Difference between revisions of "Footfall (cantrip)"

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The effect causes the nearest two listeners to make a [[Saving Throws|saving throw against magic]].  Each of these two who fail are compelled to investigate the sound.  Once a listener reaches the approximate location of the sound, it's truth is made evident and the cantrip's effect is broken.
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The effect causes the nearest two listeners to make a [[Saving Throws|saving throw against magic]].  Each of these two who fail are compelled to investigate the sound.  Once a listener reaches the approximate location of the sound, its truth is made evident and the cantrip's effect is broken.
  
The cantrip allows a clever caster with numerous opportunities to employ the cantrip as a form of distraction against searchers or as a means to encourage ambushers to show themselves.  Producing the sound repeatedly over a series of nights could serve as a means to undermine the resolve of a guard or property owner.  The cantrip could also be used to enhance theatrical performances.
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The cantrip offers a clever caster numerous opportunities to employ the cantrip as a form of distraction against searchers or as a means to encourage ambushers to show themselves.  Producing the sound repeatedly over a series of nights could serve as a means to undermine the resolve of a guard or property owner.  The cantrip could also be used to enhance [[Drama (sage field)|theatrical performances]].
  
  
 
See [[Haunting Sound Cantrips]]
 
See [[Haunting Sound Cantrips]]
  
[[Category: Cantrips]]
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[[Category: Cantrips]][[Category: Reviewed]]

Latest revision as of 05:35, 24 May 2024

Footfall (cantrip).jpg

Footfall is a cantrip that replicates the sound of footsteps, either retreating, approaching, moving in a circle and so on as the caster wishes. Listeners can distinctly perceive the footsteps, as the dweomer provides a convincing simulation.

Footfall
Range 30 ft.
Duration 1 round
Area of Effect 30 ft. circle, up to 2 creatures
Casting Time 2 action points
Saving Throw negates
Level cantrip


The effect causes the nearest two listeners to make a saving throw against magic. Each of these two who fail are compelled to investigate the sound. Once a listener reaches the approximate location of the sound, its truth is made evident and the cantrip's effect is broken.

The cantrip offers a clever caster numerous opportunities to employ the cantrip as a form of distraction against searchers or as a means to encourage ambushers to show themselves. Producing the sound repeatedly over a series of nights could serve as a means to undermine the resolve of a guard or property owner. The cantrip could also be used to enhance theatrical performances.


See Haunting Sound Cantrips