets one creature within range that deals 1 point of damage. This spell may only absorb 3 points of damage.
Know More
Divination
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time:One minute
Range:See text
Target:One creature
Duration:Instantaneous
Saving Throw:Yes, Will
Spell Resistance: Yes
Upon casting this spell, the caster asks one question that can be answered with up to three words about any one creature. This question can only be casual, like asking basic information about the creature, like "What is his name?", "What is his favorite food?", "What race/class is he/she?". This has also been called the Crush spell, as many a female arcane caster has used this spell to find out if the one they admire likes them back. There is only a 70% + 1%/caster level chance of the answer being correct. Distance does not matter in this case, so long as the target is on the same landmass.
Material Component: Something from the creature to be questioned about.

Switcheroo
Conjuration(Teleportation)
Level: Bard 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: 5 feet
Target:One object of up to Small size within range
Duration:Instantaneous
Saving Throw:Will negates(harmless)
Spell Resistance: Yes
This spell switches one object with another within range.

Help
Transmutation
Level:Brd 0, Sor/Wiz 0
Components: V, S
Casting Time:1 standard action
Range: 10 ft + 10 ft/ 2 levels
Target:One creature within range
Duration:Instantaneous
Saving Throw:Will negates
Spell Resistance: Yes
When the creature within range makes a skill check, the caster may make the subject use his ranks/ability score bonuses in the skill instead of the subject's own. Originally made by a helpful caster when his friends took tests, this has also been used to make others goof up displays of skill in front of others. This cantrip cannot give the target a bonus that would increase or decrease the target's bonus by more than 5.

Figment
Illusion
Level: Beg 0, Brd 0, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time:One standard action
Range:10 ft
Effect:One image of up to Small size
Duration:Concentration
Saving Throw:Will negates
Spell Resistance: Yes
The spell caster creates one image as the Minor Image spell, except that the Image may only be of up to Small size, and only a fool could mistake the image for the real thing, leaving this spell with a DC of 5.

Feats

Cantrippin'
Prerequisites: Cast cantrips, caster level 3rd
Benefit: As a standard action once per day per two caster levels, you may use an unused spell slot to cast a number of cantrips he or she knows at once equal to twice the slot's level. Spell effects stack for this purpose.

Really Cantrippin'
Prerequisites: Cantrippin', Caster level 6th
Benefit: You make sacrifice a usage of a higher level spell slot to improve a cantrip. The DC of the cantrip is treated as though it were a spell of the spell slot's level, and any effects are multiplied by twice the spell slot's level(ex. a 1d3 damage-dealing spell deals 6d3 damage under the spell)

Magic Man
Prerequisite: Knowledge(Arcana) 6 ranks(None if you cast spells)
Benefit: You are treated as though constantly under the effect of Prestidigitation. Additionally, if you are a non-spellcaster, you may also cast one cantrip of your choice 2/day.

Creatures

Widget
Tiny Construct
HD: 1 HD(5 HP)
Speed: 20 ft. (4 squares)
Init: +4
AC: 12; touch 12; flat-footed 10
(+2 size)
BAB: +0; Grp -8
Attack: Slam + 1 Melee(1d6 - 1)
Full-Attack: Slam + 1 Melee(1d4 - 1)
Space: 2 1/2 ft.; Reach 0 ft.
Special Attacks:Spell-Fused Punch
Special Qualities:Spell
Saves: Fort +1 Ref +1 Will +1
Abilities: Str 11, Dex 11, Con -, Int 8(10 if Int-based), Wis 10, Cha 8(10 if Cha-based); see text
Skills:Creator selects 3 + their Int mod skills, and invests the construct's skill points(2 + Int mod x 4) in those skills
Feats:Improved Initiative, One of creator's choosing
Environment:Same as creator
Organization: None/ 1
Challenge Rating: 1/2
Treasure: None
Alignment:Same as Creator
Advancement: None
Level Adjustment: -

Widgets are elementary constructs created by beginner arcane spellcasters, half of whom discover how to make one accidentally. This construct, unlike others, does not involve a bound spirit, instead animated by naught more than a few cantrips and only a tiny shard of the spellcaster's power, also making it an ideal practice construct for those who plan to make more advanced constructs in the future. Widgets also have a slightly-more-than-rudimentary intelligence, and can usually speak around 100 words in one language the creator knows. Widgets are usually made up of whatever the spellcaster has on hand.

Abilities
Spell(Sp): Widgets are animated by two cantrips: Animated Object and one other. The Widget may cast this other cantrip as a spell-like ability 3/day, with his caster level equaling its HD.

Spell-Infused Punch(Su):If the widget hit a creature with its slam attack, it may cast its other cantrip as a free action.

Construction

Widgets are not that hard to make, seeing as they do not even require any costly material components, nor much power. Widgets can be made out of any malleable material, or an existing statue. Widgets can be shaped however the spellcaster wants, if he has the skill(use the Astral Construct shaping guidelines for this). Next, the spellcaster invests power and spells in the construct, taking only 1 hour. After this, the Widget springs to life, ready to follow its creator's commands. Upon creation, the creator may add two points to any ability score, either +1 to two ability scores, or +2 to one ability score.

Animated Object, any one other cantrip, must be arcane spellcaster level 1st, Price: - (Can't be sold, loyal only to creator), Price: 0 gp + 30 xp.

Note:Widgets can be used as familiars, granting a +2 to Knowledge(Arcana) Checks, and a +1 to Spellcraft checks involving the other cantrip used in its creation.


Well, that's it. Feel free to comment/PEACH and put forth any requests for level 0 spells you'd like to see.

Zeta Kai
2011-01-13, 07:30 PM
The spell switcheroo is overpowered, IMO. It would be far too easy for an imprisoned mage to lure a guard over to their cell door, cast this spell, & just walk away while the guard is stuck on the wrong side of the bars. As written, even a rat (a ubiquitous fixture of fantasy-genre prisons) would suffice, turning what is normally a creature that is merely flavor-text-fodder in most stories into an ad hoc jail key. And this is just one scenario usable by a 1st level mage.

Pyromancer999
2011-01-13, 07:32 PM
Changed the wording so that it's only a willing creature, so that should reduce the power a bit.

Fable Wright
2011-01-13, 07:35 PM
Changed the wording so that it's only a willing creature, so that should reduce the power a bit.

You switch places with that tin can on the other side of the door. You might need to exclude objects, too.

Also, Magic Man is way overpowered. They at least need to prepare the spell ahead of time, from a premade list of spells, or they will, once each day, get a spell from a third party book, not to mention the fact that you are letting ToB characters get access to high-level polymorph spells. You may want to tone it down a bit...

Pyromancer999
2011-01-13, 07:43 PM
You switch places with that tin can on the other side of the door. You might need to exclude objects, too.

