Daily Punch 1-24-17 Sign Magic for DnD 5e

If you can’t speak, how about still being able to cast spell…

 

Sign magic

You can’t hear and you might not be able to speak, but that doesn’t mean you can master the magic in and around you.  Gain the following:

  • Increase your spell casting ability by 1, to a maximum of 20.
  • When you cast a spell with verbal components, you may instead treat those as somatic components as you speak the magic words with your body and hands instead of your voice. A spell may never lose both the somatic and verbal components however.

Thoughts?

 

Daily Punch 1-23-17 Tongue Twister feat for DnD 5e

How about a quick feat for DnD 5e..

 

Tongue Twister

You’ve mastered speech, word, thought, and movement in your magic.  Gain the following:

  • Increase your spell casting ability by 1, to a maximum of 20.
  • When you cast a spell with somatic components, you may instead treat those as verbal components as you twist your tongue in ways to make the movements for your spells.  A spell may never lose both the somatic and verbal components however.

 

 

Thoughts?

 

Daily Punch 1-18-17 Time Sphere spell for DnD 5e

How about another spell in the time school.

 

Time Sphere

4th-level enchantment

Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a tiny ball of tar)
Duration: Concentration, up to 1 minute

You throw a ball of concentrated time at an point in range.  All creatures within 30 feet of the point are affected by the spell.  You may choose to slow or speed time in the area.  If you slow time and a creature starts its turn in a spell or enters the affected area, it must make a Wisdom saving throw.  If it fails, the creature instantly loses all its actions, bonus actions, free actions, and ability to move.  If you speed time, any creature in the area gains an additional action for the turn.  That action can be used only to take the Attack (one weapon attack only), Dash, cast a cantrip, Disengage, Hide, or Use an Object action.

 

 

Thoughts?

Daily Punch 1-17-17 Time Crawls spell for DnD 5e

I want some chronomancy in DnD.  Let’s make that happen!

 

Time Crawls

1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a sundial)
Duration: Concentration, up to 1 minute

Choose up to three creatures that you can see within range. Those creatures lose their ability to move on their turn unless they spends an action.  At the end of each of a target’s turn, the target can attempt a Wisdom saving throw to regain the ability to move without spending an action. On a success, the spell ends on the target.

At Higher Levels: When you cast this spell using a spell slot of 1st level or higher, you can target one additional creature for each slot level above 2nd.

 

Daily Punch 1-16-17 Bask in New Knowledge option for Call of Cthulhu

I had a fun event last week at my Call of Cthulhu campaign after I killed two players via sanity loss from an elder god.  How about we add that in as an option.

 

Bask in New Knowledge

When a character sees an elder god and would passes a sanity check, that character may elect to fail the roll.  If they do so they take normal sanity loss as if they had failed the roll, but gain half the lost sanity as a bonus to their Cthulhu Mythos skill.  Luck may by spent on a point by point basis to reduce sanity loss to avoid going insane.

 

Thoughts?

 

Daily Punch 1-11-17 Spell Disruption spell for Pathfinder

One more along the same theme.

 

Spell Disruption

School abjuration; Level alchemist 5,  cleric/oracle 5, druid 5, inquisitor 5,  shaman 5, sorcerer/wizard 5, summoner/unchained summoner 5; Domain  protection 5

CASTING

Casting Time immediate action
Components V, S, DF

EFFECT

Range 25 ft +5 ft/level
Target creature in range
Duration end of current turn
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Through you own sheer power, you sculpt your spell around your environment.  When you cast this spell, you choose one target per five caster levels within range.  For next spell you cast this round that includes the target, that target is excluded from the spell and is not effected in any way until the end of its next turn.

Daily Punch 1-10-17 Spell Dissipation spell for Pathfinder

Spell Dissipation

School abjuration; Level alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, inquisitor 3, ranger 2, shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3; Domain  protection 3

CASTING

Casting Time immediate action
Components V, S, DF

EFFECT

Range 25 ft +5 ft/level
Target creature in range
Duration end of current turn
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Through you own will, you reduce the effectiveness of your own spell.  When you cast this spell, you choose one target per four caster levels within range.  For next spell you cast this round that includes the target, that target is considered to have succeeded its saving throw against the spell.