Daily Punch 5-31-19 Pure Thought spell for DnD 5e

Alright time for the big guns!

Pure Thought

9th-level transmutation

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute

You become a being of pure thought. Your body enters the ethereal plane but you remain conscious of and can interact on both the plane you were just on and the ethereal plane. You are immune to all non-psychic damage or mental effects. You are instantly aware of and can track all thinking creatures within 10 miles of your current location so you cannot be sneak attacked or surprised. While the spell is active you can cast hold monster, dominate person, confusion, counterspell, and dispel magic at will.

When the spell ends, you immediately pass out and awake 1 hour later unless revived via restoration or other like means.

Thoughts?

Daily Punch 5-30-19 Force of Imagination spell for DnD 5e

Time for some power!

 

Force of Imagination

8th-level enchantment

Casting Time: 1 action
Range: special
Components: V, S
Duration: special

When you cast this spell, choose any spell you want of level 5 or lower.  You cast that spell using up to a spell slot of level 5.  The target or targets of the spell must attempt a Charisma saving throw.  Those that fail re subjected to the spell as normal and must make all saving throws and checks as if the chosen spell was cast on them.  The spell targets areas or individuals as normal for the spell, but does not physically occur only affecting those that fail the original save.

 

 

Thoughts?

Daily Punch 5-29-19 Mental Fortitude spell for DnD 5e

How about some real mind over matter?

 

Mental Fortitude

7th-level enchantment

Casting Time: 1 action
Range: Self
Components: V, S
Duration: 8 hours

You use your mental force to overcome all your physical failures.  Choose one mental statistic (Wisdom, Intelligence, or Charisma).  For all your saves, checks, attacks, and determined DCs, use the chosen statistic in place of all normal statistics used.

 

 

 

Thoughts?

Daily Punch 5-28-19 Mental Block spell for DnD 5e

More mindfulness in DnD!

 

 

Mental Block

6th-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 day

You mentally hide the instructions of an action from another creature’s mind.  When you cast this spell, choose an action from the action list and a creature in range.  It must succeed on a Wisdom saving throw or forget the action for the spell duration.  For the duration of the spell, when a creature attempts the action if must attempt an Intelligence saving throw to do the action or the creature stands dumbfounded as it struggles to remember how to do the action taking no action.  If another action would use the action such as an ability that uses multiple attacks and the mental block targets the attack action, the creature would need to make an Intelligence save to do the action but not multiple times in one turn.

At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, you can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.

Daily Punch 5-27-19 Mind Over Matter spell for DnD 5e

More mental madness for DnD 5e

Mind Over Matter

5th-level abjuration

Casting Time: bonus action
Range: Touch
Components: V, S
Duration: instantaneous

Through the power of sheer will, the target believes it is healed gaining 4d8 temporary hit points.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, increases the number of targets by one for each slot level above 5th.

 

 

Thoughts?

Daily Punch 5-16-19 Sanctum of the Mind spell for DnD 5e

Lots of mental spells, so let’s get some mental protection!

Sanctum of the Mind

4th-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 8 hours

For the duration, the target gains advantage on all saving throws and checks to prevent effects that would affect the targets mind and resistance to psychic damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, increases the number of targets by one for each slot level above 4th.

Daily Punch 5-15-19 Puppet spell for DnD 5e

How about some real dominate person?

Puppet

3rd-level enchantment

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

You concentrate on a creature you can see. That creature must attempt a Charisma saving throw. On a failure, you fall int a comma, and your mind takes over the creatures. It has no memory of what you do while in control of its body. Your physical body is helpess and will continue to concentrate on the spell going for the duration until you end the spell as a free action. If you attempt to do an action that the creature woud not normally want to do, it recieves a new saving throw. Otherwise, you have complete control of the creature and use its physical statistcs and skill for all physical actions, but use your mental statistics and skills for all mental actions. You may not cast spells unless the creature was able to cast spells as normal. Any actions take while controlling the creature do not change the creatures alignment, but your alignment may change as a result of anything you do.

Thoughts?

Daily Punch 5-14-19 Friends and Enemies spell for DnD 5e

More mental magic for DnD 5e!

Friends and Enemies

2nd-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a hand mirror)
Duration: Concentration, up to 1 minute

You point both your hands at two targets and think of a third primary target with your mind’s eye, all within 30 feet of you. If the target in your mind fails a Wisdom saving throw, the two creatures you pointed at have their appierence switch in the mind of the target. Creatures that can’t be charmed are immune to this effect. The creature treats the two secondairy targets as if each was the other and after the ruse is discovered if a formerly frienldy target attacks the primary target, the primary target has disadvanage to attack the target looks like a friendly creature.