Read the spell again. It only works objects to objects, and creature to creature.


Also, Magic Man is way overpowered. They at least need to prepare the spell ahead of time, from a premade list of spells, or they will, once each day, get a spell from a third party book, not to mention the fact that you are letting ToB characters get access to high-level polymorph spells. You may want to tone it down a bit...
Changed the 1/month spell to 1 less than the highest a spellcaster of 1/2 HD could cast. Not that much room for abuse there. Also, I don't think 1 cantrip 2/day is that powerful, even if it is from a third party book....unless there's a completely ridiculous one out there.

Fable Wright
2011-01-13, 07:47 PM
Read the spell again. It only works objects to objects, and creature to creature.

Well, that works.

Changed the 1/month spell to 1 less than the highest a spellcaster of 1/2 HD could cast. Not that much room for abuse there. Also, I don't think 1 cantrip 2/day is that powerful, even if it is from a third party book....unless there's a completely ridiculous one out there.
No, the cantrip 2/day is fine. It's just the higher-level spell. Although, now, some of the cantrip options are beginning to look more powerful... :smallwink::smalltongue:

Re'ozul
2011-01-13, 07:55 PM
Damage Soak is nice, especially in lower levels and if you actually DO give infinite cantrips.

The Bone spells can be fun in lower levels when going against goblins and kobolds (or later by making an army of skeleton chickens)

De-pants...just...why?

Switcheroo: watch your players set up shell games.

Really Cantrippin': better any random effects? using a 3rd spell slot gets you a +6 to all saves via resistance.
Especially ones with many effects: take a 3rd spell slot (new variables in brackets)
Dancing lights:
up to 4 (24) spheres of light in a 10'(not an effect) area give off 30' (180') light. They can move 100' (600') per round.

Though allowing something like that would definately have your characters using cantrips all the time.

Pyromancer999
2011-01-13, 08:05 PM
No, the cantrip 2/day is fine. It's just the higher-level spell. Although, now, some of the cantrip options are beginning to look more powerful... :smallwink::smalltongue:

It's once per month. Even if it's something like Polymorph, it's not like they get to do it frequently, or even enough to matter.


Damage Soak is nice, especially in lower levels and if you actually DO give infinite cantrips.

Yeah. Can't have infinite cantrips on that one. It's fine with limited usage, but unlimited....that basically doubles how long you can hold out, if not more.


The Bone spells can be fun in lower levels when going against goblins and kobolds (or later by making an army of skeleton chickens)

True, although one must acknowledge the limits of the spells, so it's not like there'd be dozens of chickens.


De-pants...just...why?

One of my players had a beguiler character that was a prankster in a past short campaign. During a visit to a magical city, the character commented about how there were all these types of magic, but none really helped him prank anyone. It's also the reason for the Boy to Girl cantrip.


Switcheroo: watch your players set up shell games.

Indeed.


Really Cantrippin': better any random effects? using a 3rd spell slot gets you a +6 to all saves via resistance.
Especially ones with many effects: take a 3rd spell slot (new variables in brackets)
Dancing lights:
up to 4 (24) spheres of light in a 10'(not an effect) area give off 30' (180') light. They can move 100' (600') per round.

Though allowing something like that would definately have your characters using cantrips all the time.

True, I suppose I could extend it to all effects, but I'd need to think on it. By the way, a 3rd spell slot would only provide +3 to all saves.

Re'ozul
2011-01-14, 07:28 AM
Really Cantrippin'
Prerequisites: Cantrippin', Caster level 6th
Benefit: You make sacrifice a usage of a higher level spell slot to improve a cantrip. The DC of the cantrip is treated as though it were a spell of the spell slot's level, and any effects are multiplied by twice the spell slot's level(ex. a 1d3 damage-dealing spell deals 6d3 damage under the spell)

The way I read it its based on the spell slot you sacrifice.

Morph Bark
2011-01-14, 10:56 AM
I find it sorta typical in a way there is a Boy to Girl cantrip but no Girl to Boy cantrip. :smalltongue:

Primal Blow should clarify what kinds of natural weapons are available though. There are LOADS and not all have a standard set damage ratio compared to size.

Thomar_of_Uointer
2011-01-14, 12:04 PM
Very creative, but BALANCE BALANCE BALANCE!


Bone Walk
Necromancy
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S
Casting Time:1 standard action
Range:10 feet/level
Target:Corpse or skeleton of any creature w/1 or less HD
Duration:1 round + 1 round/2 levels
Saving Throw:None
Spell Resistance: No
This spell animates the body of a dead creature, turning it into a skeleton under your command for the duration. However, due to the uncontrolled nature of this cantrip, the skeleton turns into ash after the duration is used up, as the negative energy that controls it burns through. This renders it unsuitable for animation.

Give it a casting time of 1 round, a range of touch, and a 10 gp material component to balance it against Summon Monster I. The Target could be simplified to "one humanoid corpse, or one corpse of a creature with 1 Hit Die or less" to make it easier to use.
The reasoning here is that this is a serious contender for Summon Monster I (whose longer duration doesn't really help because level 1 summons can be killed with a good whack.)


Bone Minion
Necromancy
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S, M
Casting Time:1 minute
Range:5 ft
Target:Corpse or skeleton of any creature w/1 or less HD
Duration:Instantaneous
Saving Throw:None
Spell Resistance: No
This spell animates the body of a dead creature as though affected by Animate Dead, turning it into a skeleton under your command. However, due to the risky nature of animation through this cantrip, you may only have a number of HD of animated skeletons through this equal to half your caster level(minimum 1).
Material Component: Grave dirt
I just can't get behind this one. Animate dead already fulfils its purpose, and it's quite high-level and costs a lot. This is also too similar to the previous skeleton spell, and is really just overpowered.


Animated Object
Transmutation
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S
Casting Time:1 standard action
Range:10 ft./level
Target:One Tiny object; Two Tiny Objects or One Small Object; see text
Duration: 1 round + 1 round/ 2 levels
Saving Throw:None
Spell Resistance:No
This spell animates one Tiny object as an Animated Object for its duration. Should you ever learn Animate Objects, you may instead animate one Small object with this spell or two Tiny objects.
See the changes I recommended for the instant-skeleton spell. Needs a longer casting time since it's a mini-summon.


Primal Blow
Transmutation
Level:Sor/Wiz 0, Drd 0
Components: S
Casting Time:One standard action
Range:Touch/Personal
Target:Touched creature/ You
Duration:1 round + 1 round/ 2 levels
Saving Throw:None
Spell Resistance: Yes(Harmless)
For the duration of the spell, you or a creature touched gains the use of one natural weapon, sized appropriately for the creature.
You didn't specify what kind of natural weapon you get. (Damage dice and damage type is very important, you should include a table.) At least give a list. I'd say it's balanced to make it a simple 1d6 dealing the caster's choice of slashing, piercing, or bludgeoning damage.


