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<blockquote data-quote="jgsugden" data-source="post: 8181069" data-attributes="member: 2629"><p>I think a +2 to an attribute in exchange for a cantrip is too strong. </p><p></p><p>In my campaign I introduced, "Personal Enchantments". They are an alternative to spells like Mage Armor. They are learned in the same way that spells are, but rather than being cast, they reduce the number of spell slots you possess and are always active (no duration), but can be suppressed with a dispel magic (they'll return upon your next long rest). </p><p></p><p>Example:</p><p><em><strong>Armor Enchantment</strong></em></p><p><em>Level 1</em></p><p><em>Abjuration - Personal Enchantment</em></p><p><em></em></p><p><em>A protective magical force surrounds you. Your base AC becomes 13 + your Dexterity modifier. This magical force emits dim light in a 5' radius. As an action, you may suppress the force around you and extinguish the light. You may then use an action to restore the force and the light. </em></p><p></p><p>I bring these up because I have personal enchantments that raise attributes to 19. They are second level personal enchantments, and each can raise the ability score, but they also have drawbacks. </p><p></p><p>Strength - You have disadvantage on Dexterity ability checks.</p><p>Dexterity - You have disadvantage on Strength ability checks and your carrying capacity is reduced by 20%.</p><p>Constitution - You have disadvantage on Wisdom ability checks.</p><p>Wisdom - Your speed is reduced by 10'.</p><p>Intelligence - You can either take a bonus action or an action on your turn, not both.</p><p>Charisma - You have disadvantage on all intelligence ability checks, and cannot gain advantage on intelligence ability checks (meaning all intelligence ability checks are rolled at disadvantage). </p><p></p><p>You give a superior benefit to your PCs for a cantrip cost with your proposal - while these have proven to be amongst the more powerful personal enchantments I have released.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8181069, member: 2629"] I think a +2 to an attribute in exchange for a cantrip is too strong. In my campaign I introduced, "Personal Enchantments". They are an alternative to spells like Mage Armor. They are learned in the same way that spells are, but rather than being cast, they reduce the number of spell slots you possess and are always active (no duration), but can be suppressed with a dispel magic (they'll return upon your next long rest). Example: [i][b]Armor Enchantment[/b] Level 1 Abjuration - Personal Enchantment A protective magical force surrounds you. Your base AC becomes 13 + your Dexterity modifier. This magical force emits dim light in a 5' radius. As an action, you may suppress the force around you and extinguish the light. You may then use an action to restore the force and the light. [/i] I bring these up because I have personal enchantments that raise attributes to 19. They are second level personal enchantments, and each can raise the ability score, but they also have drawbacks. Strength - You have disadvantage on Dexterity ability checks. Dexterity - You have disadvantage on Strength ability checks and your carrying capacity is reduced by 20%. Constitution - You have disadvantage on Wisdom ability checks. Wisdom - Your speed is reduced by 10'. Intelligence - You can either take a bonus action or an action on your turn, not both. Charisma - You have disadvantage on all intelligence ability checks, and cannot gain advantage on intelligence ability checks (meaning all intelligence ability checks are rolled at disadvantage). You give a superior benefit to your PCs for a cantrip cost with your proposal - while these have proven to be amongst the more powerful personal enchantments I have released. [/QUOTE]
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