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Realms of Chaos
2011-02-08, 08:18 PM
Here you go, people. A collection of small magical doohickeys that I made to calm the relentless beast that I call boredom. Some are intended for creative player use and others are created purely for the sake of creating atmosphere but I hope that you guys can find something you like.

Cantrips

Intoxicate
Transmutation
Level: Bard 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 round
Range: 10 feet
Target: One willing, living creature
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: Yes

The target of this spell enjoys the light-headed buzz of intoxication for the spell’s duration. This intoxication results in a –1 penalty to Dexterity- and Wisdom-based skill checks and ability checks. Otherwise, however, the target it utterly unhindered and suffers no hangover. Despite frequent protestations from hardier folk like dwarves, this spell functions equally well on all living creatures (though that hasn’t stopped some folk from demanding multiple castings to “save face” in public).

[b]Detect Intoxication/[b]
Divination
Level: Sorcerer/Wizard 0, Cleric 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster of this spell instantly learns if the target has drunk alcohol or been under the effect of the intoxicate spell within the past eight hours. This spell has seen a variety of uses such as discerning public drunkenness from other forms of mischief, separating drunken raving and legitimate (or possibly legitimate) claims of great import, and proving whether or not officials, guards, and husbands were out drinking when they shouldn’t have been. Despite many claims to the contrary, there is no simple way to trick this spell.

Spook
Necromancy [Fear, Mind-Affecting]
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft.+5 ft/2 levels)
Target: One creature
Duration: Concentration
Saving Throw: Will negates
Spell Resistance: Yes

The target of this spell is set on edge, jumping at nearly every shadow and rendering them ill-prepared for an actual battle. The target takes a –2 penalty to initiative checks and saving throws against fear effects.


Clink and Clang
Evocation [Sonic]
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: 30 feet
Area: A five-foot cube
Duration: Instantaneous and 1 round
Saving Throw: Fortitude Partial
Spell Resistance: Yes

The targeted cube erupts into loud but indiscernible noise (Listen check DC –10, modified by distance). Any creature occupying that cube takes a –5 penalty to Concentration checks for 1 round if it fails its Fortitude save. While designed to distract guards and spellcasters, it is used more frequently in pranks to annoy or frighten others.

Protect from Mishap
Abjuration
Level: Cleric 0
Components: V, S, M
Casting Time: 1 Minute
Range: Touch
Target: Medium or smaller object touched
Duration: Permanent until expended
Saving Throw: None
Spell Resistance: No

The next time that the target of this spell would deal damage to a creature (whether by accident or while being used as a weapon) it deals 1 less damage. Though somewhat expensive, more paranoid families have been known to “child-proof” items and tools around the house.
Material Component: a small of lapis lazuli worth 10 gp.

Guild’s Proof
Illusion (Phantasm)
Level: Bard 0, Sorcerer/Wizard 0
Components: S
Casting Time: 1 Standard Action
Range: Touch
Target: Creature Touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

If the touched target fails their Will save, they hear a short mental message, usually serving as proof of the caster’s mentorship, college, or guild (or, in a few rare cases, royal house). The message delivered and the voice it is delivered in are selected as the spell is learned.
Note:All spellcraft checks made to copy this spell from a scroll or spellbook take a –4 penalty and may only imitate the exact same message.

Easy Rest
Conjuration (Healing)
Level: Cleric 0, Druid 0
Components: S, V
Casting Time: 1 standard action
Range: Touch
Target: Willing creature touched
Duration: 8 hours
Saving Throw: None
Spell Resistance: Yes

The target of this spell can fall asleep within moments regardless of physical discomfort, pain, noise, light or other mundane ambient effects that would normally make it difficult. At the caster’s option, the sleep may either be filled with dreams or remain utterly dreamless (aside from magical dreams, which still appear). This spell does not stop the target from waking up normally if they wish to.

Revitalize Plant
Conjuration (Healing)
Level: Druid 0
Components: S, V
Casting Time: 1 Standard Action
Range: Touch
Effect: Inanimate Plant Touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell cures the touched plant of any mundane diseases it may be suffering and restores a bit of health to it. Though insufficient to repair a scorched or chopped tree or accomplish similarly large tasks, this spell could allow a trodden flower to upright itself and regrow its petals, fix a snapped vine, fill in a few notches cut in a tree, and other such small tasks.