De-Pants
Evocation
Level: Brd 0, Sor/Wiz 0
Components:S
Casting Time:1 standard action
Range:10 ft + 10ft/ 2 levels
Target:One clothed creature in radius
Duration:Instantaneous
Saving Throw:None
Spell Resistance: Yes(harmless)
This spell automatically blows the target's clothing to shreads. Aside from embarrassing the newly de-clothed person, all creatures within line of sight to the victim become dazed for 1 round. This cantrip does not work on un-clothed creatures, and only has a 50% chance of working in combat with non-humanoids.
1) Make it allow a Will saving throw. You can get rid of the "combat with non-humanoids" bit, the normal way to do this sort of thing in 3.5 edition is to allow a saving throw.
2) Make it explicitly not work on armor and magical clothing.


Boy to Girl
Transmutation
Level: Brd 0, Beg 0, Sor/Wiz 0
Components: V, S, M
Casting Time: One Minute
Range:10 ft
Target:One gendered creature within range
Duration: One hour/ level
Saving Throw:Will
Spell Resistance: Yes
This spell physically transforms a creature within range into a member of the opposite gender of its race. If the creature in question's species has more than one gender, the creature may choose one other gender other than its own. This spell does not transform the creature into just any member of the opposite gender, but what they would have looked like if they had been born that gender. This spell grants a +1 to Charisma checks against creatures attracted to the gender and species of the subject, and also a +2 to Disguise when someone is looking to identify them. The Disguise bonus only works 40% of the time if the creature looking for the subject has met them on more than a few occasions.
Material Component: An item from a member of the opposite gender
Specify "Will negates" instead of just "Will". Rephrase "Charisma checks" as "Charisma-based skill checks," because characters rarely make unmodified Charisma checks in social interactions.
I would rephrase the Disguise rules (because this is very different from the Disguise rules as written.) Say that it negates the penalty for disguising yourself as the opposite gender, and explicitly state that it does not affect the normal Familiarity bonus.


Damage Soak
Abjuration/Evocation
Level: Brd 0, Sor/Wiz 0, Clr 0
Components: V, S
Casting Time:One swift action
Range:Personal/5 ft/ level(see text)
Target:Self/creature within range(see text)
Duration:Instantaneously ;One round/level after hit first(see text)
Saving Throw:Reflex
Spell Resistance: Yes
This spell acts in two stages. First, it creates a shield around the caster. Then, whenever someone attacks the caster, the caster may choose to activate its effect, after which the shield only lasts 1 round/ level. Whenever someone attacks the caster, the caster may absorb damage from the attack, up to 1d3 + 1/ 3 levels damage from the attack. After the attack is made, the caster may unleash the stored damage as a blast that targets one creature within range. This spell may absorb only 1d3 + 1/ 3 levels of damage.
That's complicated... And it's more of a first-level spell (compare it to the psionic biofeedback.)


Know More
Divination
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time:One minute
Range:See text
Target:One creature
Duration:Instantaneous
Saving Throw:Yes, Will
Spell Resistance: Yes
Upon casting this spell, the caster asks one question that can be answered with up to three words about any one creature. This question can only be casual, like asking basic information about the creature, like "What is his name?", "What is his favorite food?", "What race/class is he/she?". This has also been called the Crush spell, as many a female arcane caster has used this spell to find out if the one they admire likes them back.
The standard for divination spells it to have a percent chance of an incorrect response, and no saving throw. Maybe say the answer has a 70% + 1% per level chance of being correct, and the answer is incorrect otherwise.
Also, your range isn't specified. You should require the caster to be holding something owned by the creature or something similar.


Switcheroo
Conjuration/Transmutation
Level: Bard 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: 5 feet
Target:One willing creature/object within range
Duration:Instantaneous
Saving Throw:Will negates
Spell Resistance: Yes
This spell switches one object with another within range, or one creature with another within range, including the caster himself.
If the target must be willing, then specify it as "Will negates (harmless)". I would also put an upper limit on size (for example, Medium or smaller creatures and Small or smaller unattended objects.)


Help
Transmutation
Level:Brd 0, Sor/Wiz 0
Components: V, S
Casting Time:1 full round action
Range: 10 ft + 10 ft/ 2 levels
Target:One creature within range
Duration:Instantaneous
Saving Throw:Will negates
Spell Resistance: Yes
When the creature within range makes a skill check, the caster may make the subject use his ranks/bonuses in the skill instead of the subject's own. Originally made by a helpful caster when his friends took tests, this has also been used to make others goof up displays of skill in front of others.
Huh, I like that one. I'd change it to a standard action (since you usually would have to ready an action to use it properly.) Also, make a note that it doesn't work on skills that take longer than a round to complete.


Figment
Illusion
Level: Beg 0, Brd 0, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time:One standard action
Range:10 ft
Effect:One image of up to Small size
Duration:Concentration
Saving Throw:Will negates
Spell Resistance: Yes
The spell caster creates one image as the Minor Image spell, except that the Image may only be of up to Small size, and only a fool could mistake the image for the real thing, leaving this spell with a DC of 5.
Neat.


Feats

Cantrippin'
Prerequisites: Cast cantrips, caster level 3rd
Benefit: As a standard action once per day per two caster levels, you may use an unused spell slot to cast a number of cantrips at once equal to twice the slot's level. Spell effects stack for this purpose.
Does the caster have to already know or have those spells in his spellbook?


Really Cantrippin'
Prerequisites: Cantrippin', Caster level 6th
Benefit: You make sacrifice a usage of a higher level spell slot to improve a cantrip. The DC of the cantrip is treated as though it were a spell of the spell slot's level, and any effects are multiplied by twice the spell slot's level(ex. a 1d3 damage-dealing spell deals 6d3 damage under the spell)
You might want to specify "variable numeric effects," like metamagic feats do.


Magic Man
Prerequisite: Knowledge(Arcana) 6 ranks(None if you cast spells)
Benefit: You are treated as though constantly under the effect of Prestidigitation. Additionally, if you are a non-spellcaster, you may also cast one cantrip of your choice 2/day, and once per month cast a spell of one less than the highest level spell a spellcaster half of your HD could cast.
Too powerful. Taking a feat for prestidigitation and a few extra cantrip slots is fine, but being able to shoot off a high-level spell with one feat is too much.


