So you get to pick two 0-level spells for yourself...

BVB

First Post
Let's say you're given the opportunity to acquire a feat that gives you the ability to cast two 0-level spells each day. (Only TWO known; no changes later. From any spell list.) You can name the feat anything you want to imply the source of your power, such as Dragon-Blooded, Gnome in the Family Tree, Touched by Gawd, Natural Druid, Magically Adept, Redheaded Gypsy, Demon-Blessed, etc. What two 0-level spells would you choose, and what would the name of that feat be?
 
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I'm still trying to decide. In the real world, even a lowly 1-hp healing orison would be very helpful, although it's not very flashy or fun. Likewise with a puny 5-Str. telekinesis cantrip. Not exactly crowd pleasers or monster disrupters.

On the other hand... Even a single +1 bonus to an attempted activity during the day might prove valuable. It's the equivalent of shifting your luck by 5 percent, or adding a teensy bit of extra flair when you're completing a project, or feeling a nudge when you're trying to decide whether to turn left or right in the parking lot when you're looking for a space to park.

As a fencer, the trip and fumble cantrips provided in the Hedge Wizard class pamphlet from Mongoose would be nifty to have during a competition. Except that they're limited to 5 HD creatures or less, and I'm not sure how many HD a really strong competitor would have.

But in the end I'd probably pick Heal (1 hp) and Guidance (+1 bonus) under the feat name of "Unexplainable."
 
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I'd take Mending and Cure Minor Wounds, after lots of crying over Prestidigitation. I'd probably call it Angel's Hands, or something like that.
 




diaglo said:
cantrips i like are

belch and sneeze

You actually need magic assistance for that? :D

2 0-level spells in RL? Hmmm

Prestidigitation is a no-brainer (it even covers even more limited telekinesis). Mending would also be quite useful.

Slim
 

I would say Mage Hand and Ghost Sound.

Mage hand is forever useful for many things, from using it to wrap a sash around your opponents legs during battle, to getting a dagger to a party member who is weaponless and out of spells to (if your DM allows) grabbing the potion bottle that your enemy is planning on drinking from to heal himself while you are fighting. For a 0 level spell, when used creatively, you can get a lot of of it.

I've used Ghost Sound many times to make opponents think that they were about to be attacked from the other side. (IE. they hear voices coming from the other side of the forest and go to investigate while we loot their camp). I'd just call this one Voices.

I also use Detect Magic a lot. Just keep in mind that this takes a few rounds to kick in.

Prestidigitation can be useful for flavor mostly (ie. I make my food taste a little better..., I entertain the crowd with my tricks and earn a little extra coin). I haven't really used it much for anything else.

Mending can also be useful, if you see a need for it in your parties structure. Do you often need things to be mended? Same with Light. Does anyone in your party have excellent low light vision? Is finding other means of light often hard for you? Cure Minor Wounds is another one, but if your party has a wand of healing, or another healer, it might not be worth taking.

I would say really, take a moment to look at your party and what sort of situations you often get into, and what skills your fellow PCs already have and choose from there.
 

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