Cantrips
Requirements; you have M for movement, dancing, moving, etc.
1. True Strike
You point to a creature and the next attack they perform gets +4 to their attack roll.
Area - 30 ft
time to cast - 6 seconds
Type - Knowledge
Spell stress - 1
Requires; movement
School - divination
2. Flare
The cantrip creates a bursting ball of light. You can fire this into the air up to 30 ft, if you instead cause a burst of light in front of a creature, said creature becomes dazed for a 1 minute. Creatures that cannot see or are already blind cannot become blind.
Area - 25 ft
Time to cast - 6 seconds
Type - light
Spell stress - 1
Requires; voice
School - evocation
3. Foresight
The cantrip gives you foresight for 3 + wisdom modifier minutes that act as a sixth sense relating to your person.
Area - self or touch
Time to cast - 12 seconds
Duration - 7 + wisdom modifier minutes
Type - none
Spell stress - 2
Requires; voice, movement and a rabbit's foot
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