Jormengand
2015-02-20, 01:15 AM
This was just a thing I thought would be funny, and decided to do it. I almost wonder whether or not it's playable. :smalltongue:
Most magi advance quickly from the point where a Ray of Frost is the answer to all life's problems, and for a Cleric, the ability to create water is the most interesting of these lesser powers. However, there are some who never quite make it past this basic hurdle - so lost are they in a kind of perfectionism that forces them to work to learn everything there is to know about this level of spells before moving to the next, that they are stuck eternally refining their cantrip-wielding might.
They are the cantrip magi, and they know no bounds!
The Cantrip Mage
LevelBABFortRefWillSpecial
Cantrips Known
Cantrips Per Day
Maximum Metamagic
1st+0+0+0+2Cantrips
6
8
0
2nd+1+0+0+3Metamagic Feat, Automatic Metamagic
7
11
1
3rd+1+1+1+3Heights of Power +1
8
14
1
4th+2+1+1+4Unlimited Power! x2
9
17
1
5th+2+1+1+4Metamagic Feat
10
20
2
6th+3+2+2+5Heights of Power +2
11
23
2
7th+3+2+2+5Piercing Power
12
26
2
8th+4+2+2+6Metamagic Feat
13
29
3
9th+4+3+3+6Heights of Power +3
14
32
3
10th+5+3+3+7Unlimited Power! x4
15
35
3
11th+5+3+3+7Metamagic Feat
16
38
4
12th+6/+1+4+4+8Heights of Power +4
17
41
4
13th+6/+1+4+4+8Replication x2
18
44
4
14th+7/+2+4+4+9Metamagic Feat
19
47
5
15th+7/+2+5+5+9Heights of Power +5
20
50
5
16th+8/+3+5+5+10Unlimited Power! x8
21
53
5
17th+8/+3+5+5+10Metamagic Feat
22
56
6
18th+9/+4+6+6+11Heights of Power +6
23
59
6
19th+9/+4+6+6+11Replication x3
24
62
6
20th+10/+5+6+6+12Ultimate Arcane Might, Metamagic Feat
25
65
7
Alignment: Any
Hit Die: 1d4
Class Skills:
The cantrip mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
Cantrip magi are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a cantrip mage’s gestures, which can cause her spells with somatic components to fail.
Cantrips
Cantrip magi can cast zero-level arcane spells, or cantrips, from any spell list. Regardless of which spell list they're drawn from, they're still arcane spells. They learn spells in a similar manner to a sorcerer. The difficulty class for a saving throw against a cantrip is 10, plus the cantrip mage's intelligence modifier, plus the spell's level (for example if the cantrip has been heightened).
Each level, they may swap out a single cantrip for another one, as well as learning a new one.
A cantrip mage's number of cantrips known and cantrips per day are given on Table: The Cantrip Mage. She gets a number of bonus cantrips per day equal to her intelligence modifier.
Automatic Metamagic
From second level, and every third level thereafter, the cantrip mage can apply a single level's worth of metamagic to each and every cantrip she casts. For example, a second-level cantrip mage can apply the Still spell metamagic to all her cantrips. A fifth-level cantrip mage can apply Still spell and Silent spell, or Empower spell, for example.
These metamagics can either be those she has the feats for, or additional metamagics enabled through class features. She learns a new metamagic feat, to apply to her cantrip mage cantrips only, at second level, and every third level thereafter. If she actually acquires the feat in earnest, she can swap this ability to a new type of metamagic immediately.
Heights of Power
Every third level, the effective spell level of the cantrip mage's cantrips increases by 1.
Unlimited power!
At fourth level, and every sixth level afterwards, any numerical restrictions on a spell - including range and duration - are doubled (Or halved, if appropriate, as chosen when casting). For example, if a 4th-level cantrip mage casts Detect Magic, the cone is 120 feet, she may concentrate up to 8 minutes, and she only needs to concentrate one round to gain two rounds's worth of information. The spell is stopped by two feet of stone, two inches of steel, a thin sheet of lead or 6 feet of wood or dirt. If she casts Mage Hand, the range is 70 feet, and the hand can lift 10 lb, propelling it up to 30 feet.
She doesn't have to double the range of a line or cone, or similar effect. She can choose, when she reaches the requisite level, whether to double the range, or multiply it by four, or by eight, or not at all.
Also, any numerical bonuses or penalties given by a spell are also multiplied in the same way.
Further, from fourth level, the cantrip mage no longer suffers any restrictions on how much a spell can be affected by caster level. For example, a 6th-level caster casting Ghost Sound would normally be limited to the noise of 20 humans. However, for a cantrip mage, the limit is lifted, increasing the number to 24 (Which is then doubled as normal).
Piercing Power
From 7th level, the cantrip mage's spells ignore spell resistance.
Replication
At thirteenth level, the cantrip mage can choose to copy any spell she casts. She can choose new targets for the copy. From nineteenth level, she can copy any spell she casts up to twice. In any case, this doesn't take an action to do. She can't copy a copy.
Ultimate Arcane Might!
At twentieth level, the cantrip mage decides she's learnt all she can learn about cantrips, and starts moving onto first-level spells. She learns three first-level spells, and can cast them from her five new first-level spell slots (which can also be used to hold cantrips with an eighth level of metamagic on). She doesn't get bonus first-level spell slots for a high intelligence modifier.
She can use all her cantrip abilities on her first-level spells as well. For example, if she casts Burning Hands, it does 20d4 points of damage in a 120 foot cone, and can have 7 levels of metamagic on it. It counts as a 7th-level spell.
