[Request] Cantrips
Cadros
Member Posts: 253
One of the items on my wish list would be to give mages cantrips which they can use say 3 times a day, I always found low level mages rather dull as you run out of spells almost instantly, and it is a little immersion braking to be resting all the time. While I realise that you can equip them with slings etc, this does not feel particularly wizardly. However the problem is much less or non existent at higher levels so a few low level cantrips should do it.
This could even be expanded upon so that different mage specializations have access to different sets of cantrips so that they feel more thematically different, as at low levels there is often very little to differentiate between a a conjurer and an illusionist, ideally there would be some different minor utilities to the cantrips. Maybe 1 damage, one minor crowd control, and one other to choose from with a generalised mage getting access to all of them.
Under the current rules for baldur's gate cantrips don't exist so I think a quickslot tome give to you by Gorion as a leaving/travelling present would be one way of implement this.
This could even be expanded upon so that different mage specializations have access to different sets of cantrips so that they feel more thematically different, as at low levels there is often very little to differentiate between a a conjurer and an illusionist, ideally there would be some different minor utilities to the cantrips. Maybe 1 damage, one minor crowd control, and one other to choose from with a generalised mage getting access to all of them.
Under the current rules for baldur's gate cantrips don't exist so I think a quickslot tome give to you by Gorion as a leaving/travelling present would be one way of implement this.
Post edited by Cadros on
10
Comments
Fire Orb: 2-3 fire damage
Thick skinned: Target will absorb 3 points of damage before their health is hit.
Illusionist: Illusionary gibberling: 4hp no damage
Scare: Single low level creature loses a round of combat
Frost ray: Low damage spell, 2-3 frost damage
Diviner: Dim visions: Help target creature see future attacks, -1AC
Frost ray: Low damage spell, 2-3 frost damage
Spot Images: chance to see two mirror images, dispelling them as if successful hits had taken place
Enchanter: Drowzy, target slowed for a round Nagging doubt: target has a niggling at the back of their mind, but can't think what... 5% spell cast failure, doesn't stack Acid rain: Miniature cloud of acid deals 2-3 damage to target
Invoker: Lightning dart: 4-5 damage
Icy visage: 50% chance of 1 frost damage to those who strike target
Magic camp fire, reduces the chance of hostile rest encounters by 15%
Conjurer: Empower familiar: +1 to hit and damage to familiar 1 turn Heal familiar: heal familiar for 3 points of damage Summon Enraged Gibberling: 2-3 damage, 6 health
Necromancer: Floating skull, 2hp, 2 damage
Skull tap: destroy floating skull, gain 2 hp
Skeletal finger: A bony finger fires at the target dealing 2-3 damage
Transmuter: Gems to gold: transmutes gems to between 50% and 150% of their normal gold value
Minor Polymorph: turns a low level opponent into a critter, for 2 turns
Acid rain: 2-3 acid damage
Wild Mage: Random spell from the list above
Sorry for the splintered post but it wouldn't let me post otherwise
Its nice that no one likes Anomen. Pretty convenient.
"With regards to low level mages, we have a few options to tweak them while remaining true to the rules. We don't want the game to be easy."
"Good question. Mages are very susceptible to stiff breezes, bunny nibbles and the odd wayward pebble at level 1. We have a plan!"
"Once, our Mage tried to attach what he thought was the Hand of Vecna. Was just a mummified hand. He was only casting cantrips for a month"