How about we let everybody play in the magic pool….
Final system for ball lighting. Now for PF 2nd Ed!
Ball of Lightning SPELL 4
Traditions arcane, primal
Cast [three-actions] material, somatic, verbal
Range 120 feet; Duration 1 minute
You summon a ball of crackling electricity that fires white hot bolts of electricity at your enemies. You create a 5-foot in diameter ball of electricity that once each round as an action fires a jolt of electricity at an enemy up to 60 feet away. Make a spell attack. If you hit, you deal 4d6 electricity damage and then make two more spell attacks at two separate targets within 60 feet of the second target. If you hit, you deal 4d6 electricity damage. For two more actions, you may make a second attack following rules of the first. Also, as an action, you may move the ball of lighting up to 60 feet.
Heightened (+1) The electricity damage increases by 1d6.
Let’s keep ball lighting going between systems! now off to starfinder!
Galactic Storm T4
School evocation (fire)
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter storm of lightning
Duration concentration + 1 round/level
Saving Throw none; Spell Resistance yes
A 5-foot cloud of Solar Storm is summoned and contained by several small drones which you control. You can create the cloud in the same square as a creature and move it up to 30 feet in any direction as a move action on your turn. Once per round, you can cause the storm to jolt a creature within 30 feet and deals 4d6 electricity damage to that creature (Reflex negates). If the primary target is hit, you may elect for the lighting to hit up to two more creatures within 30 feet of the primary target for 4d6 electricity damage (Reflex negates). The secondary effect does not trigger an additional time.
If you don’t move the cloud, it remains where it is; if it shares its square with any creature at the beginning of your turn, that creature must succeed at a Reflex save or take 4d8 electricity damage. This damage caused the secondary discharge as above, but does not count as your one discharge per turn.
How about a spell three ways? First for DnD 5e
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fulgurite )
Duration: Concentration, up to 1 minute
A 5-foot-diameter sphere of lighting appears in an unoccupied space of your choice within range and lasts for the duration. Each round, you may make a ranged spell attack emanating from the sphere at a creature within 30 feet. Upon hitting the creature, the creature takes 4d8 lightning damage, and you make a two more ranged spell attack at two different creatures in range of the first target. Upon a hit, each secondary target takes 4d8 lightning damage. You do not make the secondary attacks again. This attack takes no action.
As a bonus action, you can move the sphere up to 30 feet. As an action, you may make a second attack with the spell with the secondary attacks performed as normal.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere sheds bright light in a 60-foot radius and dim light for an additional 30 feet.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 4th.
How about some more fun for DnD 5e?
College of the Crossroads
You might have been the best there was or you might not have been able to pluck a string, but boy after the man or woman in black met you and tuned your fiddle at midnight at the crossroads, you became a titan of stringed instriment. You made a deal or maybe you won a contest, but either way, you have powers most didn’t think possible all at the low cost of having to watch your back for the rest of your days lest someone come collect
|3rd||Bonus Proficiencies, Fiddle of Gold|
|14th||Hounds of Hell|
When you join the College of the Crossroads at 3rd level, you double your proficiency for any stringed instrument you use. You also gain proficiency in arcana and religion if you were not proficient in those or you gain proficiency in another skill for each one with which you were already proficient.
Fiddle of Gold
Also at 3rd level, you learned to summon an instrument you got from the man in black. The instrument is a golden stringed instrument that always is immaculate, has perfect pitch and counts as a +1 magic club for any melee attacks you make with it. It can be used as a focus for any spells you cast giving you a +1 bonus to your DC and to any spell attacks you make with it. At level 11, these bonuses becomes a +2, and at level 17 these bonuses becomes a +3. You can dismiss the resummon the instrument as often as you want as a bonus action.
Starting at 6th level, you’ve learned more from your former master. You gain access to warlock spells when you gain new spells or the chance to replace a spell, but you may not know more than four warlock spells. These spells count against your normal number of spells.
Hounds of Hell
At 14th level, the devil begins to claim his due, but you’ve becomes a silver tongued fiend in your own right having mastered the first monsters sent to collect you. Once per day, you may as an action summon three hell hounds. These creatures obey your commands, but you must use a bonus action each turn to direct them or they act according to their own interests. If they die or are dismissed as an action, you can resummon them again after a long rest.
How about some love for Starfinder
Product– Esper Genesis 5E Sci-fi – Core Manual
System-Dungeons and Dragons 5e
Producer– Alligator Alley Entertainment
TL; DR-5E IN SPACE! 92%
Basics-Want some DnD 5e but also want some spaceships and don’t want the less serious nature of Starjammer? Then Esper Genesis is the game for you. Hard space opera on the level of a Mass Effect with the crunch of the Forgotten Realms. Let’s go into the pieces first and then my thoughts on it.