Creatures

Widget
Tiny Construct
HD: 1 HD(6 HP)
Speed: 20 ft. (4 squares)
Init: +4
AC: 10; touch 10; flat-footed 10
BAB: +0; Grp -8
Attack: Slam + 1 Melee(1d6 - 1)
Full-Attack: Slam + 1 Melee(1d4 - 1)
Space: 2 1/2 ft.; Reach 0 ft.
Special Attacks:Spell-Fused Punch
Special Qualities:Spell
Saves: Fort +1 Ref +1 Will +1
Abilities: Str 11, Dex 11, Con -, Int 8(10 if Int-based), Wis 10, Cha 8(10 if Cha-based); see text
Skills:Creator selects 3 + their Int mod skills, and invests the construct's skill points(2 + Int mod x 4) in those skills
Feats:Improved Initiative, One of creator's choosing
Environment:Same as creator
Organization: None/ 1
Challenge Rating: 1/2
Treasure: None
Alignment:Same as Creator
Advancement: None
Level Adjustment: -

Widgets are elementary constructs created by beginner arcane spellcasters, half of whom discover how to make one accidentally. This construct, unlike others, does not involve a bound spirit, instead animated by naught more than a few cantrips and only a tiny shard of the spellcaster's power, also making it an ideal practice construct for those who plan to make more advanced constructs in the future. Widgets also have a slightly-more-than-rudimentary intelligence, and can usually speak around 100 words in one language the creator knows. Widgets are usually made up of whatever the spellcaster has on hand.

Abilities
Spell(Sp): Widgets are animated by two cantrips: Animated Object and one other. The Widget may cast this other cantrip as a spell-like ability 3/day, with his caster level equaling its HD.

Spell-Infused Punch(Su):Should the other cantrip used to animate the Widget affect others in some way, the Widget may add its effects to an attack by expending one daily use of it as a spell-like abilty.

Construction

Widgets are not that hard to make, seeing as they do not even require any costly material components, nor much power. Widgets can be made out of any malleable material, or an existing statue. Widgets can be shaped however the spellcaster wants, if he has the skill(use the Astral Construct shaping guidelines for this). Next, the spellcaster invests power and spells in the construct, taking only 1 hour. After this, the Widget springs to life, ready to follow its creator's commands.

Animated Object, any one other cantrip, must be arcane spellcaster level 1st, Price: - (Can't be sold, loyal only to creator), Price: 0 gp + 30 xp.

Note:Widgets can be used as familiars, granting a +2 to Knowledge(Arcana) Checks, and a +1 to Spellcraft checks involving the other cantrip used in its creation.


Well, that's it. Feel free to comment/PEACH and put forth any requests for level 0 spells you'd like to see.

Spell-infused Punch is worded poorly. I'd say, "If the widget hits a creature with its natural attack, it may cast its cantrip on that opponent as a free action (if the cantrip has a single target.)"

Debihuman
2011-01-14, 01:28 PM
Just a couple of things need fixing.

Hit Dice: 1d10 (5 hp) [you round down with hit points]

Size bonus is missing from AC.

AC: 12 (+2 size), touch 12, flat-footed

Debby

vonFelsenheim
2011-01-14, 02:46 PM
I really like the Widget. I'm playing a construct-building wizard at the moment, and a bag of holding full of Acid Splash Widgets would be terrifying.

If the extra spell the Widget gets is Mage Hand, would that give you a flying Widget?

Pyromancer999
2011-01-14, 07:37 PM
The way I read it its based on the spell slot you sacrifice.
My bad. I was thinking of the original version I made. Yes, it'd be fine, as it's only for a minute. Although in my campaign it's a first level spell, as it applies to ALL saves.

I find it sorta typical in a way there is a Boy to Girl cantrip but no Girl to Boy cantrip. :smalltongue:

It works both ways. :smallbiggrin:


Primal Blow should clarify what kinds of natural weapons are available though. There are LOADS and not all have a standard set damage ratio compared to size.
True. How do bite, tail, and claws sound?

Give it a casting time of 1 round, a range of touch, and a 10 gp material component to balance it against Summon Monster I. The Target could be simplified to "one humanoid corpse, or one corpse of a creature with 1 Hit Die or less" to make it easier to use.
The reasoning here is that this is a serious contender for Summon Monster I (whose longer duration doesn't really help because level 1 summons can be killed with a good whack.)

I just can't get behind this one. Animate dead already fulfils its purpose, and it's quite high-level and costs a lot. This is also too similar to the previous skeleton spell, and is really just overpowered.

True, 1 full round could work. Still, no one's going to spend that full-round action. Changed duration to 1 round + 1 round/3 levels for bone walk


See the changes I recommended for the instant-skeleton spell. Needs a longer casting time since it's a mini-summon.

Sorry, but here I don't really see much need for that. It's a Tiny Object. It's not going to be around for long, nor deal enough damage to make it matter a full-round action.


You didn't specify what kind of natural weapon you get. (Damage dice and damage type is very important, you should include a table.) At least give a list. I'd say it's balanced to make it a simple 1d6 dealing the caster's choice of slashing, piercing, or bludgeoning damage.

Good idea. I'll think about it.


1) Make it allow a Will saving throw. You can get rid of the "combat with non-humanoids" bit, the normal way to do this sort of thing in 3.5 edition is to allow a saving throw.
2) Make it explicitly not work on armor and magical clothing.

True, that does need to be done. Although if you don't get the non-humanoids bit...can't help you there.:smallbiggrin:


Specify "Will negates" instead of just "Will". Rephrase "Charisma checks" as "Charisma-based skill checks," because characters rarely make unmodified Charisma checks in social interactions.
I would rephrase the Disguise rules (because this is very different from the Disguise rules as written.) Say that it negates the penalty for disguising yourself as the opposite gender, and explicitly state that it does not affect the normal Familiarity bonus.

Thanks.


That's complicated... And it's more of a first-level spell (compare it to the psionic biofeedback.)

Changed to 1d3 damage only.


The standard for divination spells it to have a percent chance of an incorrect response, and no saving throw. Maybe say the answer has a 70% + 1% per level chance of being correct, and the answer is incorrect otherwise.
Also, your range isn't specified. You should require the caster to be holding something owned by the creature or something similar.

Good idea! Wish I had thought of that.


If the target must be willing, then specify it as "Will negates (harmless)". I would also put an upper limit on size (for example, Medium or smaller creatures and Small or smaller unattended objects.)

Changed.


Huh, I like that one. I'd change it to a standard action (since you usually would have to ready an action to use it properly.) Also, make a note that it doesn't work on skills that take longer than a round to complete.

Done.


Does the caster have to already know or have those spells in his spellbook?

Oop! Yes! Changed that.


You might want to specify "variable numeric effects," like metamagic feats do.

Actually, in this case, so far, I've decided to make it all effects.


Too powerful. Taking a feat for prestidigitation and a few extra cantrip slots is fine, but being able to shoot off a high-level spell with one feat is too much.

Removed, seeing as no one likes 1/month spells, even if the maximum spell you could cast at 20th would be a 4th level spell, and only then.


