Cantrips
Feb 1, 2009 August 19, 2010
Cantrips are "level zero" spells that add a lot to a game, but are not powerful enough to count as a first level spell. Typically, they are ways for a wizard to do ordinary things in an extraordinary way without unbalancing the game. For example, typically characters can light object easily using their tinderbox. A cantrip may allow a wizard to light something without the use of a tinderbox, a great convenience, with the possible added benefit of not failing on damp items.
Rules for cantrips have varied from game to game, but in an effort to improve game story and wizard's panache, the system I describe here is pretty open. There are some important general guidelines that I think should be mentioned:
- Cantrips should only allow a wizard to do things they would normally be able to do without magic
- Cantrips should never be powerful enough to require a saving throw
- Cantrips should require the wizard to have similar magic in their repitoire. For example, a cantrip that allows a wizard to open a door within 10' should have memorized the "knock" spell at least once within the last gaming month. This gives wizards the panache that is most associated with their casting personality.
- After achieving the 4th level, wizards can create new cantrips of their own based on the spells they use. The DM should modify or disallow a cantrip that is too powerful and would unbalance game play. The DM may impose further guidelines on this, indicating that the wizard should have used the related spell a minimum number of times.
Number of Cantrips A wizard can cast a number of cantrips equal to their level plus their intelligence bonus per day. This means that every level, a wizard will minimally be able to appear more powerful.
Memorization Cantrips do not use the "memorize and forget" system of other spells. A wizard either knows, or doesn't know, a particular cantrip. From the pool of the ones known, the wizard may choose to cast any, up to the allotted amount. Optionally, the DM may require that the wizard refresh themselves with their magic to maintain cantrips by keeping a spell book, or by regularly using spells that resemble the cantrips they know in some way.
Learning Cantrips Depending on the type of training, wizards start out knowing between 2 and 8 cantrips. A wealthy child sent to a reknown school of magic may, for example, know 4 plus their Intelligence score bonus. It is recommended that the DM determine the number, or assume 1d4 for normal cases.
Casting Cantrips Cantrips still require verbal and somatic components (unless otherwise described in the cantrip), but these are usually quite a bit less exaggerated. A tied and gagged wizard will still not be able to cantrip, but cantrips typically do not alert others as readily to a wizard initiating a spell.
Example Cantrips
IGNIRE (Ignite) Requires: fire related spell (such as Fireball) Range: Touch Effect: Light something normally without a tinderbox
EXTINGUERE (Extinguish) Requires: fire related spell (such as fireball) Range: Touch Effect: Smother a small flame (such as a candle)
/Open Requires: Knock Range: 10' Effect: Opens something that can be opened with easy force such as a door or chest
Example Orisons
NECTERE (Bandage) Requires: healing spell (such as Cure Light Wounds) Range: Touch Effect: Heals a dying creature to prevent death. Has no effect on creatures with 1 hit point or more.
References: * http://www.frontiernet.net/~jamesstarlight/CantripsOrisons.html * http://www.dragonsfoot.org/forums/viewtopic.php?t=43133 * http://dragonsfoot.org/forums/viewtopic.php?t=36045 * Dragon Magazine 200