Do all wizards have all cantrips at 1st level?

Ninja-to

First Post
In the PHB it says cantrips are class features, like the cleric's turn undead etc. I assumed this meant that all wizards have all cantrips available to them at 1st level.

I looked in the KotSF sample characters and the human wizard in there only has two cantrips on his list. Is it that they just didn't print the others, or am I missing something here?
 

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They likely left off two of the cantrips for space considerations, as they did the same with one of the pre-gen cleric's powers. Wizards do indeed get all four cantrips at first level.
 

Cool thanks I thought so. Just curious though, where is it actually printed in the books?

Actually I was surprised at how hard it was to dig up the rules on how many at will powers you can select. I found the chart fairly easily, but the 'choose two at will powers' for some reason took me a very long time (I haven't read the PHB cover to cover yet). I find the wording a bit more vague than in 3.5. Also took me a while to understand what was special about cloud of daggers when you can do more damage with burning hands. Dunno maybe it was just reading it late at night I was missing the obvious.
 

Ninja-to said:
Cool thanks I thought so. Just curious though, where is it actually printed in the books?

Actually I was surprised at how hard it was to dig up the rules on how many at will powers you can select. I found the chart fairly easily, but the 'choose two at will powers' for some reason took me a very long time (I haven't read the PHB cover to cover yet). I find the wording a bit more vague than in 3.5. Also took me a while to understand what was special about cloud of daggers when you can do more damage with burning hands. Dunno maybe it was just reading it late at night I was missing the obvious.

You mean aside from the fact that CoD is at-will and BH is an encounter power?
 



Jack99 said:
You mean aside from the fact that CoD is at-will and BH is an encounter power?

LOL!

Sorry I meant Magic Missile. Didn't have my PHB handy at the time. This 4E thingy is going to take some getting used to.

However, the people who have actually played it and talked about it here seem to overwhelmingly agree that it's a :):):):):) load of fun. I can't wait to start off next week on our first game. :D
 

withak said:
PH p. 158, under Cantrips...

True, I saw that.

I was confused by two things. First was 'choose two at will powers' for all the classes. The wizard cantrips are at will, so even though I was fairly sure wizards get all, I just wanted to double check. Second was the fact there were only two cantrips in the sample wizard in KotSF so it threw me off a bit. Just by coincidence there were 'two' at will cantrips... so as I haven't read the PHB fully yet, was wondering if I missed something.
 

Magic Missile = 2d4+Int to one target.
Cloud of Daggers = 1d6+Int to one square, +Wis to anyone starting their turn in it or entering it.

If your Wis is 14 or more, then Cloud of Daggers will do more damage.

If you have a fighter that can use Tide of Iron to push people in the Cloud of Daggers, it will do more. Most othere classes (including wizards) posses an ability to move foes about as well.

You can use Cloud of Daggers as a deterrent to going in one square on the battlefield unlike MM (i.e. keep the bad guys from flanking your rogue that decided to run into the group of kobolds).
 

Ninja-to said:
LOL!

Sorry I meant Magic Missile. Didn't have my PHB handy at the time. This 4E thingy is going to take some getting used to.

However, the people who have actually played it and talked about it here seem to overwhelmingly agree that it's a :):):):):) load of fun. I can't wait to start off next week on our first game. :D

Magic Missile can be used as a basic attack (IE for Oppertunity Attacks or at the end of a charge).
 

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