Spell-infused Punch is worded poorly. I'd say, "If the widget hits a creature with its natural attack, it may cast its cantrip on that opponent as a free action (if the cantrip has a single target.)"
Changed

Just a couple of things need fixing.

Hit Dice: 1d10 (5 hp) [you round down with hit points]

Size bonus is missing from AC.

AC: 12 (+2 size), touch 12, flat-footed

Debby
Thanks! I appreciate this!

I really like the Widget. I'm playing a construct-building wizard at the moment, and a bag of holding full of Acid Splash Widgets would be terrifying.

If the extra spell the Widget gets is Mage Hand, would that give you a flying Widget?
Yes, providing the Widget used it to lift itself.



Also, added a thing about ability scores onto the Widget description.

Gamer Girl
2011-01-14, 11:10 PM
Help
Transmutation
Level:Brd 0, Sor/Wiz 0
Components: V, S
Casting Time:1 standard action
Range: 10 ft + 10 ft/ 2 levels
Target:One creature within range
Duration:Instantaneous
Saving Throw:Will negates
Spell Resistance: Yes
When the creature within range makes a skill check, the caster may make the subject use his ranks/bonuses in the skill instead of the subject's own. Originally made by a helpful caster when his friends took tests, this has also been used to make others goof up displays of skill in front of others.


A bit over powered for a cantrip, or any non-epic spell...... Guidance can only give a +1 to a skill, and cantrips should max out at like +5. But this cantrip can 'help' an unlimited number of skill points? Any time a skill check needs to be rolled, just pick the person with the highest plus and then the helped target will always make it.

At first level you can 'help' by at least 10 points(+4 rank, +4 ability, +2 feat) and it only goes up from there.

Way too powerful. Can any other spell give you a +20 to a skill check? Or reduce the +20 you have to a -5?

And the reduction makes even more problems. To give a person a -20 on a skill check(as they would 'loose' all their ranks for the check) is harsh. This is bad enough for mundane skill checks(the evil ninja now has a balance skill of -2..and falls off the cliff) but gets even worse for important and powerful skill checks(Arch mage goes to make a concentration check...zap it's at 0 now, taken down from +30!).

ForzaFiori
2011-01-15, 12:56 AM
A bit over powered for a cantrip, or any non-epic spell...... Guidance can only give a +1 to a skill, and cantrips should max out at like +5. But this cantrip can 'help' an unlimited number of skill points? Any time a skill check needs to be rolled, just pick the person with the highest plus and then the helped target will always make it.

At first level you can 'help' by at least 10 points(+4 rank, +4 ability, +2 feat) and it only goes up from there.

Way too powerful. Can any other spell give you a +20 to a skill check? Or reduce the +20 you have to a -5?

And the reduction makes even more problems. To give a person a -20 on a skill check(as they would 'loose' all their ranks for the check) is harsh. This is bad enough for mundane skill checks(the evil ninja now has a balance skill of -2..and falls off the cliff) but gets even worse for important and powerful skill checks(Arch mage goes to make a concentration check...zap it's at 0 now, taken down from +30!).

You use the caster's bonus, not the bonus of another subject. It allows the subject to do anything the caster can, but also can be used to give a penalty. Considering the very small skill list and skill points given a wiz and sorc, the power of this drops considerably.

Pyromancer999
2011-01-15, 10:37 AM
A bit over powered for a cantrip, or any non-epic spell...... Guidance can only give a +1 to a skill, and cantrips should max out at like +5. But this cantrip can 'help' an unlimited number of skill points? Any time a skill check needs to be rolled, just pick the person with the highest plus and then the helped target will always make it.

Huh? Not quite sure what you're saying here. The skill ranks or ability score bonuses only come from the caster himself, no one else.


At first level you can 'help' by at least 10 points(+4 rank, +4 ability, +2 feat) and it only goes up from there.

No feat bonuses now. Also, note that it's rank/ability score bonus. That means either-or, not both.


Way too powerful. Can any other spell give you a +20 to a skill check? Or reduce the +20 you have to a -5
And the reduction makes even more problems. To give a person a -20 on a skill check(as they would 'loose' all their ranks for the check) is harsh. This is bad enough for mundane skill checks(the evil ninja now has a balance skill of -2..and falls off the cliff) but gets even worse for important and powerful skill checks(Arch mage goes to make a concentration check...zap it's at 0 now, taken down from +30!).
That's sort of the point. Still, I have no idea how there could be a negative penalty to a skill unless you sort of devoted a lot of attention to having one.....and also, remember: Will negates. It's unlikely that anyone who could be seriously hurt by a successful use of this cantrip will ever be affected by this.


You use the caster's bonus, not the bonus of another subject. It allows the subject to do anything the caster can, but also can be used to give a penalty. Considering the very small skill list and skill points given a wiz and sorc, the power of this drops considerably.

Also, what he said.:smallbiggrin:

Roderick_BR
2011-01-15, 10:12 PM
Switcheroo: There's a 1st level spell in the Miniatures Handbook called Benign Transposition that is that, minus the objects effect.

De-Pants: Affects armor? If so, overpowered for removing those +5 Mithril energy resistance reinforced full plate.
Also, an Mass Daze for free? Too op for 0-level.

Damage Soak: Virtue(cleric zero level spell) gives 1 temporary HP. This one effectively gives 2 or 3, resets every time, meaning it lasts for many more than 1 HP, AND allows you to make a magic attack at the end?

Know More: "What is <being>'s weakness?"

Jack_Simth
2011-01-15, 11:02 PM
Ah... most of these are much too strong for cantrips.

Bone Walk: For a standard action, I turn a fallen foe into a skeleton for a round or two. That's actually quite useful. Much more so than 1d3 touch attack damage. Oh yes, and it prevents Raise Dead from working.

Bone Minion: A Cheap alternative to Animate Dead for getting a butler. It's an Instant version of Unseen Servant, that's visible, and can be used as a meatshield for a short time.

De-Pants: No-save Daze for all humans within line of sight of a target? Are you NUTS? Oh yes, and no provision that it doesn't destroy magical garments, too.

Damage Soak: It's a combination of a slightly upgraded Virtue with an upgraded version of Ray of Frost (no attack roll, untyped damage)

Widget: Very, very useful. A critter with 4 ranks in one or two arbitrary skills, that has access to a cantrip or two, 3/day? Surprisingly handy. Make a small army of them (say, 10, for 300 xp), give them all Acid Splash, give them all 4 ranks in Hide and Move Silently, and you've got something rather mean. Especially if you add some of the disabling spells you list... or even worse, Bone Minion. Each can have one Bone Minion under it's command. As a spell-like ability, it even avoids the costly component. And there's no limits to how many Widgets you can have.

So you send your Widgets to a graveyard, have them sneak around and animate commoner corpses as skeletons. You have them relay orders.

When your skeletons get killed, the Widgets simply go to another corpse, and animate that.


