Conjurer's Trick
conjuration cantrip (wizard)
Casting time: 1 action
Range: Touch
Components: V, S
Range: Touch
Components: V, S
Duration: Instant
With a flourish and a word of power you pull a single, otherwise mundane object from thin air. The object can be as finely wrought or made from as fantastic of material as you like, but cannot be larger on any one side than 3 feet and the value and weight of the object determines how long it can last before vanishing back into the aether. During its existence the object appears and behaves normally; chalk can write sling bullets can be used as ammunition. But, at the end of its span, any ongoing effects from that object end. So an individual who ate bread created this way becomes hungry again and gains no nutrition and things tied or suspended with rope are free or falling. To determine the maximum time these items persist use the shorter time for their value or weight.
Individuals who select the School of Conjuration as their Arcane Tradition benefit from extended durations.
Individuals who select the School of Conjuration as their Arcane Tradition benefit from extended durations.
Maximum Value
|
Maximum Weight
|
Maximum Duration
|
Conjurer
|
1 copper piece
|
1 lb
|
1 hour
|
4 hours
|
1 silver piece
|
5 lbs
|
10 minutes
|
1 hour
|
1 gold piece
|
10 lbs
|
1 minute
|
10 minutes
|
1 platinum piece
|
25 lbs
|
1 round
|
1 minute
|
Unlimited
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Unlimited
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Impossible
|
1 round
|
conjuration cantrip (wizard)
Casting time: move or action
Range: Self
Components: V, S, M (a geometric solid, usually a sphere or cube, with silver etching worth 100 gp. This focus is not consumed in the casting.)
Duration: instant
Range: Self
Components: V, S, M (a geometric solid, usually a sphere or cube, with silver etching worth 100 gp. This focus is not consumed in the casting.)
Duration: instant
This cantrip instantly teleports you and up to 100 lbs of equipment on your person up to 10' to a destination you select which must be within your direct line of sight. If you make an error, such as attempting to teleport into a solid object due to an illusion or other miscalculation, make a Wisdom save. If you fail this save you suffer 3d10 force damage and must continue to save again immediately until you succeed or die. On a success you are displaced a sufficient distance back towards your starting point that you are no longer intersecting solid matter.
You can cast this spell twice in a round; once as your move and once as your regular action. If you do this you may choose to add the distances together and make a single teleport.
At Higher Levels. When you cast this spell using a spell slot of 1st level or higher, the distance you can cross increases by 10' per slot level.You can cast this spell twice in a round; once as your move and once as your regular action. If you do this you may choose to add the distances together and make a single teleport.
Sustenance
level 1 conjuration (ritual)
Casting Time: 10 minutes
Range: Self
Component: V, S
Duration: instant
You can create food, water, or shelter. Make an Intelligence roll depending on the environment. (DC 10 for abundant food and water sources or mild area. DC 15 for limited food and water sources or harsh environment. DC 20 for very little if any food and water sources or hostile environment). If successful you produce 1d6+the character's Intelligence Modifier food (in pounds), water (in gallons), or shelter (square feet). Compare these to the Food and Water Needs under Foraging (DMG 111). The food is bland but nourishing, and spoils if uneaten after 24 hours. The shelter is ramshackle and collapses after 8 hours. The water is clean and doesn’t go bad.
One of the clearest ways to conceptualize new cantrips is, or should be, to think about what each specialist type's stereotypical power is and find a way for them to do that consistently without breaking the game. This can seem challenging particularly with concepts like the Conjurers. The key Conjuration notes seem me to be; summoning, the creation of useful items, and teleportation. Mage hand pretty well covers the idea of summoning a minor force to serve you as a cantrip, which leaves the creation of useful items and teleportation.
Casting Time: 10 minutes
Range: Self
Component: V, S
Duration: instant
You can create food, water, or shelter. Make an Intelligence roll depending on the environment. (DC 10 for abundant food and water sources or mild area. DC 15 for limited food and water sources or harsh environment. DC 20 for very little if any food and water sources or hostile environment). If successful you produce 1d6+the character's Intelligence Modifier food (in pounds), water (in gallons), or shelter (square feet). Compare these to the Food and Water Needs under Foraging (DMG 111). The food is bland but nourishing, and spoils if uneaten after 24 hours. The shelter is ramshackle and collapses after 8 hours. The water is clean and doesn’t go bad.
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One of the clearest ways to conceptualize new cantrips is, or should be, to think about what each specialist type's stereotypical power is and find a way for them to do that consistently without breaking the game. This can seem challenging particularly with concepts like the Conjurers. The key Conjuration notes seem me to be; summoning, the creation of useful items, and teleportation. Mage hand pretty well covers the idea of summoning a minor force to serve you as a cantrip, which leaves the creation of useful items and teleportation.
I took as my inspiration for a conjuration cantrip the old trick of pulling coins from thin air. For a wizard, this could reasonably become a whole range of temporary objects, good for a brief period of time then vanishing back into the aether. At it's lowest end these effects are able to provide a range of exceedingly cheap and light materials, the sorts of things the character could easily buy and carry in bulk, without requiring bookkeeping. By the time the cost or bulk becomes a concern the duration is significantly shorter than the minor conjuration ability of the Conjuration Arcane Tradition, meaning each has its own distinct usefulness, even with their overlap.
The next idea, then, is to give a conjurers a way to show their mastery of teleportation long before they get access to Dimension Door and allow those would be dimensional masters a way to show that between Dimension Doors and Teleports. At its core teleportation is a move, so the obvious upper limit to an always ability is a character's move speed. From there further balance concerns whittled it down to it's current base limit- which is enough to transverse many barriers but not break the game. The spell maintained the concept of replacing the move, though I saw little reason not to allow a rushed character to use their action instead, expanding its usefulness slightly. I did decide to add the feature of an expensive material component/focus, unusual in cantrips. There is some thought to giving DMs a lever with which to challenge the character's hypermobile disdain for barriers without resorting to more extreme tactics. Really, though, it's because I'm fond of the idea of some of a spellcaster's "always available" abilities being tied to particular (meta)physical objects in the same way martial character's main "always available" abilities are tied to their weapons and armor.
At that point I decided that the concept was strong enough to allow higher level memorization without being so powerful it broke the game. By the time a character has "real" teleports like Dimension Door or Teleport this would be clearly inferior as a general movement method, particularly given its inability to transport additional creatures,
The last spell I'm presenting here is actually a holdover from the skill based cantrips. Originally the Survival skill cantrip was supposed to be a conjuration cantrip- but the more I looked at the skill checks listed in the PH less since that made to me. So, I started rebuilding it based off the Foraging rules in the DMG. I decided I wanted to keep with the quick and dirty theme of the other spells, so I set it aside. Obviously, its final form shifted it away from being a cantrip, and there are a number of reasons for that- not least of which being that cantrip slots are far more limited than first level rituals and this spell, while useful, should be inherently slow.
With some review I noticed that it does conflict some with the 3rd level cleric/paladin "create food and water." But, I kept so close to the Foraging rules that I can't feel bad about the balance.
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