Daily Punch 10-11-19 Magic Dabbler feat for Pathfinder 2nd ed

How about we let everybody play in the magic pool….

Magic Dabbler

FEAT 1

General variable

Prerequisite(s) trained in Arcana, Nature, Occultism, or Religion

You’ve learned a few trick and now augment your skills with some extra powers. You choose one magic casting class and gain training in the class DC of that class using the same ability score as normal. This feat gains the type of the class you choose either arcane, occult, primal, or divine. You gain two cantrips of that class can can cast those spells as normal.

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Daily Punch 10-10-19 Ball Lightning Arcane and Primal spell for Pathfinder 2nd Ed

Final system for ball lighting.  Now for PF 2nd Ed!

 

Ball Lightning

Ball of Lightning SPELL 4

Evocation Electricity

Traditions arcane, primal

Cast [three-actions] material, somatic, verbal

Range 120 feetDuration 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.

 

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Daily Punch 10-9-19 Galactic Storm T4 technomancer spell for Starfinder

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.

 

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Daily Punch 10-8-19 Ball Lightning spell for DnD 5e

How about a spell three ways?  First for DnD 5e

 

Ball Lightning

4th-level conjuration

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.

Daily Punch 10-2-19 College of the Crossroads bardic college for DnD 5e

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

College of the Crossroads Features
Bard Level Feature
3rd Bonus Proficiencies, Fiddle of Gold
6th Dark Songs
14th Hounds of Hell

Bonus Proficiencies

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.

Dark Songs

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.

 

 

 

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