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Thread: Cantrips

  1. #1
    Community Member shaolaolint's Avatar
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    Default Cantrips

    What about the cantrips? Can't remember the last edition I played PnP, but I remember wizzies having this ability. How about adding some small superfluous spells?

  2. #2
    Community Member Chaosprism's Avatar
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    yeah I'd like to see open/close cantrip.

    Light definitely.

    Finger of fire and other cantrips are on wands already, no reason not to give them to wizards.

  3. #3
    Community Member Letrii's Avatar
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    Wonder how much damage disrupt undead would do after bonuses from gear.

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    /signed
    I have fond memories of em in my PnP days...le sigh

  5. #5
    Community Member Grimgore's Avatar
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    There are already a few in the game currently with Finger of Flame, Acid Splash, and Cure Minor Wounds (Orison). I wonder what keeps them from bringing them in?

  6. #6
    Community Member Symar-FangofLloth's Avatar
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    Quote Originally Posted by Grimgore View Post
    I wonder what keeps them from bringing them in?
    Because, if you make them cost 5sp, they're worthless, and if you make them free, they're too much.
    Assuming it's even usable in game as it is.

    Open/Close? Okay, you can open the chest. Doesn't help you loot it. Doesn't open doors. Won't work on a locked chest.
    Cure Minor Wounds? 5sp for a 1hp heal is a waste of sp, and infinite free 1hp heals can be abused.
    Any that deals damage? Same as Cure Minor.

    Really. I understand wanting them because of the tabletop connection. But I can't see how they'd work out at all.
    Former Xoriat-er. Embrace the Madness.

  7. #7
    Community Member RavenStormclaw's Avatar
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    Quote Originally Posted by Symar-FangofLloth View Post
    Because, if you make them cost 5sp, they're worthless, and if you make them free, they're too much.
    Assuming it's even usable in game as it is.

    Open/Close? Okay, you can open the chest. Doesn't help you loot it. Doesn't open doors. Won't work on a locked chest.
    Cure Minor Wounds? 5sp for a 1hp heal is a waste of sp, and infinite free 1hp heals can be abused.
    Any that deals damage? Same as Cure Minor.

    Really. I understand wanting them because of the tabletop connection. But I can't see how they'd work out at all.
    Have them cost 1sp that way they are not limitless and would extend the life span of low level arcanes.

  8. #8
    Community Member Tilliak's Avatar
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    Light is definitely needed in the game. I've wondered why this wasn't in the game since it came out.

  9. #9
    Community Member hydra_ex's Avatar
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    Quote Originally Posted by Tilliak View Post
    Light is definitely needed in the game. I've wondered why this wasn't in the game since it came out.
    Since we don't need it?
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  10. #10
    Community Member Letrii's Avatar
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    Quote Originally Posted by Symar-FangofLloth View Post
    Because, if you make them cost 5sp, they're worthless, and if you make them free, they're too much.
    Assuming it's even usable in game as it is.

    Open/Close? Okay, you can open the chest. Doesn't help you loot it. Doesn't open doors. Won't work on a locked chest.
    Cure Minor Wounds? 5sp for a 1hp heal is a waste of sp, and infinite free 1hp heals can be abused.
    Any that deals damage? Same as Cure Minor.

    Really. I understand wanting them because of the tabletop connection. But I can't see how they'd work out at all.
    Could be useful to remotely trigger some one time traps.

  11. #11
    Community Member Tammuz's Avatar
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    Quote Originally Posted by hydra_ex View Post
    Since we don't need it?
    On the subject of a Light Cantrip:

    Think if ALL of the actual underground dungeons didnt have eternal torches or everbright crystals all over the place and were more akin to Rainbow in The Dark.


    Tell me that would not be awesome.

    We need more dungeons like that.
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  12. #12
    Community Member donfilibuster's Avatar
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    The one to trigger traps was Mage's Hand but that one had a weight limit.
    Unseen Servant was more common and can pull levers and open doors for you.

    Light wasn't only for vision but for blinding.

    And while we are at it...
    Ghost Sound to trick those monsters who make listen checks, same goes for Silent Image on spot checks.
    Floating Disk to... wait, this one is useless even to make some jumps.
    Disguise Self and walk past the cultists on Misery's Peak...
    or all Korthos for that matter, tough no big deal as the acolytes would have enough will saves.
    Animate Rope make trip attempts on monsters attacking you.
    Enlarge Person why isn't this one in the game? And don't forget Reduce Person if considering it.

    A different issue would be the higher level utilities.
    Knock would nerf the rogues yeah but such is the might of the wizzard.
    Mirror Image could save said wizard a good beating.
    Rope Trick could be trickier.
    Anyways this thread was about cantrips but plenty of core spells aren't in DDO.

  13. #13
    Community Member Chaosprism's Avatar
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    Illusions in general should be able to be used to change the behaviour of monsters.
    Creating an illusion that will be like a "tank" for that creature who believes it's fighting something.


    Making a sound over there, would be a good to lure them away so you can sneak past etc. or split up 2 creatures so you can take down 1.

    A spell to increase the aggro a creature causes (but making an illusion around it), you could cast it on a player or a charmed monsters or summoned one.


    Lots of interesting tricks illusions could be doing.

  14. #14
    Founder tfangel's Avatar
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    Quote Originally Posted by Tilliak View Post
    Light is definitely needed in the game. I've wondered why this wasn't in the game since it came out.
    Because of the rendering engine, that's why. That would limit the performance of pretty much every user and raise the minimum system to run it. Seems like minor lighting effects are getting added though, on DX10 there are more it seems to my eyes. In an MMO multiply the problems by 'who or what has light and where are they at all times'.

