Folk Magic: getting 0-lvl spells from feats?

BigCat

First Post
Hi all-

In my next campaign I'd like magic to have a ubiquitious feel, and instead of giving every farmer a level in cleric I'm trying to figure out how to use the feat system. What I'm looking for is a way to give Average Joe a couple of minor magics that they can use to make their day easier: the farmer fertilizes his crops, the craftsman improves his craft roll, etc.

So my question to you: would the at-will, or X/day, use of a cantrip be appropriate for a feat? Overpowered? underpowered? Depends on the cantrip? What do you think?
 

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We did almost exactly this in our campaign, except that these feats are also prerequisites for taking a magic-using class. Give about half the level 1 cantrip ability as a Feat (so 3 for Sorcerer, 2 for Wizard, but maybe the Sorcerer only knows 1 cantrip while the Wizard gets two), and deduct it from what you get for gaining level 1 in the class. It works just fine; more people have a little magical ability, sure, but it doesn't really seem to unbalance anything.
 

Complete Arcane has a number of feats that grant the use of minor skills and I think they could easily be tailored to give the feel you want. These are all as a 1st level caster. They seem to grant two 0th level spells and one 1st level spell.

Communicator: Grants arcane mark, message and comprehend languages as spell-like abilities 1/day.
Insightful: Grants detect magic, detect secret doors, and read magic as spell-like abilities 1/day.
Necropolis Born: Grants ghost sound, touch of fatigue and cause fear as spell-like abilities 1/day.
Night Haunt: Grants dancing lights, prestidigitation and unseen servant as spell-like abilities 1/day.
Soul of the North: Grants chill touch, ray of frost and resistance as spell-like abilities 1/day.
Spell Hand: Grants mage hand, open/close and Tenser's floating disc as spell-like abilities 1/day.

Ones that would fit a similar feel for other occupations:
Magical Craft: Grants mending, magecraft (Eberron +5 comp bonus to a craft check), and mage hand as spell-like abilities 1/day.
Nature's Sight: Grants know direction, detect animals and plants, and guidance as spell-like abilities 1/day.
Healer's Hand: Grants cure minor wounds, detect poison and cure light wounds as spell-like abilities 1/day.
Nature's Bounty: Grants purify food and drink, create water and goodberry as spell-like abilities 1/day.
Hunter's Mark: Grants know direction, guidance and hide from animals as spell-like abilities 1/day.


Stuff like that.
 

Thanks guys! Ferrix, that looks exactly like what I was looking for. My intuition says they're a bit overpowered for a feat (they give a good chunk of first-level casting ability), and given their splatbook origin that seems plausible. Any consensus on whether they're ok power-wise?
 

BigCat said:
Thanks guys! Ferrix, that looks exactly like what I was looking for. My intuition says they're a bit overpowered for a feat (they give a good chunk of first-level casting ability), and given their splatbook origin that seems plausible. Any consensus on whether they're ok power-wise?

Really, they're not very powerful for a feat. Your caster level is always 1. Like many things, they'll get weaker and weaker as the character gains levels. A single chill touch at level 1, once a day looks nice on paper, but is never going to break your game or even put a dent in it.
They get three little tricks they can perform in a day, but they'll never overshadow or even match a spellcaster. A wizard will often have a higher save DC, increasing caster level, more spells per day, and vastly more selection.

Think what a character loses by investing a feat in one of these feats (power attack, spell focus, improved initiative).

They give more flavor to a character then power.
 

There's a regional feat (meaning: you can only take it at 1st level, you can't have more than one regional feat even if you get more than one 1st-level feat, and you have to be from the right place) in Player's Guide to Faerûn that gives you access to 3 0-level spells per day. You cast these either as a sorcerer (in which case you know two spells that you can cast in any combination during a day) or a wizard (in which case you know three spells that you have in a spellbook, and you prepare them like a wizard). You have a caster level of 1 (or your level in an arcane casting class), and you need Int or Cha 10 (depending on if you take Sorcerer-style or wizard-style casting).
 

