I want to have magic be pretty commonplace in my homebrew fantasy world. I am thinking of allowing anyone with an intelligent of 5 or more to be able to do simple magic 0-level cantrips that cause no damage. Whether they are a farmboy or a chef or a tavern-dancer. My specific list would include and be limited to:
Light (evocation) Mage Hand (conjuration) Mending (transmutation) Message (transmutation) Minor Illusion (illusion) Prestidigitation (transmutation) Guidance (divination) Thaumaturgy (transmutation)
These little magics would be considered so common as to be unremarkable by regular people. Just a fact of life. Children would start to learn them around 8 or 10, precocious wünderkinds maybe as early as 5 or 6.
Their commonplace nature would be such that they would be available to every player character regardless of class or race. Is this terribly broken in a way that I am not realizing?
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I am a player/game-master since 1982. I have run and played in over 15 different game systems.
My suggestion is to make a slightly more powerful version of each spell (e.g. light double the distance, mage hand double the carry capacity, etc.) and allow any class that could normally take one of these cantrips the option to take the more powerful version as a cantrip this way you don't dilute any casting class and also not force every caster to take only damage cantrips for their actual selection.
Well, it gives your casters a wider variety of at-will damage types/statuses, but other than that, it should be balanced by the fact that NPCs also get a bunch of cantrips.
I like ScottySkid's idea.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Keep in mind, this will free up a cantrip slot for casters who would normally split them between utility and damage spells.
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GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links. https://www.twitch.tv/thebonusrole @BonusRole
My suggestion is to make a slightly more powerful version of each spell (e.g. light double the distance, mage hand double the carry capacity, etc.) and allow any class that could normally take one of these cantrips the option to take the more powerful version as a cantrip this way you don't dilute any casting class and also not force every caster to take only damage cantrips for their actual selection.
That seems like a good and fair way to balance the loss of specialness that the casting classes are getting by sharing this ability to everyone. I'll add it to the House Rule! Thank You, ScottySkid!
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I am a player/game-master since 1982. I have run and played in over 15 different game systems.
Keep in mind, this will free up a cantrip slot for casters who would normally split them between utility and damage spells.
That's a very valid, and sure to be manipulated to player-character advantage, aspect of this that I had not thought of. Thank you, Sageis!
I wouldn’t see this as abuse, rather I think it could be a benefit for casting classes because giving everyone access to cantrips is granting a class feature to every class. Freeing up classes who cast to take an extra cantrip grants them a class specific feature and by making all the free cantrip options non-damaging spells, it makes a clear distinction that adventurers are different from a common person. I also think the option to make their own versions of those cantrips more powerful is nice. I also would caution against including Dancing Lights as it’s a racial ability unless you either replace the cantrip for the race or High Elves don’t have that special magical connection that sets them apart from other races.
You’re technically taking something away from a casting class, so by letting them take advantage of the free cantrip you’re giving them something in return.
I think this is a really cool idea. From a world building perspective, you’ll need to bear in mind that a world where those spells are common place has a massive effect on the economy and culture.
Mending means repair shops are far less common and wear and tear on pretty much everything is a thing of the past.
Prestidigitation means stoves aren’t as necessary and having a nutraloaf type food (i.e. nutrient dense without concern for taste) cpuls be common place because you could just flavor it however you want. In fact, just about every food item would be made with no regard for taste because that can be handled by magic. Does this mean that nutraloaf is the food of choice? Are rare spices not a thing anymore? Would people just buy something once to try it and then use that memory to flavor other food like that? What is that farm boy farming now?
Thaumaturgy means there very well could be frequent loud noises when a drunk person decides to boom their voice for fun. Does that mean soundproofing is something that occurs everywhere? Every door and window would likely have a lock so a stranger couldn’t use thaumaturgy to open it. What effect does this have job laws? Is using a booming a voice against the law? Does a rude person boom their voice over someone else to talk over them? Arguments could get real loud. Is there an entire culture where people just talk at a magically increased volume?
Guidance means the difference between an average person’s ability to perform a skill and a skilled person is much higher. +4 to a skill for a commoner is huge, it’s like gaining 8 temporary points in an ability score for a very brief moment. That has a huge effect on the world. Is using Guidance banned in sports and are anti magic zones employed in sporting events?
There are a lot of implications to how this would effect a world, so you have a lot to work with in terms of creating a unique and immersive world.
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I want to have magic be pretty commonplace in my homebrew fantasy world. I am thinking of allowing anyone with an intelligent of 5 or more to be able to do simple magic 0-level cantrips that cause no damage. Whether they are a farmboy or a chef or a tavern-dancer. My specific list would include and be limited to:
Light (evocation)
Mage Hand (conjuration)
Mending (transmutation)
Message (transmutation)
Minor Illusion (illusion)
Prestidigitation (transmutation)
Guidance (divination)
Thaumaturgy (transmutation)
These little magics would be considered so common as to be unremarkable by regular people. Just a fact of life. Children would start to learn them around 8 or 10, precocious wünderkinds maybe as early as 5 or 6.
Their commonplace nature would be such that they would be available to every player character regardless of class or race. Is this terribly broken in a way that I am not realizing?
I am a player/game-master since 1982. I have run and played in over 15 different game systems.
What about Dancing Lights? basically it negates one benefit of the high elf race. but other then that could be ok.
I like this idea could be a fun world to play in.
My suggestion is to make a slightly more powerful version of each spell (e.g. light double the distance, mage hand double the carry capacity, etc.) and allow any class that could normally take one of these cantrips the option to take the more powerful version as a cantrip this way you don't dilute any casting class and also not force every caster to take only damage cantrips for their actual selection.
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Well, it gives your casters a wider variety of at-will damage types/statuses, but other than that, it should be balanced by the fact that NPCs also get a bunch of cantrips.
I like ScottySkid's idea.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Keep in mind, this will free up a cantrip slot for casters who would normally split them between utility and damage spells.
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links.
https://www.twitch.tv/thebonusrole
@BonusRole
I am a player/game-master since 1982. I have run and played in over 15 different game systems.
I am a player/game-master since 1982. I have run and played in over 15 different game systems.
I am a player/game-master since 1982. I have run and played in over 15 different game systems.