Treat
Conjuration (Creation)
Level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 standard action
Range: 5 feet
Effect: One snack
Duration: 5 minutes (D)
Saving Throw: None
Spell Resistance: No

The spell creates a small snack. Only a single, mundane food item may be created and it may not be tiny or larger. The food vanishes at the end of this spell’s duration whether it is eaten or not, providing no nutritional benefit. At the caster’s option, this spell may fill a cup or mug with a drink but this drink will not last long enough to provide any benefit (or even render the consumer inebriated). Poisonous items cannot be created in this way.

Summon Pipe
Conjuration (Summoning)
Level: Bard 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 standard action
Range: 5 feet
Effect: One smoking pipe
Duration: 30 minutes (D)
Saving Throw: None
Spell Resistance: No


You conjure forth a single smoking pipe, already filled and lit. The contents of the pipe are sufficient to last for the entirety of the spell’s duration.

Lorecall
Divination
Level: Cleric 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 Round
Range: Personal
Target: Target
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Upon casting this spell, you may immediately make a single untrained Knowledge check with a –2 penalty. No caster may use this spell more than once per day to use a single Knowledge skill.

Magnetize
Transmutation
Level: Sorcerer/Wizard 0
Components: S, V, M
Casting Time: 1 standard action
Range: Touch
Effect: Object weighing up to 5 lbs. touched
Duration: 1 minute/level
Saving Throw: Will negates (object)
Spell Resistance: No

The object becomes fairly magnetic, capable of supporting items weighing up to 5 pounds. As you cast this spell, you may decide where the two poles of the magnet exist on the object (though they must be on opposite ends as always).
Material Component: A scrap of iron.

Inflammability
Transmutation
Level: Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 standard action
Range: Touch
Target: One small or smaller object
Duration: 1 hour (D)
Saving Throw: Fortitude negates (object)
Spell Resistance: No

For the duration of this spell, the object affected becomes flammable if it was not already, catching fire when it is next dealt even a single point of fire damage. If the object was already flammable, it instead takes an extra point of fire damage whenever it suffers fire damage. This spell is most commonly used to fulfill it’s original (if a bit twisted) purpose, pulling off otherwise-impossible arson.

Tap
Evocation [Force]
Level: Bard 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 standard action
Range: Close (25 ft.+5 ft/2 levels)
Effect:2 pounds of force exerted
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell exerts up to two pounds of force on any single object or creature of your choice within range. The force may be concentrated on one spot or spread out over a larger area at your option. You control precisely where the force is exerted and from what direction.

Embarrass
Transmutation
Level: Bard 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 standard action
Range: 100 feet
Target: One living creature
Duration: Instantaneous and 1 minute
Saving Throw: Fortitude negates
Spell Resistance: Yes

Through this spell, the caster makes the target sneeze, burp, hiccup, experience flatulence, or perform a similarly harmless involuntary biological function if they fail their Fortitude save. If the target fails their save, they take a –1 penalty to Charisma-based skill and ability checks for 1 minute afterwards.

Soften/Harden
Transmutation
Level: Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 Round
Range: 10 feet
Target: Up to 5 cubic-feet of inanimate solid matter
Duration: 5 minutes (D)
Saving Throw: None
Spell Resistance: No

The matter targeted by this spell loses or gains 1 point of hardness (to a minimum of hardness 0) for the duration of this spell. The matter affected by this spell must be continuous but need not consist of a single material. Multiple castings of this spell don’t stack.

Gentle Landing
Abjuration
Level: Cleric 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 Round
Range: Touch
Target: Small or smaller object touched
Duration: 24 hours (D)
Saving Throw: Will negates (object)
Spell Resistance: No

Regardless of how fragile the object targeted by this spell may be, falls of less than 10 feet cannot damage or destroy it. Falls from greater heights damage the object as normal, as does throwing it. This spell can be made permanent via the permanency spell, costing 500 XP.