Now, granted, most of these tricks won't be useful past 3rd level, but still, for cantrips, they're overpowered.

Gamer Girl
2011-01-15, 11:27 PM
Huh? Not quite sure what you're saying here. The skill ranks or ability score bonuses only come from the caster himself, no one else.

So if the caster has +10 in a skill, and the other person has +1 then they can make the skill check with a +10 or if the caster has +1 in a skill and the person has +10 in the skill, then they get to make the check at +1.

So the group need never worry about any skill the wizard has ranks in, as he can give them +10, +20, or more to make the check.

Sure it's 'wil negative' but if they fail that save..or if the caster buffs it up.....then you have the 20th level ninja falling off a cliff as his Balance check is now the casters +1(instead of his normal +20, so that is a -19 to a skill check). It's worse for combat feats...oh the foe now has a sense motive of +1 just like the caster...auto Bluff for the rouge.

And it's not like 'only wizards' can cast this....lots of classes use the sor/wiz spell list, lots of classes can pick a spell from another class, and any sor/wiz with even one level in another class gets more skills.


And unlimited plus or penalty to a skill is way too powerful.

Jack_Simth
2011-01-16, 12:39 AM
And it's not like 'only wizards' can cast this....lots of classes use the sor/wiz spell list, lots of classes can pick a spell from another class, and any sor/wiz with even one level in another class gets more skills.Oh, and don't forget: He also introduced a feat that lets essentially anyone do this a few times a day: Magic Man.

Kno Lawjick
2011-01-16, 01:13 AM
Pretty cool stuff, I might show this to my players. :smallsmile:

Pyromancer999
2011-01-17, 05:23 PM
Switcheroo: There's a 1st level spell in the Miniatures Handbook called Benign Transposition that is that, minus the objects effect.

Oh. Perhaps it should only affect objects, then?


De-Pants: Affects armor? If so, overpowered for removing those +5 Mithril energy resistance reinforced full plate.
Also, an Mass Daze for free? Too op for 0-level.

Does not affect armor. Also, the Daze only works against humanoids, pretty much.


Damage Soak: Virtue(cleric zero level spell) gives 1 temporary HP. This one effectively gives 2 or 3, resets every time, meaning it lasts for many more than 1 HP, AND allows you to make a magic attack at the end?

How about it just sends back 1 point of damage?


Know More: "What is <being>'s weakness?"
That wouldn't be covered, as it's not basic information.


Bone Walk: For a standard action, I turn a fallen foe into a skeleton for a round or two. That's actually quite useful. Much more so than 1d3 touch attack damage. Oh yes, and it prevents Raise Dead from working.

It's a 1 HD foe. I really doubt that'll make much of a difference.


Bone Minion: A Cheap alternative to Animate Dead for getting a butler. It's an Instant version of Unseen Servant, that's visible, and can be used as a meatshield for a short time.

Your point being.....?


De-Pants: No-save Daze for all humans within line of sight of a target? Are you NUTS? Oh yes, and no provision that it doesn't destroy magical garments, too.

Does not destroy magical garments. Also, no one's getting the daze thing here worries me.


Widget: Very, very useful. A critter with 4 ranks in one or two arbitrary skills, that has access to a cantrip or two, 3/day? Surprisingly handy. Make a small army of them (say, 10, for 300 xp), give them all Acid Splash, give them all 4 ranks in Hide and Move Silently, and you've got something rather mean. Especially if you add some of the disabling spells you list... or even worse, Bone Minion. Each can have one Bone Minion under it's command. As a spell-like ability, it even avoids the costly component. And there's no limits to how many Widgets you can have.

So you send your Widgets to a graveyard, have them sneak around and animate commoner corpses as skeletons. You have them relay orders.

When your skeletons get killed, the Widgets simply go to another corpse, and animate that.


Now, granted, most of these tricks won't be useful past 3rd level, but still, for cantrips, they're overpowered.
Perhaps I should add in that they can't have a cantrip with a costly material component.

So if the caster has +10 in a skill, and the other person has +1 then they can make the skill check with a +10 or if the caster has +1 in a skill and the person has +10 in the skill, then they get to make the check at +1.

And unlimited plus or penalty to a skill is way too powerful.
True, I see your point on the most part for this. There should be a limit. Any suggestions?

Oh, and don't forget: He also introduced a feat that lets essentially anyone do this a few times a day: Magic Man.
Dear GOSH. It's a couple of cantrips twice a day. Get over it.

Re'ozul
2011-01-18, 11:43 AM
Since I might use it on my Grim Reaper Lookalike in a game I have a question on magic man:

Does it mean that I can constantly apply presti effects to myself (even subconsciously)? (asking for glowing skull-eyes and chill/heat effects with non-existant wind cloak and such)
I guess it does not give me unlimited usage of presti myself?

Gamer Girl
2011-01-18, 12:40 PM
I think +5 is a good cap for Help.

Pyromancer999
2011-01-18, 01:15 PM
Since I might use it on my Grim Reaper Lookalike in a game I have a question on magic man:

Does it mean that I can constantly apply presti effects to myself (even subconsciously)? (asking for glowing skull-eyes and chill/heat effects with non-existant wind cloak and such)
I guess it does not give me unlimited usage of presti myself?

No, it does not give you unlimited usage of the spell itself. Basically, think of it as if you've cast presdigitation, but instead of ending at one hour, it's ALWAYS in effect. So, yeah, you can constantly apply the effects to yourself.


I think +5 is a good cap for Help.

So, like, it can't increase or decrease the subject's roll by more than 5 is what you mean?

Thomar_of_Uointer
2011-01-26, 03:13 PM
I thought I'd come back through these again and give more feedback.


Bone Walk
Necromancy
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S
Casting Time:1 standard action
Range:10 feet/level
Target:Corpse or skeleton of any creature w/1 or less HD
Duration:1 round + 1 round/3 levels
Saving Throw:None
Spell Resistance: No
This spell animates the body of a dead creature, turning it into a skeleton under your command for the duration. However, due to the uncontrolled nature of this cantrip, the skeleton turns into ash after the duration is used up, as the negative energy that controls it burns through. This renders it unsuitable for animation.

Bard? You're kidding, right? Bards don't get necromancy.


Bone Minion
Necromancy
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S, M
Casting Time:1 minute
Range:5 ft
Target:Corpse or skeleton of any creature w/1 or less HD
Duration:Instantaneous
Saving Throw:None
Spell Resistance: No
This spell animates the body of a dead creature as though affected by Animate Dead, turning it into a skeleton under your command. However, due to the risky nature of animation through this cantrip, you may only have a number of HD of animated skeletons through this equal to half your caster level(minimum 1).
Material Component: Grave dirt, Any Gem worth 10 gp

I can't get behind this one. It's far too powerful to be a cantrip. Maybe a first level spell? It's also vastly superior to the Bone Walk spell, even with the 10 gp component.

