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Unlimited and possibly scaling cantrips.

Posted: Thu Aug 04, 2016 3:38 pm
by Orian_666
Okay, bare with me here this may be a big one!!
Basically i'd like to suggest an unlimited cantrips of some sort for spell casters, akin to how 5th edition is doing it now.
Reasons, lets face it, when adventuring with a non unlimited casting caster they tend to just stand around doing nothing and then fling a spell or two at a boss. It's not their fault, they only have so many spell slots and resting too much causes problems for them. So my suggestion would give them something to do, make them a little more useful in PvE while not really granting them any benefits in PvP.

Suggestion: Some sort of system in place like a weavemaster or true fire where only cantrips are unlimited rather than all spells. If that's not possible then maybe granting this ability through an item, or on the spell casters innate item is a safe work around. Also having the cantrips scale with level would be nice, just how it is in 5th edition.
I haven't personally checked out on the toolset how viable this is but i'm willing to wager doing it through an item is the more possible option, for the scaling of the spells themelves at certain levels (pre determined) the items could be simply automatically switched out. I used to play on a server which had something like that where once you reached a certain class or character level one item was automatically switched out in your inventory for another.

The scaling itself would serve the purpose of making them viable, but not overpowered, as enemies get tougher in PvE while being low enough to not grant any benefits in PvP, something simple like an extra die, for say ray of frost, every 5-6 levels. Making it a 6d4 + 1 (or +6), or 7d4 + 1 (or +7), at class level 30. Enough damage to chip away at enemies and give the illusion of being a part of the team in PvE, but not enough that you can just spam free spells in both PvE and PvP and destroy most enemies for free. In fact using it in PvP would likely be a bad move.

Some recommendations for how certain spells could scale just for an example, based on every 6 levels:

Wizard/Sorc
Ray of Frost :- 1d4 +1 per 6 caster levels. Class level 30 = 6d4 + 6
Acid Splash :- 1d3 per 6 caster levels. Class level 30 = 6d3
Electric Jolt :- 1d3 per 6 caster levels. Class level 30 = 6d3
Daze :- Kept as is under current Arelith changes.
Flare :- -1 to attack rolls per 10 caster levels. Class level 30 = -4
Resistance :- +1 to saving throws per 6 caster levels. Class level 30 = +7 (only lasts 2 rounds so more of an RP flavor spell)

Cleric
Virtue :- +1 temp HP per 6 levels. Class level 30 = +6
Resistance :- Same as above.
Inflict Minor Wounds :- +1 per 6 caster levels. Class level 30 = +6
Cure Minor Wounds :- Changed to a d4 with +1 every 6 caster levels. Class level 30 = 1d4 +5

Bard and Druid
All Bard and Druid cantrips already covered above.

Now of course such changes, if possible on an item or direct from the spellbook, are of course subject to your own interpretations this is simply my own idea of how i'd see them scale.

To summarise, non unlimited casting spell casters tend to just wander around aimlessly with PvE parties and this change if possible would give them purpose in a group and make it a whole lot less boring for them while keeping them humble in PvP.
Thanks for taking the time to read this!!