Level
Cantrip
Casting Time
1 Reaction *
Range/Area
Self
Components
None
Duration
1 Round
School
Evocation
Attack/Save
None
Damage/Effect
On activation, you briefly find yourself in a warped instance of time. The world around you swallowed whole by a violet hue, time is slowed, bringing everything and anything caught in it's radius to a screeching halt. For what seems to be seconds, mere minutes for everyone else at inhuman speeds.
- Witch Time is used in the same turn as its activation and can be used again immediately afterward.
- All entities caught in Witch Time are frozen and can only “react” as soon as Witch Time is over. When attacked, enemies can be moved, either knocking them back or up into the air.
- Witch Time also effects projectiles. Magic Missile, for instance, will be slowed but not stopped. This rule also applies to any projectiles you deploy. If you fire an arrow, it too will be slowed.
- Your DEX is temporarily increased by +2, as you exhibit superhuman reflexes in this state. This is removed as soon as Witch Time is over.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/19/2019 2:25:28 AM
|
425
|
4
|
Umbran Mix I
|
Coming Soon
|
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