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The Elemental cantrips mimicking powerful spells
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<blockquote data-quote="jgsugden" data-source="post: 9050080" data-attributes="member: 2629"><p>These cantrips are as powerful as a DM allows. I have played in games where DMs put creativity above balance, and I had a blast using these cantrips to do really cool things. </p><p></p><p><strong>Mold Earth:</strong> How much does the 5 by 5 by 5 of loose dirt and stone weigh? Between 4 and 10 TONS. You can only move the dirt "along the ground", but if you move it along the ground onto an overhang that can't support it ... </p><p></p><p><strong>Shape Water: </strong>You can't freeze water if creatures are <em>in</em> it. You can freeze it if there are creatures <em>beneath</em> it. If someone is diving, you can freeze their access to air. You can also move water and then freeze it to create walls that last for an hour. It can be an excellent way to block a doorway or small cave entrance. Also, "no creatures in it" could mean no creatures getting wet, or creatures within the 5' cube. If the DM is permissive, you can create a shell of ice around creatures, potentially. </p><p></p><p><strong>Control Flames: </strong>You can move fire along really fast and get an entire neighborhood going quickly - especially a sorcerer that can quicken the spell to spread it 10 feet every round ... of course ....</p><p></p><p><strong>Gust: </strong>This spell might just be capable of spreading fire <em>faster</em> than control flames. To some DMs, this seems like a very viable way to "fan the flames" and spread a wildfire quickly. I've also used it to <em>kill</em> enemies by pushing them off great heights, aerial mounts, etc... </p><p></p><p>However, I've also played in games where DMs said Mold Earth only worked in sand, essentially, as all other earth is "packed", not loose - that said that shape Water can't be used to freeze water you've moved with shape water, and control flames requires highly flamable objects to move flames on in order to move the flame (essentially requiring it to be doused in oil). Also, I've had DMs rule that gust can move creatures, but only if it does not put them in any danger (meaning it can only help allies or push an enemy back from you 5 feet if that doesn't endanger them). So, YMMV. Talk to your DM before you take them so that you can decide if they are a good fit for you.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9050080, member: 2629"] These cantrips are as powerful as a DM allows. I have played in games where DMs put creativity above balance, and I had a blast using these cantrips to do really cool things. [B]Mold Earth:[/B] How much does the 5 by 5 by 5 of loose dirt and stone weigh? Between 4 and 10 TONS. You can only move the dirt "along the ground", but if you move it along the ground onto an overhang that can't support it ... [B]Shape Water: [/B]You can't freeze water if creatures are [I]in[/I] it. You can freeze it if there are creatures [I]beneath[/I] it. If someone is diving, you can freeze their access to air. You can also move water and then freeze it to create walls that last for an hour. It can be an excellent way to block a doorway or small cave entrance. Also, "no creatures in it" could mean no creatures getting wet, or creatures within the 5' cube. If the DM is permissive, you can create a shell of ice around creatures, potentially. [B]Control Flames: [/B]You can move fire along really fast and get an entire neighborhood going quickly - especially a sorcerer that can quicken the spell to spread it 10 feet every round ... of course .... [B]Gust: [/B]This spell might just be capable of spreading fire [I]faster[/I] than control flames. To some DMs, this seems like a very viable way to "fan the flames" and spread a wildfire quickly. I've also used it to [I]kill[/I] enemies by pushing them off great heights, aerial mounts, etc... However, I've also played in games where DMs said Mold Earth only worked in sand, essentially, as all other earth is "packed", not loose - that said that shape Water can't be used to freeze water you've moved with shape water, and control flames requires highly flamable objects to move flames on in order to move the flame (essentially requiring it to be doused in oil). Also, I've had DMs rule that gust can move creatures, but only if it does not put them in any danger (meaning it can only help allies or push an enemy back from you 5 feet if that doesn't endanger them). So, YMMV. Talk to your DM before you take them so that you can decide if they are a good fit for you. [/QUOTE]
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