Base Mechanic-Can you play DnD 5e? Then you know this system. That’s it. That’s not a bad or a good, it’s just the basic mechanics you know and you may love.
Classes-Like any system that bases itself on another base game there will be some reskins and some out of the box thinking taking the game in new directions. You have a not-fighter and a not-rogue, and the DnD 5e system needs those to work, but you also have whole new classes and a different magic system relying on new abilities, due to a new material found in moons across the galaxy. These new classes feel like combinations of clerics and wizards, and truly it’s not bad. It breaks fun new ground on the mechanics of the system.
Spaceship Dogfights-DnD is NOT a crunch heavy system that requires a battle map to play, so the spaceship part of the game can’t use that either. Each player gets a role on the ship and can do different actions in a round from repairs to shields to killing people with lasers. However, this is all done quickly via theater of the mind.
Those are the basics. Let’s look at my thoughts.
Mechanics or Crunch-Honestly, this is the shining highlight of the book. You have the cloned classes that you know were going to be there from the not-fighter to the not-rogue, but the changes in mechanics really help the players see a new universe of potential to the system. I like what I see here. Now, this is a reskin and cut and paste of some DnD things from spells that have to be healing word and cure wounds, but it is different enough so you get new things for you to explore. Heck, you can’t even say this is just a combo of Starfinder and DnD5e, as the stuff feels fresh enough that it has its own feel distinct from either of those properties. This isn’t just a hack job of reworked DnD 5e material, this is its own thing that stands strongly on its own two feet. 5/5
Theme or Fluff– I like what I see here, but like any gourmet meal, I left wanting more. There is a whole universe here to explore, but I felt like not enough time was spent on the world itself. It’s some amazing stuff, even if it does take some strong references from the Mass Effect series with elements like humans fighting then joining a galactic UN, a mystery element that gives powers. Now, this doesn’t make this game and its world derivative. The basic plot of “magic/science things give magic/science powers to people and now we deal with it” is a staple of the scifi and fantasy field, but what I don’t like is the limited amount of information on display. I wasn’t so much as left wanting more as I was left not getting enough. I wasn’t full waiting for my next book, but was more often than not given enough story to start strong. The world is fun, but not flushed out enough. I’m down to play and read more. What is here does draw you in, but I feel I need another 30 or so pages to really know the world or universe, from bad guys to who the main races are. That said, what is here is well done. I enjoy every piece of it, but just need more of it. 4.25/5
Execution– PDF? Yep! Hyperlinked? Yep! Ok, all the things I want standard in a book! The book is laid out well and typeset well, but the big issue I have is too many pages of double column text. Even the best world book or rule manual is simply a guide book or math textbook, and those NEED to be broken up to keep the reader involved. So I want more pictures to show me cool stuff of your world. Also, this is a third party product, so it has a limited budget. Many cool things are discussed like the monster manual in the back of the book, but I need pictures to see what you’re showing me. I want to see what you got. Also, as a new world that is whole-cloth your own, you NEED a short adventure to tell me your pacing and story structure. I read this as standard action adventure scifi, but you might have meant this to be hard R space horror. Overall, it’s well done, but it’s missing a few pieces to make it excellent. 4.5/5
Summary– From my review, you might think I don’t like this, but this is an amazing rpg. It’s got scifi using the nuts and bolts of the DnD 5e system while not just becoming spelljammer. It’s full of new flavor that is all its own and not just a copy paste from Star Wars. It’s got solid layout in a format I BEG the major RPG producers to do. All these things mean it is a solid game! My issues are minor, such as wanting more story in the base book, even though the authors clearly indicate other books that have come out since this game was published to build out the world like trailers for coming attractions. The execution of the book is good, but needs more pictures. I just want more in the book, but for a whole RPG from a small press RPG company, this is an amazing product. However, the inevitable comparison comes forward-Is this just Starfinder with 5e? And the answer, I think, is no. This is more light scifi with no space wizardry and none of the more fantastical elements that make Starfinder science fantasy while this is science fiction. The systems stay very separate from one another, as Starfinder embraces the hard crunch of Pathfinder while Esper Genesis has its own mechanics from 5e and modified as needed to give this the speed that 5e is famous for. With this book and the base DnD 5e book, you could make your own Starfinder game, but honestly, I’d use this book by itself to play an awesome game among the stars. If you are looking for your fast, fun, 5e scifi, look no further than this game! 92%