I did it slightly differently in my campaign. I have a feat that allows characters to learn spells, but after the first one they have to spend Skill Points to learn them. And both their casting level and the levels of the spell depend on how many ranks of the skill they have.

For example, there's a bunch of larcenous slackers in my game called the Darklings, who get limited access to some darkness-related spells. I had to invent a lot of spells to give them some choice, so many of the spells listed are custom (and even so I ran out at the end). But the important thing is the relationship of ranks to spell level, which I think is well balanced.

IMC spellcasters have to make "Spellcasting Rolls" to cast their spells (don't worry, I give them some other advantages, and the players feel it all works out), which should explain why the spells here have Skill Checks associated with them. But that can be changed for different campaigns. Obviously, this technique can be adapted to other types of spells: plant spells, or illusion spells, or air spells, or whatever matches the character concept. But you might have to make up some spells to have at least one for each rank.

NEW FEAT: DARKLING SPELLCASTER
¶ You are a member of the informal group known as the Darklings, and have some small ability to cast darkness-related spells.
¶ Prerequisites: Wis 13, non-lawful alignment, Bluff 2 ranks or Hide 2 ranks, training from Lamont, "Duke of Twilight"
¶ Benefit: Darkspell is a cross-class skill for you. You receive 2 free ranks in that skill.
¶ Normal: Without this feat or a similar ability, you cannot gain ranks in the Darkspell skill at all.
¶ Special: "Training" can be quite informal, and may, in some cases, amount to no more than having a few conversations with Lamont. He must, however, agree to train you in order for you to get this feat.

NEW SKILL: DARKSPELL (Cha; Trained Only; Darklings Only)
¶ You can cast a small number of darkness-related spells. Each time you gain a new rank in this skill, choose one spell from Table I: Spells. Your choice is restricted based on the rank you're gaining. In addition, you must have a Charisma of 10 + the spell level to choose a spell. You can always choose a spell of lesser level than your rank or Charisma score would otherwise permit.

Once you choose a spell, you can attempt to cast it once per day. If you choose the same spell more than once, the number of times per day you can attempt to cast it is equal to the number of times you chose it.

¶ Check: In order to cast a spell, you must make a skill check vs. DC 7 + 2 X the spell level. If you fail, the attempt is wasted without affect. This check replaces the normal spellcasting check.

Your casting level is equal to your number of ranks. The spell's save DC (if applicable) is equal to 10 + the spell level + your Charisma modifier. The spell is cast as an arcane spell; it may provoke an attack of opportunity, and may require verbal, somatic, and material components, as usual. If you are wearing medium or heavy armor, or carrying a shield, the usual chance of arcane spell failure applies.

¶ Special: This skill is a cross-class skill for characters with the Darkling Spellcaster feat (or other abilities that grant this benefit). Such a character is called a Darkling. Other characters cannot gain ranks in this skill at all.

A character with the Darkling Spellcaster feat receives 2 free ranks of Darkspell.

If a Darkling becomes lawful, he may no longer gain ranks in this skill, and he suffers a -6 penalty on all Darkspell checks.

¶ Table 1: Spells
Darkspell Rank/Spell Level/Spells
Rank 1/Level 0/Spells: Black frogs, suppress light, ink ray
Ranks 2, 3/Level 1/Spells: Darkness missile, ebony weapon, lesser darkness
Ranks 4, 5/Level 2/Spells: Darkness missile, ebony weapon, lesser darkness
Ranks 6, 7/Level 3/Spells: Deeper darkness, wall of darkness
Ranks 8, 9/Level 4/Spells: Ebony instrument, blind contagion
Ranks 10, 11/Level 5/Spells: ??? [still working on it]
 

I usually treat it as a feat that has another feat as a prerequisite, or a few skill ranks as a prerequisite.

Generally, I have the feat grant your Wisdom or Intelligence bonus (pick one) in spell levels per day, spendable however you like. Caster Level is 1/2 Character Level, rounded down.
 

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