Sweet Silence
Illusion (glamer)
Level: Cleric 0, Druid 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 Round
Range: Personal
Target: You
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: No

Some casters, flummoxed by the sounds that their companions or colleagues make while trying to prepare spells, have designed this spell. This spell grants (or perhaps afflicts) the caster a lesser form of deafness, imposing a –4 penalty to listen checks, a 10% chance of miscasting a spell with verbal components, and a +1 bonus to saves against sonic and language-dependant effects.

Volatility
Transmutation
Level: Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 Round
Range: Touch
Target: Small or smaller object touched
Duration: 30 minutes or until expended (D)
Saving Throw: Fortitude negates (object) and Reflex negates
Spell Resistance: No

If the altered object is destroyed before the end of this spell’s duration, it explodes into tiny pieces, dealing 1d2 points of damage to all creatures within 5 feet who fail their reflex save. This spell is not triggered by expending, consuming, or dispelling the targeted item.

Comprehension
Divination
Level: Bard 0, Cleric 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Upon casting this spell, you instantly learn the proper pronunciation and all meanings of a single word within a single language. Alternately, you may opt to learn all synonyms or all antonyms (but not both) of a single word within the same language and their proper pronunciations.

Quick Revision
Transmutation
Level: Wizard 0
Components: S, V
Casting Time: 1 minute
Range: Touch
Target: Touched text
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No

The text touched, up to a single page (or the rough equivalent) in length, is instantly revised. The handwriting is made legible and elegant as the text is aesthetically formatted and all spelling and grammatical errors (other than those made intentionally) are removed. This spell may only target texts written by the caster.

Sheen
Transmutation
Level: Sorcerer/Wizard 0
Components: S, V, M
Casting Time: 1 Standard action
Range: Touch
Target: Tiny or smaller object touched
Duration: 10 minutes (D)
Saving Throw: Will negates (object)
Spell Resistance: No

An object successfully targeted by this spell becomes highly reflective like a mirror.
Material Component: A couple drops of quicksilver

Gentle Guidance
Abjuration
Level: Cleric 0
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: 24 hours or until expended (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The next time that the target would perform an action contrary to the cleric’s alignment, they become dimly aware of this fact a second beforehand, perhaps giving them an opportunity to pursue an alternate course of action. This spell is most commonly used by good clerics on trouble-makers and young children who might need a bit more guidance to keep themselves out of trouble.

Divine Bliss
Universal
Level: Cleric 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No

Through this spell, any cleric can put themselves into closer proximity (spiritually speaking, at least) with their deity (or whatever entity presides over their philosophical leaning). This spell allows for no true means of communication with the higher power but the feeling of closeness with a higher power grants a +1 bonus to Concentration and Will saves for the duration of this spell.

Find Animal Companion
Divination
Level: Druid 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour (D)
Saving Throw: None
Spell Resistance: No

You gain the benefits of the track feat if you do not possess it but may only use it to follow your animal companion’s tracks.

Contact Animal
Transmutation
Level: Druid 0
Components: None
Casting Time: 1 standard action
Range: Close (25 ft.+5 ft./2 levels)
Target: One animal
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Through the use of this feat, you may give a single instruction to an animal within range. Though this orison gives the animal no true means to understand human languages, they will still understand a request for a trick that they have learned. This spell puts the target under no compulsion to go through with the order and doesn’t allow the caster to add any context to the command (such as “attack him” or “follow me”). If the animal is familiar with the caster, it is aware of whom the order is coming from. Handle Animal checks may still be needed to make an animal perform a trick, if necessary.

Ease of Birth
Conjuration (Healing)
Level: Cleric 0, Druid 0
Components: V, S
Casting Time: 10 Minutes
Range: Touch
Target: One creature
Duration: See Text
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes

If the target of this spell is currently in labor, the child(ren) are born with minimal pain or effort and the children are born healthy. Complications that already exist are fixed but damage already dealt to the offspring or mother aren’t retroactively cured. This spell lasts until the end of the birthing process. When targeting other creatures, this spell simply fails.

Tend Crops
Transmutation
Level: Druid 0
Components: V, S
Casting Time: 1 hour
Range: Close (25 ft+5 ft./2 levels)
Area: One 10-foot cube
Duration: One week
Saving Throw: None
Spell Resistance: No

All plants within the area of this spell repel mundane pests (but not entire swarms), are undamaged by ambient temperatures short of unnatural heat/cold (though fire and cold damage affect them normally), and gain a +1 bonus to Fortitude saves.

