So,
you think as a trained wizard you are smart. This is a logical
statement, but as with all hypotheses this must be proven before your
colleages accept it. How do you plan on doing this, apprentice?
Cantrips are, and have always been, an area in the D&D system which lets creativity rule. This makes them almost unique in the 4th edition, which is focused on making statistical balance and limits ‘fluffy’ powers as they are not as easily controlled. This is a good thing, but Cantrips are a wonderfull controller option before a situation requires you to bring out the Guns (encounter or damaging at-wills), let alone the Big Guns (dailies or precious nova combos).
One of the only major problems people have with cantrips is that we forget about them or think they cannot have any significant effect at higher levels. Veterans will tell you this is patently wrong and this thread/guide is intended to highlight this fact.
To control the sheer volume of good ideas out there, I am limiting this guide to the Light, Ghost Sound, and Mage Hand cantrips. The Prestigitation cantrip will be in a separate posting simply to manage it better.
Cantrips have several advantages over other powers:
Characters with social skills such as bluff or thievery often have better results from cantrips simply because they have more support skills. For instance, hiding an object in your palm may be handy, but when you are a good pickpocket it becomes gold.
Special note - A major problem with cantrips is the need for interpretation by the game master. This usually isn’t a problem as everyone loves good ideas, but it must be said that if you try to push the rules too far there is a chance that your good ideas will ‘stop working’.
Organization
I separated each cantrip into a separate post and into the following sections:
I don't see a reason to color the cantrips as a cantrip's power is really situational and subject to you creativity. I'd just end up leaving everything as green.
Comments
This is my first guide, but I am open to any information or suggestions people post. I must give credit to the older guide , which started me thinking.
Presdigitation is found in another guide in the Char Ops Forum.
There are ten psionic cantrips available in the dark sun campaign. If this thread does well, I highly suggest another person start a second thread for those cantrips as they are more defined but open even more tricks and options.
Cantrips are, and have always been, an area in the D&D system which lets creativity rule. This makes them almost unique in the 4th edition, which is focused on making statistical balance and limits ‘fluffy’ powers as they are not as easily controlled. This is a good thing, but Cantrips are a wonderfull controller option before a situation requires you to bring out the Guns (encounter or damaging at-wills), let alone the Big Guns (dailies or precious nova combos).
One of the only major problems people have with cantrips is that we forget about them or think they cannot have any significant effect at higher levels. Veterans will tell you this is patently wrong and this thread/guide is intended to highlight this fact.
To control the sheer volume of good ideas out there, I am limiting this guide to the Light, Ghost Sound, and Mage Hand cantrips. The Prestigitation cantrip will be in a separate posting simply to manage it better.
Cantrips have several advantages over other powers:
- They are all at will, which can effectively mean ‘sustainable’ or ‘indefinite duration’
- They require no attack rolls. Handy for someone who gets access through an item since ability scores don’t matter.
- They can be used subtly unlike most other class abilities (note veterans: 4th ed does not include somatic or verbal components even though many DMs assume this)
- They are readily available in cheap magic items
- They are visibly non-lethal. While you don’t have to kill someone with a magic missile, bystanders can’t be sure whether you intend to subdue.
- Most good uses will give a +2 situational bonus to your roll. You can effectively assist yourself in a skill check. In some cases, they open options you wouldn’t otherwise have (turning a drow’s face pasty white for a disguise)
Characters with social skills such as bluff or thievery often have better results from cantrips simply because they have more support skills. For instance, hiding an object in your palm may be handy, but when you are a good pickpocket it becomes gold.
Special note - A major problem with cantrips is the need for interpretation by the game master. This usually isn’t a problem as everyone loves good ideas, but it must be said that if you try to push the rules too far there is a chance that your good ideas will ‘stop working’.
Organization
I separated each cantrip into a separate post and into the following sections:
- Pros – notable good things about the power
- Cons – notable weaknesses or limitations of the power
- Tricks – subtle strategies which may apply in multiple ways or change how the power can be used
- Combat uses – Uses that could have a direct effect in combat
- Non-Combat uses – Uses before, after, or totally outside combat
- Questionable uses – Areas where some DMs may rule one way and others in other ways. Also powers which should be legal but a wise DM will shut down early as being just too good, disruptive, or plain annoying.
I don't see a reason to color the cantrips as a cantrip's power is really situational and subject to you creativity. I'd just end up leaving everything as green.
Comments
This is my first guide, but I am open to any information or suggestions people post. I must give credit to the older guide , which started me thinking.
Presdigitation is found in another guide in the Char Ops Forum.
There are ten psionic cantrips available in the dark sun campaign. If this thread does well, I highly suggest another person start a second thread for those cantrips as they are more defined but open even more tricks and options.