In two different threads recently there were comments that Cantrips make magic too common, so it doesn't feel magical.
It's a fair complaint I think.
I would employ two methods to alter the flavor of the cantrips to make them feel magical and not common. First, require a unique
physical manifestation which is the same every time it is cast for that specific spellcaster but is different from all other spellcasters casting that spell. Second, require a unique
component variable which changes with each cast.
First, change the flavor to be unique to this caster.
The Physical Manifestation.
Make each spellcasters cantrip spells feel unique to them. So let's take firebolt, "You hurl a mote of fire at a creature or object within range."
A user names Newbie
in this thread made a list of reflavoring for this spell, which others took up. Here are some items on that list.
1. A pit opens to the underworld and a blast of fire spits out and flies toward my target.
2. I pull a quill from my pack and with a hum it floats before me. The feathered end bursts into flames and shoots off like a bolt toward my target.
3. I swirl my dagger through the air forming the ancient rune of fire. The blade bursts into fire. With a thrust toward my opponent I release my control on the flame and it launches in a bolt of fire.
4. I wave my staff overhead and with each circle a flame builds. After a few passes it becomes a bolt of fire and when I strike forward with the staff the fire bolt launches at my target.
5. I wind up like a pitcher getting ready and as I throw a bolt of fire forms. Like a fastball it impacts my target right in the face.
6. I toss a ball of fire up in the air, swing my palm overhead, spiking it into my target.
7. I form an ember of fire between my pinched fingers. With my other hand outstretched before me I line up my target and pull back. When I release the fire bolts like it was shot out of a slingshot.
8. I toss an orb of fire that lands at the feet of the creature and explodes in a burst of flame.
9. I throw acorns and other small nuts at the target. When they hit the acorns burst into fire.
10. I draw ambient heat from the surrounding area and gather it into one bolt to shoot toward the target.
11. I pull heat energy from the target in strands of fire. Once I have a mass of them I fire them back at the target in a bolt of fire.
12. I spit out a breath of fire. It looks like Koopa shooting after Mario as a bolt of fire launches toward my target.
13. For a split second a portal to the elemental plane of fire opens. A gout of primal fire engulfs the target.
14. I hum and a dart appears in my fingers. I target the creature and as I release the throw the dart bursts into flame leaving a trail of smoke in its wake.
15. I spit out one of the seeds I was eating. The seed turns into a small bolt of fire and flies toward my target.
16. I pull a playing card from my cloak and fling it through the air. As it leaves my hand it bursts on fire and streaks toward my target.
17. I channel magic through my fingertips. I extend my index finger and fire leaps toward my target.
18. I go full metal on my lute. On the power chord a burst of fire lances up the neck of the instrument and strikes the target.
19. A soap bubble floats toward my target. When it is overhead it bursts and flames rain down.
20. I furrow my brow and stare at the target until my vision goes red and a bolt of fire shoots out of my eyes.
21. I snap my fingers and a flame appears above my hand. I throw it with a casual toss toward my enemy.
22. A crossbow made of fire appears in my hands. I aim and pull the trigger releasing a fire bolt at my target.
23. A little chipmunk plants a nut at the base of the creature. The chipmunk bolts away as I yell "fire in the hole" and the nut explodes.
I will add my own - 24.
You summon what appears to be a tiny spirit dragon which flies towards the target, breaths fire, and then disappears in a puff of smoke.
So that is two dozen different variations on essentially the same spell. Each caster in your game, PC or NPC, will use a different flavor for that same spell - and then do this for all the cantrips in the game. Now, every spellcasters cantrips are unique to them.
This does not solve the entire issue - you still are casting the same spell over and over. But it does solve the issue of it not feeling unique to you. It's unique to your magic.
The second part is to finding a mechanism which will change with each casting, and which requires your spellcasting player to do a little role playing work to cast their spell (often with advanced preparation - which can be loads of fun when you have some time on your hands).
The Component Variable
Usually you tie this mechanism into the somatic, material, or verbal components which make up the spell.
The easiest example of this is of course vicious mockery. That spell comes built in with an interesting device - you are insulting your target so the caster should speak an insult. I used a Shakespeare Insult Generator for this. There are many out there,
like this one. When I played my bard, it was tons of fun for me to come up with a sheet of insults prior to games and then cross them out once I had used that insult.
Returning to the firebolt spell and relating it to my tiny spirit dragon example, let's say the dragon really is a spirit which you have a business relationship with. It breaths fire on your foes in exchange for something you give it. Fire bolt has Verbal and Somatic but no Material components so we have those two to work with. I'd probably go with verbal. So you gesture in a specific way (the somatic component) and say one time, "sardine snack!" as your verbal component. This is your offering to the spirit dragon for this casting...what you're promising to give it in exchange for it breathing it's tiny fire on your foe this time. But every offering cannot be the same. Another time you might say, "scale scratches!" and another "balmy bath!" If you have a familiar you might even relate the spirit animal to that familiar. Regardless, your caster PC now needs to make good on their promises to the spirit dragon during rests. If they don't, well that spell could fizzle next time you try to cast it - giving you a tiny dragon who offers you the stink eye and flies off, or you might find your tiny dragon making further demands on you later, or your DM might get even more inventive...
Now each spellcasters cantrips are unique to them, and each casting of each cantrip is unique as well. This should feel plenty magical and not common. I know I've used elements of this in my game and it's both fun and interesting. Our cantrips do not feel ordinary.