Guy Lombard-O
2021-05-24, 01:39 PM
I'm designing a cantrip for a nautical campaign. Just need a little feedback on:
1. The balance issues - I want it at the general power level of the other utility cantrips like Thaumaturgy & Prestidigitation;
2. Any sailing-appropriate themed additions or substitutions you can suggest, without greatly raising the power level of the spell (unless you find it truly lacking); and
3. Any thoughts about whether you, as a player would take such a cantrip over the standard utility options?
SEACRAFT
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
You manifest a minor wonder, and you create one of the following magical effects within range:
· You draw the attention of any CR 0 water breathing creature within range, focusing its attention on an object of your choice within 5 feet of you and making that object seem like an enticing edible to them for 1 minute unless it succeeds on a Wisdom saving throw.
· You cause unpleasant, dripping dampness in a 5’ radius at a point within range. The wet is enough to dim or snuff out a candle, torch, or small campfire.
· One of your god’s minions whispers in your ear, giving a simple, one-word prediction of what the weather will be at your location or for your vessel for the next 24 hours.
· You cause a rope within range to twist, tangle and knot up, or to untie itself.
· You instantly know which direction is true north.
1. The balance issues - I want it at the general power level of the other utility cantrips like Thaumaturgy & Prestidigitation;
2. Any sailing-appropriate themed additions or substitutions you can suggest, without greatly raising the power level of the spell (unless you find it truly lacking); and
3. Any thoughts about whether you, as a player would take such a cantrip over the standard utility options?
SEACRAFT
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Instantaneous
You manifest a minor wonder, and you create one of the following magical effects within range:
· You draw the attention of any CR 0 water breathing creature within range, focusing its attention on an object of your choice within 5 feet of you and making that object seem like an enticing edible to them for 1 minute unless it succeeds on a Wisdom saving throw.
· You cause unpleasant, dripping dampness in a 5’ radius at a point within range. The wet is enough to dim or snuff out a candle, torch, or small campfire.
· One of your god’s minions whispers in your ear, giving a simple, one-word prediction of what the weather will be at your location or for your vessel for the next 24 hours.
· You cause a rope within range to twist, tangle and knot up, or to untie itself.
· You instantly know which direction is true north.