knight_isa
First Post
I've had this idea for a while, and today I finally took the time to flesh it out. Basically, this is an idea to make cantrips a little more useful past level 3. So here are a dozen cantrips that affect the next spell cast. The questions I have are:
1) does this idea have merit (does it make sense and would it ever be used)?
2) are the spells balanced? If not, what could I do to correct the issues?
3) what would be the most appropriate school? Most I defaulted to Transmutation.
Here a short summary:
And the long version:
Caster Preserver
Abjuration
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain a +1/2 caster level bonus to the save against the next spell you cast before the end of the next round.
Duration Extender
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain a +1 bonus to caster level when you determine the duration of the next spell you cast before the end of the next round.
Energy Augmenter
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The next damage-dealing spell with an energy descriptor (acid, cold, electricity, fire, or sonic) that you cast before the end of the next round is augmented. All targets of that spell take an additional 1d3 points of damage of one energy type matching the spell's energy descriptor(s).
Lingering Reminder
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
One point of damage from the next instantaneous damage-dealing spell that you cast before the end of the next round is continuous damage that lingers for one round.
Material Provider
Transmutation
Level: Sorcerer/Wizard 0
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You can ignore the material component worth less than 1gp of the next spell you cast before the end of the next round.
Range Enhancer
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain a +2 bonus to caster level when you determine the range of the next spell you cast before the end of the next round.
Resistance Penetrator
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain a +1 bonus to caster level checks to overcome spell resistance for the next spell you cast before the end of the next round.
Somatic Stabilizer
Transmutation
Level: Sorcerer/Wizard 0
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The arcane spell failure of the next spell you cast before the end of the next round is reduced by 10%.
Spell Fortifier
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The DC to dispel the next spell you cast before the end of the next round is increased by 1.
Target Locater
Divination
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The miss chance due to concealment is reduced by 10% for the next spell you cast before the end of the next round.
Verbal Stabilizer
Transmutation
Level: Sorcerer/Wizard 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The spell failure caused by casting a spell with a verbal component while deaf and/or silenced is reduced by 10% for the next spell you cast before the end of the next round.
Verbal Silencer
Illusion (Glamer)
Level: Sorcerer/Wizard 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The Listen DC to hear the next spell you cast before the end of the next round increases by +5.
Comments/suggestions?
Edit: Changed the Energy Augmenter to 1d3
Edit: Changed duration to be similar to True Strike
1) does this idea have merit (does it make sense and would it ever be used)?
2) are the spells balanced? If not, what could I do to correct the issues?
3) what would be the most appropriate school? Most I defaulted to Transmutation.
Here a short summary:
Code:
Caster Preserver +1/2 CL bonus to save vs. own spell
Duration Extender +1 CL for duration
Energy Augmenter +1d3 energy damage to energy spell
Lingering Reminder 1 point of damage is continuous
Material Provider eschew materials
Range Enhancer +2 CL for range
Resistance Penetrator +1 CL to overcome SR
Somatic Stabilizer -10% ASF
Spell Fortifier +1 to dispel DC
Target Locater -10% miss chance due to concealment
Verbal Stabilizer -10% SF due to deafness/silence
Verbal Silencer +5 to Listen DC
And the long version:
Caster Preserver
Abjuration
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain a +1/2 caster level bonus to the save against the next spell you cast before the end of the next round.
Duration Extender
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain a +1 bonus to caster level when you determine the duration of the next spell you cast before the end of the next round.
Energy Augmenter
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The next damage-dealing spell with an energy descriptor (acid, cold, electricity, fire, or sonic) that you cast before the end of the next round is augmented. All targets of that spell take an additional 1d3 points of damage of one energy type matching the spell's energy descriptor(s).
Lingering Reminder
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
One point of damage from the next instantaneous damage-dealing spell that you cast before the end of the next round is continuous damage that lingers for one round.
Material Provider
Transmutation
Level: Sorcerer/Wizard 0
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You can ignore the material component worth less than 1gp of the next spell you cast before the end of the next round.
Range Enhancer
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain a +2 bonus to caster level when you determine the range of the next spell you cast before the end of the next round.
Resistance Penetrator
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain a +1 bonus to caster level checks to overcome spell resistance for the next spell you cast before the end of the next round.
Somatic Stabilizer
Transmutation
Level: Sorcerer/Wizard 0
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The arcane spell failure of the next spell you cast before the end of the next round is reduced by 10%.
Spell Fortifier
Transmutation
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The DC to dispel the next spell you cast before the end of the next round is increased by 1.
Target Locater
Divination
Level: Sorcerer/Wizard 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The miss chance due to concealment is reduced by 10% for the next spell you cast before the end of the next round.
Verbal Stabilizer
Transmutation
Level: Sorcerer/Wizard 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The spell failure caused by casting a spell with a verbal component while deaf and/or silenced is reduced by 10% for the next spell you cast before the end of the next round.
Verbal Silencer
Illusion (Glamer)
Level: Sorcerer/Wizard 0
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
The Listen DC to hear the next spell you cast before the end of the next round increases by +5.
Comments/suggestions?
Edit: Changed the Energy Augmenter to 1d3
Edit: Changed duration to be similar to True Strike
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