This come hot on the heels of the last spell. Lot’s of these spells specify one type of element, but why would a sorcerer play by those rules?
When you cast a spell that has an elemental damage type of acid, cold, fire, or lightning, you can spend 2 sorcery points to change the damage to another elemental damage type of acid, cold, fire, or lightning. All other parts of the spell remain the same, but continual damage is changed to the new damage type if you so choose.
Been on a kick lately hitting all the majors with each spell I make, so we have to do DnD 5e!
Fist of Flame
Casting Time: 1 bonus action
Components: V, S, M (piece of coal)
Duration: Concentration, up to 1 hour
You wreath the targets hands and feet in fire. Unarmed melee attacks from the target do an additional 1d6 fire damage on a successful hit. The fire provides light up to 30 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for every two slot levels above 1st.
Here is one last version of this spell.
Traditions divine, primal, occult
Cast [two-actions] somatic, verbal; Duration 1 hour
Translucent arms of force appear behind you. These arms can carry weapons or shields and can be used to cast spells. You can reduce the number of actions one spell can be cast by by one somatic action each turn. You can reduce your multi attack penalty by 1 for one attack each round.
Heightened (4th) you reduce your multi attack penalty by one for each attack you make in a round.
Heightened (6th) all somatic actions can be performed by the hands to a minimum of one action for a spell.
Why not? Let’s hit the last two systems I’ve been playing a lot lately. Now Arms of the Goddess for Starfinder!
ARMS OF THE GODDESS M1
School abjuration (force)
Casting Time 1 standard action
Duration 10 minutes/level
You create shimmering arms of force that appear behind you. These arms can hold weapons or shields and cast spells for you. While you have these arms, you can take the full attack action and only receive a -3 to each attach, but you must make the attack with a second weapon. Alternatively, as a full action you can make one attack at a -3 and cast a level 0 spell with any spell requiring an attack roll to be made at a -3.
How about some love for DnD 5e?
Arms of the Goddess
Casting Time: 1 action
Components: V, S
Duration: 1 minute
A pair of transparent arms of force appear behind you. This pair of arms can hold weapons or cast spells for you. As a bonus action each round, you can cast a cantrip with the arms or make an attack.
My brothers are playing Boarderlands, an I saw a character with multiple ethereal arms. Let’s make this happen!
ARMS OF THE GODDESS, Level 1 wizard, cleric, illusionist
CT 1 R see below D 1 min/lvl.
SV n/a SR no Comp V, S
Upon the incantation of this spell, a transparent, set of arms appears and float behind the caster. The arms may hold weapons and make attacks for the caster, but the caster gains no additional actions to make attacks and cast spells in the same action. When caster with this spell casts another spell, reduce the number of CT to cast the spell by 1.
Ok, something the new school has over the old is wizards and clerics with cantrips that make them a wizard, not a fighter with crappy stats. Let’s fix that!
FORCE PUNCH, Level 0 wizard, illusionist
CT 1 R 50 ft. D Permanent
SV none SR yes Comp V, S, M
A ball of force is throw from the casters extended finger at a single target. The caster must succeed with a ranged touch attack to hit the target. The force punch deals 2 +1 per 2 caster levels damage if it hits.
The material component for this spell is a pebble.
Alright, time to run some games of C and C, and I want some modern in my OSR. Here is spell for the clerics out there.
CHANNEL LIGHT DIVINITY*, Level 1 cleric , 2 druid , 2 illusionist
CT 1 R 30ft. D permanent
SV see below SR yes (h) Comp V, S, DF
When the caster yells a prayer to the heavens, all creatures in the areas are healed for 1d4 hit points of damage. No saving throw is needed when the spell is cast by a cleric or druid. All undead creatures may attempt a wisdom saving throw or take 1d4 hit points damage.
The illusionist version of the spell acts in the same manner with one important exception. The spell recipient of the spell must make an intelligence saving throw. If the creature fails the saving throw, the spell acts normally. If the creature makes the saving throw, the spell fails as the creature realizes that the spell is an illusion. An illusionist cannot cause damage to undead.
The reverse of the spell causes 1d4 hit points damage to living creatures. In those situations, a successful wisdom save indicates half damage if cast by a cleric or druid, or no damage if cast by an illusionist.