Selganor
Adventurer
What's the general consensus on Spellcraft downtime to modify cantrips?
I recently found out (on two occasions) that my artificer (whose only constant source of damage is Produce Flame) was "support only" when faced with creatures immune to fire.
Would Spellcraft to modify a cantrip be the same (cost, dc, ...) as a 1st level spell or a bit less?
I'm guessing like rare spells you'd also get the rare versions of a modified cantrip to keep in addition to the normal ones.
(I'm inclined to go a full "produce element" variation - one cantrip per element - with maybe water causing cold damage, air as the lightning one from the AG and earth as an option for piercing, bludgeoning or slashing damage depending on what form the manifested earth/rock takes)
Anything I am missing?
I recently found out (on two occasions) that my artificer (whose only constant source of damage is Produce Flame) was "support only" when faced with creatures immune to fire.
Would Spellcraft to modify a cantrip be the same (cost, dc, ...) as a 1st level spell or a bit less?
I'm guessing like rare spells you'd also get the rare versions of a modified cantrip to keep in addition to the normal ones.
(I'm inclined to go a full "produce element" variation - one cantrip per element - with maybe water causing cold damage, air as the lightning one from the AG and earth as an option for piercing, bludgeoning or slashing damage depending on what form the manifested earth/rock takes)
Anything I am missing?