    That said, yeah, i really wished that when i started playing that finding a way to light things would be needed in dungeons. Along with darkvision and such for certain races, which would have added a whole new layer to the game.

    Not to derail, but i also hoped that when monsters 'charmed' us, that we would attack players. I get why they didn't but i was saddened by just being held. :P That and truely cursed items, would be interesting.

    Cantrips are just so much better when a dm can help, in a videogame it limits them.

  15. #15
    Community Member Chaosprism's Avatar
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    Grab the eternal wand of acid (from waterworks final rewards) or the eternal wand of finger of fire , eternal wand of finger of light (from korthos part 1)
    Use them and you'll see lighting right there, have ALL players blast away and and you have 6 light sources that werent there before.


    Make the light sources persistant (1 per person) and you'll see the game in a completely different way. Lanterns and torches being weilded (and the later being swung at that mummy that just lurched up from the dust behind you)

  16. #16
    Community Member Chaosprism's Avatar
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    Grab the eternal wand of acid (from waterworks final rewards) or the eternal wand of finger of fire , eternal wand of finger of light (from korthos part 1)
    Use them and you'll see lighting right there, have ALL players blast away and and you have 6 light sources that werent there before.


    Make the light sources persistant (1 per person) and you'll see the game in a completely different way. Lanterns and torches being weilded (and the later being swung at that mummy that just lurched up from the dust behind you)


    As for open/close, you COULD make them work on doors at short range. (with telekinesis spell working at far range)

  17. #17
    Community Member Symar-FangofLloth's Avatar
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    Quote Originally Posted by donfilibuster View Post
    Light wasn't only for vision but for blinding.
    Enlarge Person why isn't this one in the game? And don't forget Reduce Person if considering it.
    Knock would nerf the rogues yeah but such is the might of the wizzard.
    Mirror Image could save said wizard a good beating.
    Rope Trick could be trickier.
    Light makes an object glow as per a torch. There's higher level spells that blind with extreme light.

    Enlarge/Reduce aren't in game due to some modeling issue. If they ever get that worked out, we'd probably be seeing Druids, too.

    Knock is in game.

    Mirror Image could be nice.

    Rope Trick is basically every shrine, isn't it? Heh.


    And as to making Cantrips cost 1 SP. I think you're getting into the point of too much bang for your buck, given you have the time to cast that many; which you probably won't.
    Former Xoriat-er. Embrace the Madness.

  18. #18
    Community Member Jay203's Avatar
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    Quote Originally Posted by Tammuz View Post
    On the subject of a Light Cantrip:

    Think if ALL of the actual underground dungeons didnt have eternal torches or everbright crystals all over the place and were more akin to Rainbow in The Dark.


    Tell me that would not be awesome.

    We need more dungeons like that.
    that would NOT be awsome
    PS: Greensteel RUINED the game! and you all know it!
    less buffing, more nerfing!!!
    to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"

  19. #19
    Community Member donfilibuster's Avatar
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    Actually, the DDO scenery is so well lit that you don't need to add more light but rather introduce more darkness.
    Full lit dungeons aren't a problem because continual light is cheap but many a monster live off the cloak of darkness.

    As for the engine darkness is quite easier than brightness altough technically for blinding light you only need some whiteness plastered on screen.

  20. #20
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    I would like to see cantrips and orisins implemented as well. As for SP cost, 1 or 2 would be fine. Too much 'bang for your buck' really wouldn't be an issue. Most mana consumption (aside from Buffbots) is done in the heat of battle anyways. As spells not very useful in battle, getting more bang for your buck is the one advantage you get.


    As for individual spells:

    Dancing Lights/Light - Making all 'lighter' dungeons slightly darker would increase the demand for a light spell, and make things more realistic (Hang out in the Necropolis tombs for a while :P ).

    Detect magic - Would be useful in knowing how many casters (assuming they stretched the limits of the spell a bit :P ) and magical/summoned beings are in the next room and their general location within. This, in my opinion, should be expanded to be able to detect traps that cause elemental damage. Even with every point possible spent on enhancements and skills, it's difficult for rogues and ranger to get over the Spot DC of most traps, which pushes most people to memmorize dungeons or use online maps/guides to know where the traps are, which really takes away from the roleplaying feel. Almost every group I've been in had a person announcing for everybody to slow-down b/c he 'knows' there is a trap coming up in the next room. Get's really annoying. More random trap locations would be nice, but being able to use detect magic for this would be easier to implement.

    Ghost Sound/Prestidigitation - Aside from uses in Performance, would be useful in drawing monsters' attention elsewhere.

    Read Magic - Would be nice if they implemented this along with scrolls and other such things actually written in different languages, which together could be expanded with limitless possibilities as far as storyline/special spells/etc. goes.

    Detect Poison - Might help to know where underground scorpions, etc. are (though they do need more of them). Possibly even make it possible to detect acid traps, even though they're technically different.

    Mage Hand - Mentioned more-so in other threads. Like I said there, it would be useful if they took off the 'non-magic' item portion of it, so you could have better access to picking up soul stones that are caught in the middle of a bunch of traps.

    Mending - There would have to be something to constrain it...Nothing to keep players from continually casting it while in city-limits with the 'eschew materials' feat to make it free to repair gear, albeit very slowly. But it would be interesting to have and convinient to have the spell when you've died several times exploring a new dungeon.

    Arcane Mark - Could use that and its compliment spell 'Drawmij's instant summons - at least within one dungeon. Otherwise, it might be a stylish way for crafters to 'Mark' things they've made and sold to others.



    The rest of the lvl 0 spells are either battle-related or otherwise self-explanatory. It would be nice to have them all implemented though, along with some of the harder spells that have been skipped, but I'll probably post about them later.

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