Obstruct the Path
Conjuration (Summoning)
Level: Bard 0, Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft.+5 ft./2 levels)
Area: One five-foot square
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

You create either caltrops or marbles (as detailed in the arms and equipment guide) within the targeted square for the duration of this spell.

Scavenger’s Eye
Divination
Level: Druid 0
Components: V, S
Casting Time: 1 Standard Action
Range: Close (25 ft.+5 ft./2 levels)
Target: One possible foodstuff or drink
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

Used by druids attempting to forage in the wild, this spell allows the caster to detect whether a certain source of food (such as a plant, berry, or carcass of a dead creature) or drink (such as a well or certain form of juice) is typically safe for ingestion (devoid of diseases, poisons, and other such afflictions) or not. Natural threats (such as poisonous berries, diseased flesh, water filled with fecal matter, or sources of acid mistaken for water) are detected but supernatural diseases and poisons added by the action of another are not detected by this spell.

And now for some feats:

Hedge Mage
You have gained mastery with the weakest of spells.
Prerequisites: The ability to cast 0-level spells.
Benefits: You gain one bonus 0-level spell each day. In addition, you gain bonus 0-level spells per day equal to your bonus 1st-level spells per day.

Minor Mysticism Mastery
You have gained untold versatility. Unfortunately, it only extends to your weakest spells.
Prerequisites: Hedge Mage, Ability to spontaneously cast 1st-level spells.
Benefits: Add all 0-level spells from your class’ spell list to your list of spells known, if any.

Tricks of the Trade
So long as you need a weak spell, you’ll be able to access the one you need.
Prerequisites: Hedge Mage, Ability to prepare and cast 1st-level spells.
Benefits: You may spontaneously exchange any prepared spell for a 0-level spell.

Master Hedge Mage
You have undisputed mastery over the weakest forms of magic.
Prerequisites: Hedge Mage, Ability to cast 2nd-level spells.
Benefits: Metamagic feats applied to 0-level spells you cast increase the spell level by one spell level less than normal (to a minimum increase of one spell level unless normally less).

Pyromancer999
2011-02-09, 04:00 PM
Treat
Conjuration (Creation)
Level: Bard 0, Cleric 0, Druid 0, Sorcerer/Wizard 0
Components: S, V
Casting Time: 1 standard action
Range: 5 feet
Effect: One snack
Duration: 5 minutes (D)
Saving Throw: None
Spell Resistance: No

The spell creates a small snack. Only a single, mundane food item may be created and it may not be tiny or larger. The food vanishes at the end of this spell’s duration whether it is eaten or not, providing no nutritional benefit. At the caster’s option, this spell may fill a cup or mug with a drink but this drink will not last long enough to provide any benefit (or even render the consumer inebriated). Poisonous items cannot be created in this way.

So, what size would a cake be? A pie? A burrito?


Apprentice Hedge Mage
You have gained mastery with the weakest of spells.
Prerequisites: The ability to cast 0-level spells.
Benefits: You gain one bonus 0-level spell each day. In addition, you gain bonus 0-level spells per day equal to your bonus 1st-level spells per day.

Minor Mysticism Mastery
You have gained untold versatility. Unfortunately, it only extends to your weakest spells.
Prerequisites: Hedge Mage, Ability to spontaneously cast 1st-level spells.
Benefits: Add all 0-level spells from your class’ spell list to your list of spells known, if any.

Tricks of the Trade
So long as you need a weak spell, you’ll be able to access the one you need.
Prerequisites: Hedge Mage, Ability to prepare and cast 1st-level spells.
Benefits: You may spontaneously exchange any prepared spell for a 0-level spell.

Master Hedge Mage
You have undisputed mastery over the weakest forms of magic.
Prerequisites: Hedge Mage, Ability to cast 2nd-level spells.
Benefits: Metamagic feats applied to 0-level spells you cast increase the spell level by one spell level less than normal (to a minimum increase of one spell level unless normally less).
Looks good, although you might want to change Tricks of the Trade so that you get 2 0 level spells per spell level.

