Daily Punch 5-14-18 Empower Body spell for DnD 5e

One more DnD spell before bed


Empower Body

8th-level enchantment

Casting Time: 1 action
Range: Tough
Components: V, S, M (a steel rod)
Duration: Concentration, up to 1 minute

You touch a willing creature transferring the power of steel into the creatures body as the rod turns to dust.  The creatures Strength, Dexterity, and Constitution are treated as if they are all 20 for the duration of the spell.  Hit points gained from this spell are real as the creature has been empowered and are gained when the spell is cast, and when the spell ends, extra hit points over the creatures normal total are lost.



Daily Punch 5-15-18 Cloak of the Storm Lord wondrous Item for DnD 5e

More DnD Madness!



Cloak of The Storm Lord

Wondrous item, very rare (requires attunement)

This cloak is a threadbare cloak made from the hide of some giant beast.  It smells or age and ware, but it has been passed down through time from one giant chief to another.  During that time it has observed the air of command of all those chieftains and passes it to the wearer.  Once per day the wearer may should the command word of “KNEEL!”  All creatures with the giant type within 60 feet of the wearer must make a Wisdom saving throw with the DC equal to 18 or your spell saving DC, whichever is higher.  Any who fail are effected by the spell dominant person, ignoring their creature type and number of creatures affected.  This ability renews at dawn of the next day.




Daily Punch 5-11-18 Practiced Defense feat for DnD 5e

Let’s make another feat for DnD 5e!


Practiced Defense

When the going gets tough, you’ve got the skills to keep yourself going.  Gain the following:

  • Increase your Dexterity or Constitution by 1, to a maximum of 20.
  • Three times per day, as a reaction you can add your proficiency modifier to your AC.  You can modify your AC by other methods as well, but this ability uses your reaction.

Daily Punch 5-10-18 Summon spell for DnD 5e

If you can teleport, why can’t you reverse it?


7th-level conjuration

Casting Time: 1 action
Range: 10 feet
Components: V, S, M(piece of the creatures summoned)
Duration: Instantaneous

This spell instantly transports up to eight specific creatures of your choice to you if they are on the same plane, you know their exact location, and they fail a Wisdom saving throw. Each creature must succeed at its individual saving throw or it is teleported. Anything carried by the creature or any creature or object that would fit into a 10-foot cube are teleported as well. Any precautions that prevent a teleport spell also prevent summon.

At Higher Levels: When you cast this spell using a spell slot of 9th level, the creatures no longer need to be on the same plane.


Daily Punch 5-9-18 Reality Break spell for DnD 5e

More spells for DnD 5e!  How about an arcane antithesis of true seeing?


Reality Break

6th-level enchantment

Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: concentration, up to 1 minute

When you cast this spell, choose up to three creatures in range.  Each of those targets must make a Wisdom saving throw.  On a failure, the target’s perception of reality is broken and ever-shifting.  The creature will see into one plane, smell another, feel another, and hear into a different one.  Each round, the planes the creature perceives into changes for each sense.  The creature is treated as if blind to all things not in the plane it is looking.  While perceiving a plane, it is subject to all the effects of that plane from fire damage from the plane of fire to being attacked by demons in the abyss.  Each round roll below to see where each of the creatures senses are for sight, sound, touch, and hearing.

Die Roll Plane
1-10 prime material
11-20 astral plane
21-30 Plane of Air
31-40 Plane of Earth
41-50 Plane of Fire
51-60 Plane of Water
Plane of Shadows
71-80 Heaven
81-90 Hell
91-100 Abyss

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, increase the number of targets by 1 for each slot level above 6th.



Daily Punch 5-8-18 Inactivate spell for DnD 5e

More arcane DnD spells today!

5th-level transmutation
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell turns the living to the dead, removing the animus from the subject for the duration. When you cast this spell, chose up to five moving things in range. Each subject must attempt a Constatution saving throw. Creatures or objects animated by other Spellcasters or effects use their controller’s save. If target fails it’s save, the creature falls prone. It may take only mental actions and is considered helpless. At end of each turn, it or its controller may attemt another save to end the effect. The creature does not appear as dead but spells and effects that detect life will not detect the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th

Daily Punch 5-7-18 Malleable spell for DnD 5e



4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
Duration: Concentration, up to 1 hour

This spell turns the flesh of a creature you touch into a jelly to bubbles easily, shakes off cold, and is almost hard to scald with acid but is easy to cut apart. Until the spell ends, the target has resistance to all typed damage (acid, cold, fire et al), damage from magic weapons, or weapons that deal typed damage (such as from a fire elemental), but the target is vulnerable to all non-magical weapon damage.  A target may make a Wisdom saving throw to avoid the effects of this spell.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

Daily Punch 5-4-18 Boots of Equal Footing wondrous item for DnD 5e

The bigger they are, the bigger you become!