If you make it create something that statistically is much weaker than a regular skeleton, then it might be alright. Maybe make it only affect Tiny-size animals or something...

Also, bards shouldn't get necromancy.


Animated Object
Transmutation
Level: Sor/Wiz 0, Bard 0, Clr 0
Components: V, S
Casting Time:1 standard action
Range:10 ft./level
Target:One Tiny object; Two Tiny Objects or One Small Object; see text
Duration: 1 round + 1 round/ 2 levels
Saving Throw:None
Spell Resistance:No
This spell animates one Tiny object as an Animated Object for its duration. Should you ever learn Animate Objects, you may instead animate one Small object with this spell or two Tiny objects.

Wizards normally don't get animate object.


Primal Blow
Transmutation
Level:Sor/Wiz 0, Drd 0
Components: S
Casting Time:One standard action
Range:Touch/Personal
Target:Touched creature/ You
Duration:1 round + 1 round/ 2 levels
Saving Throw:None
Spell Resistance: Yes(Harmless)
For the duration of the spell, you or a creature touched gains the use of one natural weapon, sized appropriately for the creature.
I'd make it 1d4 damage (or 1d3 damage for Small-sized targets, and 1d6 damage for Large-sized targets.) That's appropriate damage for a spiked gauntlet.


De-Pants
Evocation
Level: Brd 0, Sor/Wiz 0
Components:S
Casting Time:1 standard action
Range:10 ft + 10ft/ 2 levels
Target:One clothed creature in radius
Duration:Instantaneous
Saving Throw:None
Spell Resistance: Yes(harmless)
This spell automatically blows the target's clothing to shreads. Aside from embarrassing the newly de-clothed person, all creatures within line of sight to the victim become dazed for 1 round. This cantrip does not work on un-clothed creatures, and only has a 50% chance of working in combat with non-humanoids. This cantrip does not affect armor or any other worn vestment that grants a bonus to AC.
Area daze with no save? You're kidding, right? Daze is already a cantrip, and it's single-target. I'd make it Dazzled with a Will save to negate.

Why did you specify "combat with non-humanoids?" Why not just say "50% chance of working on non-humanoids?"


Boy to Girl
Transmutation
Level: Brd 0, Beg 0, Sor/Wiz 0
Components: V, S, M
Casting Time: One Minute
Range:10 ft
Target:One gendered creature within range
Duration: One hour/ level
Saving Throw:Will negates
Spell Resistance: Yes
This spell physically transforms a creature within range into a member of the opposite gender of its race. If the creature in question's species has more than one gender, the creature may choose one other gender other than its own. This spell does not transform the creature into just any member of the opposite gender, but what they would have looked like if they had been born that gender. This spell grants a +1 to Charisma-based skill checks against creatures attracted to the gender and species of the subject, and also a +2 to Disguise when someone is looking to identify them. The Disguise bonus does not negate the familiarity bonus in this situation.
Material Component: An item from a member of the opposite gender
Instead of giving a +2 bonus to Disguise, I'd simply note that it negates the standard -2 penalty for diguising yourself as the opposite gender.


Damage Soak
Abjuration/Evocation
Level: Brd 0, Sor/Wiz 0, Clr 0
Components: V, S
Casting Time:One swift action
Range:Personal/5 ft/ level(see text)
Target:Self/creature within range(see text)
Duration:Instantaneously ;One round/level after hit first(see text)
Saving Throw:Reflex
Spell Resistance: Yes
This spell acts in two stages. First, it creates a shield around the caster. Then, whenever someone attacks the caster, the caster may choose to activate its effect, after which the shield only lasts 1 round/ level. Whenever someone attacks the caster, the caster may absorb damage from the attack, up to 1d3 damage from the attack. After the attack is made, the caster may unleash the stored damage as a blast that targets one creature within range. This spell may absorb only 1d3 points of damage.
I don't get it. What kind of action is it to blast?
I'm not aware of any precedent for multischool spells.


Know More
Divination
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time:One minute
Range:See text
Target:One creature
Duration:Instantaneous
Saving Throw:Yes, Will
Spell Resistance: Yes
Upon casting this spell, the caster asks one question that can be answered with up to three words about any one creature. This question can only be casual, like asking basic information about the creature, like "What is his name?", "What is his favorite food?", "What race/class is he/she?". This has also been called the Crush spell, as many a female arcane caster has used this spell to find out if the one they admire likes them back. There is only a 70% + 1%/caster level. Distance does not matter in this case, so long as the target is on the same landmass.
Material Component: Something from the creature to be questioned about.
A 70% + 1%/caster level what?
The material component is vague, it should be a belonging or something (a strict interpretation would be that you need hair or blood or something.)


Switcheroo
Conjuration/Transmutation
Level: Bard 0, Sor/Wiz 0
Components: S
Casting Time: 1 standard action
Range: 5 feet
Target:One willing creature of up to Medium Size/object of up to Small size within range
Duration:Instantaneous
Saving Throw:Will negates(harmless)
Spell Resistance: Yes
This spell switches one object with another within range, or one creature with another within range, including the caster himself.
The school should be Conjuration (Teleportation).


Help
Transmutation
Level:Brd 0, Sor/Wiz 0
Components: V, S
Casting Time:1 standard action
Range: 10 ft + 10 ft/ 2 levels
Target:One creature within range
Duration:Instantaneous
Saving Throw:Will negates
Spell Resistance: Yes
When the creature within range makes a skill check, the caster may make the subject use his ranks/ability score bonuses in the skill instead of the subject's own. Originally made by a helpful caster when his friends took tests, this has also been used to make others goof up displays of skill in front of others.
Why not change it so that you can use the Aid Another action at that range instead? It's more simple.


Figment
Illusion
Level: Beg 0, Brd 0, Clr 0, Sor/Wiz 0
Components: V, S
Casting Time:One standard action
Range:10 ft
Effect:One image of up to Small size
Duration:Concentration
Saving Throw:Will negates
Spell Resistance: Yes
The spell caster creates one image as the Minor Image spell, except that the Image may only be of up to Small size, and only a fool could mistake the image for the real thing, leaving this spell with a DC of 5.
Is there any reason why it's so easy to detect? Does it glow, or flicker?

Pyromancer999
2011-01-26, 03:49 PM
I thought I'd come back through these again and give more feedback.



Bard? You're kidding, right? Bards don't get necromancy.

They actually do, if you look at the spell list.


I can't get behind this one. It's far too powerful to be a cantrip. Maybe a first level spell? It's also vastly superior to the Bone Walk spell, even with the 10 gp component.

If you make it create something that statistically is much weaker than a regular skeleton, then it might be alright. Maybe make it only affect Tiny-size animals or something...