Most magi advance quickly from the point where a Ray of Frost is the answer to all life's problems, and for a Cleric, the ability to create water is the most interesting of these lesser powers. However, there are some who never quite make it past this basic hurdle - so lost are they in a kind of perfectionism that forces them to work to learn everything there is to know about this level of spells before moving to the next, that they are stuck eternally refining their cantrip-wielding might.
They are the cantrip magi, and they know no bounds!
The Cantrip Mage
LevelBABFortRefWillSpecial
Cantrips Known
Cantrips Per Day
Maximum Metamagic
1st+0+0+0+2Cantrips
6
8
0
2nd+1+0+0+3Metamagic Feat, Automatic Metamagic
7
11
1
3rd+1+1+1+3Heights of Power +1
8
14
1
4th+2+1+1+4Unlimited Power! x2
9
17
1
5th+2+1+1+4Metamagic Feat
10
20
2
6th+3+2+2+5Heights of Power +2
11
23
2
7th+3+2+2+5Piercing Power
12
26
2
8th+4+2+2+6Metamagic Feat
13
29
3
9th+4+3+3+6Heights of Power +3
14
32
3
10th+5+3+3+7Unlimited Power! x4
15
35
3
11th+5+3+3+7Metamagic Feat
16
38
4
12th+6/+1+4+4+8Heights of Power +4
17
41
4
13th+6/+1+4+4+8Replication x2
18
44
4
14th+7/+2+4+4+9Metamagic Feat
19
47
5
15th+7/+2+5+5+9Heights of Power +5
20
50
5
16th+8/+3+5+5+10Unlimited Power! x8
21
53
5
17th+8/+3+5+5+10Metamagic Feat
22
56
6
18th+9/+4+6+6+11Heights of Power +6
23
59
6
19th+9/+4+6+6+11Replication x3
24
62
6
20th+10/+5+6+6+12Ultimate Arcane Might, Metamagic Feat
25
65
7
Alignment: Any
Hit Die: 1d4
Class Skills:
The cantrip mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Weapon and Armour Proficiency
Cantrip magi are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a cantrip mage’s gestures, which can cause her spells with somatic components to fail.
Cantrips
Cantrip magi can cast zero-level arcane spells, or cantrips, from any spell list. Regardless of which spell list they're drawn from, they're still arcane spells. They learn spells in a similar manner to a sorcerer. The difficulty class for a saving throw against a cantrip is 10, plus the cantrip mage's intelligence modifier, plus the spell's level (for example if the cantrip has been heightened).
Each level, they may swap out a single cantrip for another one, as well as learning a new one.
A cantrip mage's number of cantrips known and cantrips per day are given on Table: The Cantrip Mage. She gets a number of bonus cantrips per day equal to her intelligence modifier.
Automatic Metamagic
From second level, and every third level thereafter, the cantrip mage can apply a single level's worth of metamagic to each and every cantrip she casts. For example, a second-level cantrip mage can apply the Still spell metamagic to all her cantrips. A fifth-level cantrip mage can apply Still spell and Silent spell, or Empower spell, for example.
These metamagics can either be those she has the feats for, or additional metamagics enabled through class features. She learns a new metamagic feat, to apply to her cantrip mage cantrips only, at second level, and every third level thereafter. If she actually acquires the feat in earnest, she can swap this ability to a new type of metamagic immediately.
Heights of Power
Every third level, the effective spell level of the cantrip mage's cantrips increases by 1.
Unlimited power!
At fourth level, and every sixth level afterwards, any numerical restrictions on a spell - including range and duration - are doubled (Or halved, if appropriate, as chosen when casting). For example, if a 4th-level cantrip mage casts Detect Magic, the cone is 120 feet, she may concentrate up to 8 minutes, and she only needs to concentrate one round to gain two rounds's worth of information. The spell is stopped by two feet of stone, two inches of steel, a thin sheet of lead or 6 feet of wood or dirt. If she casts Mage Hand, the range is 70 feet, and the hand can lift 10 lb, propelling it up to 30 feet.
She doesn't have to double the range of a line or cone, or similar effect. She can choose, when she reaches the requisite level, whether to double the range, or multiply it by four, or by eight, or not at all.
Also, any numerical bonuses or penalties given by a spell are also multiplied in the same way.
Further, from fourth level, the cantrip mage no longer suffers any restrictions on how much a spell can be affected by caster level. For example, a 6th-level caster casting Ghost Sound would normally be limited to the noise of 20 humans. However, for a cantrip mage, the limit is lifted, increasing the number to 24 (Which is then doubled as normal).
Piercing Power
From 7th level, the cantrip mage's spells ignore spell resistance.
Replication
At thirteenth level, the cantrip mage can choose to copy any spell she casts. She can choose new targets for the copy. From nineteenth level, she can copy any spell she casts up to twice. In any case, this doesn't take an action to do. She can't copy a copy.
Ultimate Arcane Might!
At twentieth level, the cantrip mage decides she's learnt all she can learn about cantrips, and starts moving onto first-level spells. She learns three first-level spells, and can cast them from her five new first-level spell slots (which can also be used to hold cantrips with an eighth level of metamagic on). She doesn't get bonus first-level spell slots for a high intelligence modifier.
She can use all her cantrip abilities on her first-level spells as well. For example, if she casts Burning Hands, it does 20d4 points of damage in a 120 foot cone, and can have 7 levels of metamagic on it. It counts as a 7th-level spell.