Level
Cantrip
Casting Time
1 Action
Range/Area
Touch
Components
S, M *
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Deception
You enchant a source of chance within range, deciding its next outcome. A coin will land on a side of your choice, a deck of cards will invisibly shift to whatever order you choose, and a die will land on your chosen number whenever it is rolled next. The somatic components for this spell can be disguised as a part of casually handling the target, though some people are especially wary of tricks and may be able to roll an Intelligence (Arcana) check against your spell save DC, at the DM's discretion.
* - (a coin with two identical sides)
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