Contest: Cool Cantrip Concepts

HeavenShallBurn said:
That's what I took it as and it looks fairly balanced for that purpose since it gets rid of the bonuses to saves and armor class
Protection from evil is still on of the most powerful 1st level spells. Duration is too long at least on this version, it would be a good cantrip at 1 round per level and perhaps even passable at 1 - 4 rounds (1d4?)
 

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Destil said:
Protection from evil is still on of the most powerful 1st level spells. Duration is too long at least on this version, it would be a good cantrip at 1 round per level and perhaps even passable at 1 - 4 rounds (1d4?)

The spell is useless as 1 round per level the same as 1d4. A spell meant as a form of prevention that lasts from 6-24 seconds is utterly useless, by the time a caster could cast it it's too late. The same as reducing polymorph to 1 min/level made it far less useful except in combat.
 

HeavenShallBurn said:
The spell is useless as 1 round per level the same as 1d4. A spell meant as a form of prevention that lasts from 6-24 seconds is utterly useless, by the time a caster could cast it it's too late. The same as reducing polymorph to 1 min/level made it far less useful except in combat.
"If a target is subject to ongoing control from an outside source (eg dominate person) the effect is simply suppressed for the duration of Free Mind."
Allowing prevention of these effects for 1 min / level is way out of line for a cantrip. We already have casters devoting all their 1st-8th level slots to buffs, you want to pump the cantrips onto everyone else too? Suppression for 1 round/level will be a big deal in a fight if your fighter's dominated, it gives you long enough to kill whoever dominated him hopefully, or come up with a better solution. In either case it's still way better than 1d3 acid damage with a touch attack....
 

for the necromancers/evil priests

I had an evil cleric for a few sessions that loved to use zombies as minions, warriors, whatever... The rest of the party were good guys so they werent too happy about my zombies in the first place. Then after it became a running theme in-character to make fun of my smelly creations and the DM actually had us start losing surprise rounds because the zombie smell gave us away I came up with this one for my character.

Grave Perfume
Alteration
Level: Sor/Wiz 0, Clr 0,
Components: V, S, M,
Range: close
Target: 1 per caster level
Duration: 1 hour per caster level
Saving Throw: Will Negates (Harmless)
Spell Resistance: Yes (Harmless)

Anyone the spell is cast on smells faintly like lilacs (traditional graveyard flower in that world) and has any bad smells totally cancelled out.

I loved it, actually used it on myself. It got rid of the bad smell of my zombies and lent the whole party a creepy gothic air that the good guys hated... Nice when we ran into some troglodytes too.
 

boredgremlin said:
I had an evil cleric for a few sessions that loved to use zombies as minions, warriors, whatever... The rest of the party were good guys so they werent too happy about my zombies in the first place. Then after it became a running theme in-character to make fun of my smelly creations and the DM actually had us start losing surprise rounds because the zombie smell gave us away I came up with this one for my character.

Grave Perfume..

Nice flavor. Power wise, It's right on the border of what a cantrip can do. You can duplicate that sort of effect with Prestidigitation which has a duration of 1 hour, but its also a much more versital spell.

I should point out that neither Grave Perfume or Prestidigitation can actually cover up a strong smell. Either might be able to cause reeking garbage, sewage, or rotting bodies to smell like lilacs, but the smell of lilacs would then be every bit as strong as the smell of reeking garbage or whatever. So, whatever is creating the odor would be detectable from just as far away, it would just smell like something else.

Sigurd's 'Home Cooking' is a similar spell and also well within the traditional guidelines for a cantrip. Note that it doesn't actually make something tasteless, which is where I would probably draw the line on a cantrip's power.
 

Phantasmal Shot
Illusion [Phantasm]
Level: Sor/Wiz 0, Bard 0
Components: V, S, F
Range: Close (25 ft + 5 ft / 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will Negates, Fortitude Partial
Spell Resistance: Yes

You create one illusionary piece of ammunition, firing it from a conventional projectile weapon such as a crossbow or sling. If you hit your target's touch AC they must make a will saving throw, on success they realize the arrow isn't real and it has not effect.

On a failure the creature takes 1d8 nonleathal damage from the perceived wound. A successful fortitude save halves this amount.

Focus: The weapon from which the projectile is fired.
 

Since it is utterly unfair of me to criticize without opening myself up to the same scrutiny, these are my house cantrips:

nm: It appears that this is supposed to be a literal contest.
 
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Opps, I mislabeled my spell as 1st-level for some reason. Entirely meant as a cantrip. Will fix that now.

As for the OP's cantrip: I too understood it to be a lesser form of Protection from Evil, but also have misgivings about its potency for a cantrip.

Celebrim: I thought the idea was that everyone was just supposed to supply one neat cantrip, not a slew of cantrips both ordinary and interesting. I'm sure plenty of us have pages of custom cantrips, but ya don't see us dumping them into the thread.
 

Fire Flick
Conjuration (Creation) [Fire]
Level: Sor, Wiz 0
Components: S
Casting Time: Swift Action
Range: Personal or Close (25 ft. + 5ft./2 levels)
Effect: One candle sized flame from a finger tip
Duration: 1 round/level (D)
Saving Throw: None
Spell Resitance: No

With this spell, the character can do one of three things:
1. Create luminesce as per a candle
2. Use the fire to light a cigar or pipe
3. Injure an opponent

In the third case, the candle sized flameforms into an orb and flies at its target. Using the spell this way, causes it to end whether or not it strikes its target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of fire damage.

Somatic component: Snapping your finger and thumb together. The flame forms a centimeter above your thumb.
 

Arkhandus said:
Celebrim: I thought the idea was that everyone was just supposed to supply one neat cantrip, not a slew of cantrips both ordinary and interesting. I'm sure plenty of us have pages of custom cantrips, but ya don't see us dumping them into the thread.

I guess I'll vote for the first person that submits a cantrip I'd want to steal then.
 

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