Once again, too many people are pulling the focus away from the OP and the "debate" is getting pointless.
If you read this thread and already feel the game is magical, with or without cantrips being at-will, then fine, say your piece and either please move on or contribute to the goal of the thread as intended the OP.
Some posters have emphasized dramatic flare to help and if that works, wonderful, problem solved. But for those of us (myself included, obviously), that isn't the problem. For me, like others, it is lack of variety (especially in combat), that makes magic feel mundane. To be fair, I find the same problem with melee at times, but have my NPC do different things like leaving his engagement with three foes to rush to the aid of a comrade, accepting opportunity attacks if I must, and so forth, to create a greater sense of action.
Yet I digress. Here are some mechanical ideas that I came up with this morning which might make your game feel more "magical":
1. Allow classes (not Archetypes) with cantrips (not Cantrips learned from a Feat, etc.) to change their Cantrips Knowns during a Long Rest. Reason: cantrips are by nature low-power and already enjoy constant at-will use. Increasing the variety or options might help (then again, maybe it won't for you...).
2. Make "Cantrips Known" into "Cantrip Slots". Caster can use any cantrip from their spell list (again, variety is key for me anyway), expending a Cantrip Slot when casting it. All Cantrip Slots are regained after a Short Rest or Long Rest.
3. Let caster classes choose any cantrip from their spell list instead of only knowing a limited number (yep, there is that variety again) when they cast a cantrip (see new Feat below if you want a cost associated with this feature).
New Feat: Cantrip Caster
Prerequisite: the ability to cast at least one spell.
You know all the cantrips from your class spell list and can cast them at-will.
If the focus is lack of options in combat, create new cantrips for casters to influence combat in other ways, such as these examples (these are just drafts, and not checked for balance yet):
Quick Ward
Abjuration
Level: Cantrip
Casting time: 1 Action
Range: 30 feet
Components: V, S, M (a tiny square sheet of metal)
Duration: Instantaneous
You wave your hand across your front towards a target within range, you grant the target a +1 bonus to Armor Class and Saving Throws until the beginning of your next turn.
Repel Attacker
Conjuration
Level: Cantrip
Casting time: 1 Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch your target and push away with your hand. The target rolls a Constitution save. If it fails, it is moved 5 feet backwards. If the space is occupied, the spell fails.
Summoning Snap
Conjuration
Level: Cantrip
Casting time: 1 Action
Range: 10 feet (maybe 30 feet?)
Components: V, S
Duration: Instantaneous
You snap your fingers and extend your hand to summon a small object, two pounds or less and no longer than 1 foot, that you can see within range into your hand. If this object is being held by an unwilling creature, the target makes a Dexterity save to retain control of the item.
Those are just a few examples. Having cantrips that can affect combat beyond dealing damage might help. I know I enjoy using other combat options for melee, such as shoves, disarms, etc. Personally, I will talk to my players but probably employ one of the options I listed above and encourage my players to make their own cantrips for group approval.
This is hilarious...
At the same time you are telling folks to move on if they dont want to keep the focus of the OP in mind... even quoting it...
**So how do we combine the contradictory ideas that (a) at-will magic makes magic feel mundane that several people have stated, and (b) have that casters can contribute meaningfully in a magical way without having to resort to mundane actions? I don't think a direct compromise works, so what solutions orthogonal to mundane=mundane and at-will=mundane can we find?**
You yourself for your own (presumably acceptable on target posting) add a different reason for not being magical enough... "For me, like others, it is lack of variety (especially in combat), that makes magic feel mundane. "
"lack of variety" and "at-will" are of course not the same thing at all and it was specifically the at-will brought to the fore by the Op.
Are you sure you are posting in the right thread by the standard you just put to others or should you be "say your piece and either please move on or contribute to the goal of the thread as intended the OP."
Finally, what if after looking and seeking and optimizing for the campaign four different classes and four different players each show up with at-will feated firebolts and light spells - how is the extra bookkeeping that it took them to get right where they chose to be originally preventing this from being just as "not magical enough" as it was before the "problem" resulted in new homebrew cantrips et al? is it "magical enough" now that they spent a feat and only chose the cantrips that morning, not at various levels?
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