Thoughts?

Ring Side Report-Board Game Review of Professor Evil and the Citadel of Time

Product-Professor Evil and the Citadel of Time

Producer– Fun Forge

Price– $30.00 here https://www.amazon.com/Passport-Game-Studios-Professor-Citadel/dp/B06W56ZL3T/ref=sr_1_1?crid=2PIIRCWB14ZM3&keywords=professor+evil+and+the+citadel+of+time&qid=1557748520&s=gateway&sprefix=professor+evil+and+the%2Caps%2C153&sr=8-1

Set-up/Play/Clean-up– 30 to 45 minutes (2-4 players)

Type- American

Depth-Light

TL; DR-Let’s steal the Declaration of Independence -FOR JUSTICE!  97%

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Basics- Saving relics in the knick of time!  In Professor Evil and the Citadel of Time, players take the rolls of victorian themed heroes attempting to rescue items stolen across time by the evil PROFESSOR EVIL!  This game isn’t subtle, but it is fun! This is a completely cooperative game, so each turn has a phase where the players help the team and a phase where the players hurt the team.  During the phase where you help, you can are given three actions and a card action. The basic actions are move from room to room, deactivate traps, unlock doors, and rescue treasure.  You can do any action you want multiple times. Also during this phase you draw two card from a deck specific for your character and you can use these special abilities to really help the team as a separate action!  These powerful, specific cards vary a lot from having the ability to move the evil professor to turning off all the traps of one kind! The goal of this phase is to have all the traps off of all the types for a given treasure, be in the room with the item to save, and have an action left to save it.  However, after you take your turn, you roll three dice to hurt your team. These dice advance the professor around his house kicking heroes out of his house, locking doors, resetting traps, or move time forward on the different treasures or all of them at once! Once a good hasn’t been rescued before its time is up, the good it put in the safe room where no player may go!  However, all is not lost. As the game progresses, players unlock different global and personal abilities making it a much fairer fight! The goal of the game is to save four goods and return them to their own times before the dastardly professor can put four goods deep into his safe room.

board

Mechanics-This is a simple game, but that doesn’t make it any less fun.  The basic turn of do good/do bad is a quick, easy, and fun way to do cooperative games and isn’t going away anytime soon.  Those three actions and a card action get nearly surgical when you have to get to a treasure in time ramping up the tension and thought process in a fun way!  I love this game, but the dice based nature of the bad action is very random, as dice should be. But, this makes it a bit harder to plan. Not a bad, but a different, and you can get absolutely wrecked on a bad day.  Keep that bit in mind, and you will have a great time dealing with all your plans falling to pieces because the professor teleported into the room you NEEDED to be in the get that last treasure! 4.8/5

cards

Theme- This game delivers its theme very much in the show don’t tell way.  The characters and items all look like they belong to the same world, and the victorian/steampunk setting looks fun.  I would like a bit more background as I’m very much a story driven gamer. That said, you do feel like a gentleman/gentlewoman sneaking around the manor of a madman hiding and stealing his ill gotten gains from across time.  4.5/5

Instructions– The instructions are six pages, full of pictures, and well written.  When I cracked this box, I was playing in five minutes. That’s a great “opening box to playing” timeline!  I also didn’t have to consult Board Game Geek to figure out any obscure rules. It’s a simple game with efficient, well written rules.  5/5

items

Execution-Quality components, quality box, quality art, and FULL CARDS make this a fun game.  I like good quality cardboard, and this game delivers! This game is simply put together well.  5/5

Summary-Good co-op is a hard balance to find.  Good, simple co-op is a much harder balance to find, and this game delivers in droves!  It has good, simple mechanics, great art, quick to read rules, and great components. All these combine to make a fantastic gaming experience.  The only word of caution is if you expect a 10 hour brain burning eurogame experience, keep walking. This is a fun, fast game in the tradition of Pandemic, but using dice, which have their own punishing randomness at times.  If you’re looking for a great way to spend an hour with up to three buds, you can’t go wrong with this game. 97%

Daily Punch 5-13-19 Aneurysm spell for DnD 5e

More psychic spells for DnD!

 

Aneurysm

1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

Choose a creature of at least Intelligence 4  that you can see within range. The target must succeed on a Charisma saving throw or be stunned for 1 round and take 1d6 psychic damage. As an action on each of your turns, you can reattempt the spell to reinflict the stun and damage on a target that failed its last Charisma saving throw.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional target for each slot level above 1st.

 

 

Thoughts?