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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