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Dancing Lights

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

a bit of phosphorus or wychwood, or a glowworm

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Warmage (Circus Performer) Evocation cantrip

Springheel

  • casting time 1 bonus action
  • range Self

  • components V
  • duration 1 round

You flood magic into your legs, allowing you to bound high into the air from a standstill. When you cast this spell, your jump distance increases 10 feet until the beginning of your next turn, and you can make a running high jump or a running long jump without a running start.

Warmage Transmutation cantrip

Thunderous Distortion

  • casting time 1 action
  • range Self (10-foot cone)

  • components V, S
  • duration Instantaneous

You produce a distorted wave of noise in a 10-foot cone, which can be heard up to 100 feet away. Each creature in that area must succeed on a Constitution saving throw, or take 1d6 thunder damage.

An echo of this noise persists until the end of your next turn. If you cast this spell again before the end of your next turn, its damage becomes d8s, instead of d6s.

At Higher Levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Warmage Evocation cantrip

True Strike

  • casting time 1 action
  • range 30 feet

  • components S
  • duration Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defences. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Warmage Evocation cantrip

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