Boots of Equal Footing

Wondrous item, rare

These boots are crafted from the skin from the skins of a gigantic bison.  Once per day, when you are within 30 feet of an enemy, you may stomp both your feet, and you instantly become as large as the enemy really is treating your Strength score as the enemy’s true Strength score is.  All items you are carrying increase in size with you, but still only provide the same number of uses ( a healing potion will only heal one character if drank).  This change lasts for one hour or until will the change to stop.  The charge on the item will refresh at dawn the next day.

Daily Punch 5-3-10 Ability Inversion spell for DnD 5e

Almost everybody’s favorite 2nd level spell in enhance ability.  Let’s turn that on its head!



Ability Inversion

2nd-level transmutation

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour.

You touch a creature, and the creature must make a DC 10 – your spell casting bonus saving throw for the ability you name at the time of casting.  If the creature fails, then the spell ends with no effect.  If it succeeds, then the spell occurs as normal.  At the end of a creatures turn, it may attempt the save again, but now it must make your regular spell save DC still with disadvantage from the spell.

Butterfly’s Endurance: The target has disadvantage on Constitution checks, saves, and attacks. It also loses 2d6 hit points.

Pixie’s Strength: The target has disadvantage on Strength checks, saves, and attacks, and his or her carrying capacity is cut in half.

Slug’s Grace: The target has disadvantage on Dexterity checks, saves, and attacks.

Sloth’s Splendor: The target has disadvantage on Charisma checks, saves, and attacks.

Panda’s Cunning: The target has disadvantage on Intelligence checks, saves, and attacks.

Cow’s Wisdom: The target has disadvantage on Wisdom checks, saves, and attacks.


At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.




Ring Side Report- Black Void Quick Start Rules

Product– Black Void Quick Start Rules

System-Black Void

Producer– Christoffer Sevaldsen

Price– $12 here on kickstarter https://www.kickstarter.com/projects/68133405/black-void-rpg

TL; DR-The D12 DOESN’T cry itself to sleep! 90%

Basics-.Welcome to Llyhn the eternal!  In the Black Void, characters survive in a world where giant almost black holes, the Black Voids of the title, opened up around Babylon and swallowed the chunks of the world whole, dragging men and women off screaming into the darkness.  After some time and much loss of life, humans found themselves in Llyhn, the eternal city, where inhuman masters rule. Will you survive in this world where you are far from home as characters scrabble in the dirt in this fantasy Middle Eastern RPG?

Base Mechanics- This game uses a d12 as its primary die.  Characters add either their traits and/or abilities to the roll hoping to reach a 7, the normal success roll that can vary quite a bit depending on the complexity of the action.  It’s a pretty simple system that makes me think a bit of other roll to a set number games like Savage Worlds.

Stats-  Your stats in this game are called traits which are Agility, Awareness, Stamina, Strength, Intellect, Manipulation, Presence, and Willpower.  When you build a character, you get 24 points to buy your traits at a one for one basis. All of them start at one and none can be greater than six at character generation.  When you use your traits, you take the trait minus three to determine the modifier you get for your rolls. Also, for every three points in a trait, you can buy a talent for another three points.  Think of talents like feats in DnD-they give you bonuses and abilities that normally you would not have and you have to take them as you grow in power. This game is classless, so these are ways to build to something you want to be in the world.  You can also spend points on background abilities like your caste, the ability to access blood magic, or to even not be completely human. All of these things act like feats as well with character buying new ranks in blood magic, different background abilities, and new abilities if you are a half-breed.

Blood Magic- Magic in this game looks more ritual based than the snappy magic of DnD.  The quick start guide presents Blood Rituals where a character can sacrifice a creature to gain a bonus or a boon.  These boons provide different powers and abilities that a character can use in the next 12 hours ranging from a simple reroll to gaining different talents.  The skills for blood magic are gained during character generation and bought using a character’s trait pool.

Skills– Your skills in this game are called abilities.  You start the game with 24 ability points that you spend on a 1 for 1 basis.  Your skills start at below 0, then 0, and finally you can spend points up to 3, so 3 ranks in a skill costs you 4 ability points.  The modifier is -3 for no ranks, then 0 for 0, and up to +3 for 3 ranks. Unlike games like Pathfinder and DnD, some abilities are tied to multiple traits, so a character might be doing an Athletics roll, but use Stamina instead of Strength if the character was testing their endurance instead of testing their physical prowess.

Combat and Initiative-Combat runs how you would expect, with a few differences.  Players roll a d12 and add their agility talent as normal for rolling for initiative.  Then on a character’s turn, a character chooses one action that can range from attacks, reacting to attacks, or simply moving.  The standard value of 7 is used for attacks unless a character took an action to change it or react with a character adding their Strength or Agility trait and their weapon skill to the attack roll.  If the attacker hits, then the attacker rolls damage with damage dice ranging from a d4 to a d12, the hit character reduces the damage by their armor value, and then the turn moves to the next character.  Characters have conditions depending on their hit point total with the more banged up a character is, the character gains more penalties to their rolls.

