Cap'n Kobold
Hero
I was tired when I posted that, I don't know what I was thinking. On the subject of Overpowered, that is not the issue I have with magic. It is simply that magic in my world is much more wild and untamed than the default, and I would like a mechanical way to reflect that. I intend to test various changes over time, until I find the best one for my world.
Weakening/reducing Cantrips isn't at the top of my list, but it is one of the things that I feel makes magic look much more tamed. Other thoughts I have had is simply limiting Cantrips known, or having some sort of mini-surge table for cantrips, that causes them to misbehave every now and then.
How about Cantrips dealing double damage on the roll of a 20 to hit, (or enemy save of a 1). However, if natural 1 or 20 are rolled on either roll, the caster loses a spell slot. If they have no remaining spell slots, they take a level of exhaustion.
So even cantrips can run wild and surge a little, but there is a chance that they will still drain the caster.