Daily Punch 11-22-19 Elemental Savant metamagic for DnD 5e

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?

 

Elemental Savant

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.

 

 

Thoughts?

Daily Punch 11-21-19 Fist of Flame spell for DnD 5e

Been on a kick lately hitting all the majors with each spell I make, so we have to do DnD 5e!

 

Fist of Flame

1st-level evocation

Casting Time: 1 bonus action
Range: touch
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.

 

Thoughts?

Daily Punch 11-20-19 Fist of Flame spell for Pathfinder 2nd Ed

How about some love for the up close wizards?  How about some love for the Monk Wizard?

 

FIST OF FLAME

FIST OF FLAME SPELL 1

Transmutation

Traditions arcane, divine, primal

Cast [two-actions] somatic, verbal

Range touchTargets 1 willing allyDuration 1 minute


The target’s hand and feet become wreathed in flame. You cause all the target’s melee unarmed attacks to deal an extra 2d4 fire damage on a hit.  The target’s hands and feet shine like a torch out to 30 feet.  These melee attacks will set flammable, unattended items on fire.

Heightened (+2) The fire damage increases by 1d4.

 

 

Thoughts?

Daily Punch 11-19-20 Arms of the Goddess spell for Pathfinder 2nd ed

Here is one last version of this spell.

Arms of the Goddess

Arms of the Goddess SPELL 1

Abjuration

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.

Thoughts?

Daily Punch 11-18-19 Arms of the Goddess M1 spell for Starfinder

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

Range personal

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.

 

 

Thoughts?

Daily Punch 11-14-19 Arms of the Goddess spell for Castles and Crusades

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.

 

 

Thoughts?

Daily Punch 11-13-19 Force Punch spell for Castles and Crusades

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.

Daily Punch 11-12-19 Channel Light Divinity spell for Castles and Crusades

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.

 

Thoughts?