Also, bards shouldn't get necromancy.


It's for a creature with up to or less than 1 HD. This means a few animal zombies or a commoner zombie, nothing to freak out about.



Wizards normally don't get animate object.

I think a cantrip version of it should be allowable, at least.


I'd make it 1d4 damage (or 1d3 damage for Small-sized targets, and 1d6 damage for Large-sized targets.) That's appropriate damage for a spiked gauntlet.

Good idea. Changed.



Area daze with no save? You're kidding, right? Daze is already a cantrip, and it's single-target. I'd make it Dazzled with a Will save to negate.

Why did you specify "combat with non-humanoids?" Why not just say "50% chance of working on non-humanoids?"

Modified it so that the daze effect is weakened. May eventually change it so that it just grants a -2 to Concentration checks.



Instead of giving a +2 bonus to Disguise, I'd simply note that it negates the standard -2 penalty for diguising yourself as the opposite gender.

Done.



I don't get it. What kind of action is it to blast?
I'm not aware of any precedent for multischool spells.

Assume it's a standard action. Also, multi-school spells do exist.



A 70% + 1%/caster level what?
The material component is vague, it should be a belonging or something (a strict interpretation would be that you need hair or blood or something.)

Chance of working, sorry, that got taken out. And the material component does specify what you just mentioned.



The school should be Conjuration (Teleportation).

Corrected.



Why not change it so that you can use the Aid Another action at that range instead? It's more simple.

It's meant to be able to help and hinder people.



Is there any reason why it's so easy to detect? Does it glow, or flicker?
That's really a matter of what kind of flavor you want to add. It can be both, if you want.

Noremak
2011-01-26, 04:16 PM
Know More: "What is <being>'s weakness?"

That wouldn't be covered, as it's not basic information.


Sure it is, the answer just might not be what you expect. German Chocolate Cake, Girls with Red Hair, Fast Horses are all things that someone might have a 'weakness' for and help in the context of what the spell was designed to do (get information on a crush).

Just depends on your definition of weakness. :smallwink:

Pyromancer999
2011-01-26, 04:35 PM
Sure it is, the answer just might not be what you expect. German Chocolate Cake, Girls with Red Hair, Fast Horses are all things that someone might have a 'weakness' for and help in the context of what the spell was designed to do (get information on a crush).

Just depends on your definition of weakness. :smallwink:

That's true.

Noremak
2011-01-26, 04:57 PM
Incidentally, I love the spells Know More, Damage Soak and Animate Object. I'm defiantly going to look into including those into a few of my games.

I have a Factotum/Wizard in Ebberon who I'm sure would love to have that little construct. But, in regards to the mage hand flying construct question, yes I figure could do that, but why no animate a paper crane or maybe a paper balloon. There are tons of fun little options.

I personally think that the Bone Minion spell is too strong as a 0 level spell, and would make it a level one spell. A commoner zombie still has a d12 hit die after all, even if he is derpy. Also, Bone walk is flashing in the back of my mind as the Summon Undead spells from Heroes of Horror. That seems redundant, but its still a nifty spell.

Set
2011-01-26, 05:54 PM
Love animate tiny object.

If Depants (which I would name 'Disrobe') didn't destroy the clothing, only caused it to fall off in the wearer's square, didn't affect magical clothing, and allowed a saving throw (Will would be traditional, although Ref could make sense), I'd be inclined to say it was a pretty fun little spell.

Some of the others are bit too buff for a cantrip as well. A spell that summoned up a Small skeleton or Tiny zombie (like a 'crawling claw' or zombie hand) would be more in line with that level of power, IMO.

I've noticed a lot of your cantrips have level-dependent effects, like range or duration. With a few exceptions, like prestidigitation and create water, most cantrips have fixed numbers for most factors. I'd be inclined to stick to that trend, and just use generic fixed ranges of 30 ft. or durations of 1 minute or whatever.

There's a crapload of cantrips (http://www.skiltair.com/Ian/dungeons_&_dragons/Cantrips1.htm) on my site, although I haven't looked at them since 3.0, so they might be woefully out of date. In the vein of your 'animate tiny object,' there's a 'summon pest' spell that calls up critters of lower CR than even Summon Monster I, like the dreaded commoner-killing house cat, or 1d3 bats.

I'm a huge fan of cantrips, obviously. :)

BladeofOblivion
2011-01-26, 06:06 PM
De-pants may not work on armor, but it might be nice for getting rid of your opponent's Cloak of Resistance +5, which does not provide a bonus to AC. And since the wording of it just says Garments, it can be used to rob them of that Cloak of Charisma, or maybe Amulet of Health.

Or kill some helpless, innocent, intelligent item.

Amusingly enough, the Book of Erotic Fantasy has a (5th-level?) spell called "Disrobe" that offers a reflex save or strips you naked. It's a creepy spell to prepare.

Pyromancer999
2011-01-26, 06:46 PM
Incidentally, I love the spells Know More, Damage Soak and Animate Object. I'm defiantly going to look into including those into a few of my games.

I have a Factotum/Wizard in Ebberon who I'm sure would love to have that little construct. But, in regards to the mage hand flying construct question, yes I figure could do that, but why no animate a paper crane or maybe a paper balloon. There are tons of fun little options.

Thanks. It's always good to know that my material's being used in other games than mine. :smallbiggrin:


I personally think that the Bone Minion spell is too strong as a 0 level spell, and would make it a level one spell. A commoner zombie still has a d12 hit die after all, even if he is derpy.
That's true. Changed so that HP for undead animated that way is halved.
[/QUOTE]


I've noticed a lot of your cantrips have level-dependent effects, like range or duration. With a few exceptions, like prestidigitation and create water, most cantrips have fixed numbers for most factors. I'd be inclined to stick to that trend, and just use generic fixed ranges of 30 ft. or durations of 1 minute or whatever.

True, most are fixed. Still, I don't think the level-dependent changes are drastic enough that they're unreasonable. The reason for level-dependent effects is so that it can reflect the character's increase in magical skill. The reasoning being that if I have a level 10 wizard, why should his casting of a cantrip only have as much power as that of a 1st level wizard? Yeah.


De-pants may not work on armor, but it might be nice for getting rid of your opponent's Cloak of Resistance +5, which does not provide a bonus to AC. And since the wording of it just says Garments, it can be used to rob them of that Cloak of Charisma, or maybe Amulet of Health.

Or kill some helpless, innocent, intelligent item.

Changed so that it does not affect anything magical.


Amusingly enough, the Book of Erotic Fantasy has a (5th-level?) spell called "Disrobe" that offers a reflex save or strips you naked. It's a creepy spell to prepare.

This is more of a prankish cantrip, not intended to be used like that. I got the idea for it after looking at a spell thread for 3.5e spells for Sigil Prep.