Health and Sanity-  The game has some simple rules for character generation of hit points and sanity.  Characters have health points that are determined by rolling a d12 for each Stamina Trait.  This game also has some slight Lovecraft elements as characters will encounter horrors beyond time and space surviving in their new home.  A character’s sanity points are determined by rolling a d12 for each Willpower point their have. When a character encounters a horror they roll a d12 and add their Willpower modifier aiming for a number depending on the creature.  If they fail, they lose sanity points. Sanity point loss has penalties associated with it just like health point loss as the character will gain madness conditions. Sanity can be regained through time and rest just like health points.

Character Advancement-  Characters advance in a few ways.  First, the normal experience points are gained.  Characters spend these to advance traits and abilities according a table in the book.  Characters can also advance in Wastah and Enlightenment. Enlightenment is how a character understands the Void and the cosmos as a whole, kind of like getting the rule book to the universe.  As a character becomes more enlightened, they might gain new abilities, attributes, and talents. Wastah is much more simple-it’s a character’s social rank. As you adventure, you gain prestige that makes you more important.  The caste system in this world is rigid, but if you save the leadership of the city enough times, then even the lowliest street rat might become something impressive with ranks unlocking new patrons, facilities, funding, or a whole host of other options.

Ok, that’s how to play.  Now what do I think!

Theme or Fluff-This is honestly the high point of the book.  You feel like you’re in the City of Brass with powerful elemental lords using humans as playthings.  It’s pre-Islam middle eastern fantasy with bits of Lovecraft thrown in. I don’t see enough middle eastern themes in fantasy aside from fantasy Egypt, so this is a good welcome change!  I like the work this book builds as the characters scrabble to survive in a supernatural world full of horrors post magic apocalypse on Earth. That is all good! Better, none of this feels racist.  It’s easy to just make some stereotypes and run with that as a game. This book feels like it’s trying to make the world stand out and be much more than some simple stereotypes with new races and creatures that rule the eternal city.  That makes this an even better place to play instead of just a blatant copy of folklore. 5/5

Mechanics or Crunch-This game has novel mechanics that I like, but there are a few things that catch my attention.  The d12 based system is something unique that I really like. I don’t see that die used too much, and it takes center stage here.  The bonuses are something that catch my attention. They seem somewhat inconsistent with trait rolls being the trait minus three while ability rolls are -3 for no ranks but one rank is considered a zero in the skill and all other ranks result in continued bonuses, so four ranks is a +3.  That’s not horrible, it’s makes sense from a numbers perspective to make the math of a d12 only system work, but the flow feels off. If you play, it’s going to work. But, it’s a slight barrier to entry. My other major issue is the combat action economy. One day I will learn to just stop being angry about being able to move or attack in a turn, but not today!  Again, it makes sense from a system perspective, but I never feel right only being able to run up to take a hit to the face. It will emphasize the role ranged combat plays. The thing I do like is the amount of tables the game has. As you go crazy, critically hit an enemy, or simply screw up an attack, you roll on tables. Random event tables are always a great way to throw fun into a system and it takes pressure off the GM to always come up with fair, random events that the players experience when stuff goes really well or really badly.  Overall, it’s a good system that I personally have a few issues with, but you may absolutely enjoy. 4/5

Execution– The book is laid out well, but I have a few minor issues.  Tables interrupt the text, and that is good because it reduces eye strain, but the text begins above the table in the next column, instead of the same column below the text.  I don’t know why, but I kept trying to read below the column and getting mixed up. This isn’t always consistent and might be changed in the final book. It’s not a big thing, but it threw me.  I’d like the text a bit larger and maybe the gray background of the book doesn’t make the black text pop as much. Minor problems, but some things I noticed. But, the book does have nice art that interrupts the text to keep me engaged, and the rules are written well enough that I can easily read what is going on and get running the game quickly.  Also, as a guy who reads tables for a living, the tables are well laid out and make me not hate reading. 4.5/5

Summary-This looks like a fun game that I have a few minor reservations with.  I love the setting. This is fantasy middle east, but not simply a copy/paste of some folklore.  It has its own unique spin that I really want to see played out, and the world here is honestly the largest draw to this book.  The system works well, but I have a few minor gripes. I want to play the d12 based system some more, and once I get past my walk-or-attack aversion, I think I will enjoy this a lot more.  The book is done well, but a little more consistency in the layout and possibly a slight change in background color might help. Even with those slight issues, this book looks good. I know I’m in.  Its 400+ pages of a whole new novel RPG PDF for about $12 bucks. Thanks a great value for something that is whole cloth new. Some established RPG books charge that much for 30 page supplement. And this thing is scheduled to come out in September of this year, meaning this thing is probably done already.  So, I’m in! I can’t wait to read this new setting with a new system from a new creator. Go give this one a look. 90%