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Limiting cantrips - advice needed
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<blockquote data-quote="Bacon Bits" data-source="post: 6604526" data-attributes="member: 6777737"><p>Personally, if "magic is game changing but rare" were my goal, I'd make changes like this:</p><p></p><ol> <li data-xf-list-type="ol">Eliminate all cantrips except <em>light</em>, <em>prestidigitation</em>, <em>thaumaturgy</em>, <em>mending</em>, <em>dancing lights</em>, <em>spare the dying</em>, and (possibly) <em>message</em> and <em>mage hand</em>. Some may be altered slightly to be 1st level spells with damage or effects on par with <em>burning hands</em> or <em>magic missile</em>, but otherwise, they're gone.</li> <li data-xf-list-type="ol">Spell save DCs are 10 + proficiency + ability mod instead of 8 + prof + mod. Spell attack modifier is 2 + proficiency + ability mod instead of proficiency + mod.</li> <li data-xf-list-type="ol">If a spell effect deals damage which increases with spell level, treat the spell as though it were one spell level higher than normal. Exceptions may exist for some spells at DM's option (e.g., <em>spiritual weapon</em>). Alternately, increase spell damage by 1 die.</li> <li data-xf-list-type="ol">Reduce spell slots per spell level by 1 each for spell levels 1-5. Levels 6-9 never go above 1 spell per level.</li> <li data-xf-list-type="ol">Eliminate Warlock, Sorcerer, Four Elements Monk, Arcane Trickster Rogue, Eldritch Knight Fighter, and Totem Warrior Barbarian from available classes.</li> <li data-xf-list-type="ol">The Bard's Magical Secrets feature is eliminated. The Lore Bard's Additional Magical Secrets feature is restricted to spells on the Bard spell list. You still get the extra spells known, but they must be Bard spells.</li> <li data-xf-list-type="ol">Eliminate Tiefling, Drow Elf, and Dragonborn from available races.</li> </ol><p></p><p>There.</p><p></p><p>Magic is now significantly more rare and unique, but the magic that is used is also significantly more deadly.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 6604526, member: 6777737"] Personally, if "magic is game changing but rare" were my goal, I'd make changes like this: [LIST=1] [*]Eliminate all cantrips except [I]light[/I], [I]prestidigitation[/I], [I]thaumaturgy[/I], [I]mending[/I], [I]dancing lights[/I], [I]spare the dying[/I], and (possibly) [I]message[/I] and [I]mage hand[/I]. Some may be altered slightly to be 1st level spells with damage or effects on par with [I]burning hands[/I] or [I]magic missile[/I], but otherwise, they're gone. [*]Spell save DCs are 10 + proficiency + ability mod instead of 8 + prof + mod. Spell attack modifier is 2 + proficiency + ability mod instead of proficiency + mod. [*]If a spell effect deals damage which increases with spell level, treat the spell as though it were one spell level higher than normal. Exceptions may exist for some spells at DM's option (e.g., [I]spiritual weapon[/I]). Alternately, increase spell damage by 1 die. [*]Reduce spell slots per spell level by 1 each for spell levels 1-5. Levels 6-9 never go above 1 spell per level. [*]Eliminate Warlock, Sorcerer, Four Elements Monk, Arcane Trickster Rogue, Eldritch Knight Fighter, and Totem Warrior Barbarian from available classes. [*]The Bard's Magical Secrets feature is eliminated. The Lore Bard's Additional Magical Secrets feature is restricted to spells on the Bard spell list. You still get the extra spells known, but they must be Bard spells. [*]Eliminate Tiefling, Drow Elf, and Dragonborn from available races. [/LIST] There. Magic is now significantly more rare and unique, but the magic that is used is also significantly more deadly. [/QUOTE]
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