Seeking Rifts
Your allies refuse to sit still! It frustrates you so much that your patron decided to give you an option to fix it just to get you to shut up about it.
By casting this spell & choosing one of your rifts, that rift's effect seeks out all allies within a 10-tile radius of you. So long as an ally enters within this radius before the end of your rift effect, they will gain the benefits you are trying to bestow upon them for the full duration, even if they entered into range on the last possible turn.
Note: This spell casts a seeking version of either Rift of Health or Emboldening Rift. You do not need to spend any additional Spell Castings after casting this spell.
This spell lasts for 3 turns, just like the original rifts.
If an ally were to be within the 10-tile radius of you while this effect is active, they gain the same effect for a full 3 turns regardless of how long this spell has left on the caster. Meaning if it's turn 3/3 & an ally barely steps into the radius after some distant looting, they're get a full 3 turns of whichever rift effect you chose, even though you, the caster, won't have the effect beyond that turn.
Cost: 2 Spell Castings
Speed: Bonus Action
Defensive: Casts your choice of rift but with ally-seeking properties
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