This reminds me of a bunch of cantrips I made. Take a look (http://www.giantitp.com/forums/showthread.php?t=183336) and see if anything inspires you.

Mulletmanalive
2011-02-09, 06:27 PM
potion bottles are Diminuative, while rats are tiny [about 8" to a foot long] so i think cupcakes, muffin and bagels are allowable, while a king burrito or a footlong are not.

On the Hedge Magery, there is a requirement for "Hedge Mage" but no such feat...

Is there a word missing somewhere, an ACF to come or was there supposed to be another feat?

arguskos
2011-02-09, 06:28 PM
On the Hedge Magery, there is a requirement for "Hedge Mage" but no such feat...

Is there a word missing somewhere, an ACF to come or was there supposed to be another feat?
I was thinking about that. I'm betting that, based on the way things are worded, it's meant to be the Apprentice Hedge Mage feat. On that note, I dislike the naming of that feat (yes this is ABSURDLY petty). Just cut the Apprentice bit, it's not needed, IMO.

Realms of Chaos
2011-02-10, 02:13 PM
So, I cut the apprentice off of the hedge mage but I doubt that I'll make the suggested change to tricks of the trade (it was mostly created to allow you to switch prepared 0-level spells for other ones, not to spam huge numbers of them at once).

Happy to see that some people noticed thsi thing (and my mistakes).

Welknair
2011-02-11, 01:27 AM
I love Cantrips! I have a level .75 wizard in my group who does amazing things with the weakest spells. Heck, wizards would still be tier 1 just with Cantrips.

More on topic: A nice addition! Perhaps we should make a modified rule about Wizards starting with all Cantrips? At this point they may start with a near-full spellbook just for their 0-level spells...

Cieyrin
2011-02-12, 01:46 PM
Hurray for more cantrips and the feats are pretty nice, though Minor Mysticism Mastery seems a bit verbose, considering how many cantrips and orisons are out there already. On the other hand, Wizards and other prepared casters tend to already have all cantrips, so it's more an issue with RAW than anything. I personally limit Wizards to 16 cantrips of their choice.

More personal houserule than anything also but I allow bonus cantrips/orisons from stats by default, as it's seriously dumb that you don't get those when you get bonuses to everything else. Still, good on opening it up to more narrow minded games with a feat.

Pyromancer999
2011-02-12, 02:02 PM
I love Cantrips! I have a level .75 wizard in my group

How's that happen?

Nopraptor
2011-02-12, 03:20 PM
In Obstruct the Path you wrote cantrips instead of caltrops...

Welknair
2011-02-13, 01:13 AM
How's that happen?

Long story... I made an entire system for "0-level progressions" that allow the playing of characters below first level that still have some measure of class abilities. He started at .25 with a single cantrip a day. I'm considering posting it at some point, but it's kind of short...

Cieyrin
2011-02-13, 03:01 PM
Oh! I now have constructive criticism! Obstruct the Path does half of what the Caltrops (SpC) cantrip does, just fyi. I could see both continuing to exist, as Caltrops advances with CL to cover more squares with caltrops, as well as be more accurate with their attacks.

Thugorp
2011-04-16, 03:34 PM
Long story... I made an entire system for "0-level progressions" that allow the playing of characters below first level that still have some measure of class abilities. He started at .25 with a single cantrip a day. I'm considering posting it at some point, but it's kind of short...

Please do poast this!

Prime32
2011-04-17, 12:42 PM
Considered a feat to allow casting of cantrips at will? It's not likely to be overpowered, and casters can already do it in PF (http://www.d20pfsrd.com/classes/core-classes/wizard).

Or a feat to add two cantrips from other lists.

lord of kobolds
2011-04-17, 04:25 PM
Long story... I made an entire system for "0-level progressions" that allow the playing of characters below first level that still have some measure of class abilities. He started at .25 with a single cantrip a day. I'm considering posting it at some point, but it's kind of short...

Am I the only one thinking of Senor Vorpal Kickasso (AKA Fumbles) from Goblins?

Also, in regards to Tap, how much pressure is required to force an eyeball back into the brain? Possibly specify that it can not effect living beings?