Daily Punch 3-2-21 Weakness spell for DCC RPG

How about one more version of this spell?

Weakness
Level: 1Range 50 feetDuration: 1 round per CLCasting time: 1 actionSave: Fort save
GeneralThe caster bistows weakness on a character
ManifestationRoll 1d4: 1-The target’s skin begins to crack and flake off; (2)The target begins to bleed from its nose, mouth, and eyes (3) The targets joints begin to lock in place; (4) the target begins to be pelted by a migrane
CorruptionRoll 1d4:(1)The caster’s teeth begin to rot with cavities; (2) The casters hair begins to fall out (3) The caster’s begins to dripple constantly. (4) The caster begains to limp
MisfireRoll 1d4:(1)The caster’s mouth fills with blood and sours to the point he gains a -2 attack rolls, saving throws, spell checks, and to initiative; (2) The caster’s bones begin to break easily causing double damage for 1d6 rounds. (3) The caster begins to go blind for 1d3 hours (4) The caster’s limbs become so week he can’t use them for 1d6 turns.
1Lost, failure, and worse! Roll 1d6 modified by Luck: (0 or less) corruption + patron taint + misfire; (1-2)corruption; (3+) misfire.
2-11Lost, failure
12-13You curse the target with weak saves. they take a -1 penalty to all saves.
14-17You curse the target with breakable bones. They take an additional 1d4 damage from each attack.
18-19You cure the target with weak body. They take a 1d6 penatly to all checks and attacks.
20-23You bring all three curses upon them! They take a 1d6 penalty to all saves, checks, and attacks, and any damage on them does an additional 1d6 points of damage.
24-27You weaken them completely. Any attack on the target uses a d24 as a base and any roll above 20 counts as a critical hit.
28-31You decimate the body. Each round the target takes 1d20 damage at the start of their turns, and any attack on the target rolls a d30 with any result over 20 on the die being a critical hit.
32+The target is on death door. All attack on the target use a d30, score a critical hit on an attack that scores over 20 and hit, and all targets add an additioanal d12 to the critical table to determin the effect.

Daily Punch 3-1-21 Weakness M1-6 spell for Starfinder

How about some extra damage?

WEAKNESS M1–6

School necromancy (Curse)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1 round/level

Saving Throw Fortitude negates; Spell Resistance yes

With a vile gesture and a dark word, you cause a target to lose the ability to repair those small bumps and scrapes. It begins to take extra damage as all the small cushions in its body begin to fail The target takes additional damage from any attack while under the effect of this spell. The additional damage is of the same type as the original damage.

1st: 1d4 additional damage

2nd: 3d4 additional damage

3rd: 5d4 additional damage

4th: 7d4 additional damage

5th: 9d4 additional damage

6th: 11d4 additional damage

Thoughts?

Daily Punch 2-24-21 Battle Healer feat for DnD 5e

I want to run some DnD without clerics. I don’t think we can now, but how about if we build in some healing like Pathfinder 2nd Ed?

Battle Healer

prerequisite -proficiency in medicine

You are a master a caring for those who need it in a hurry. Gain the following benefits:

  • Increase you Wisdom or Intelligence by 1, to a maximum of 20.
  • As an action, you can care for a living creature. That creature may spend a number of hit dice equal to your proficiency bonus and heal based on the roll.

Thoughts?

Daily Punch 2-23-21 Battle Medic feat for Starfinder

Resolve points and hit points need more interaction. I also love how medicine is used in Pathfinder 2nd Ed. Let’s work on that!

Battle Medic

You keep your friends alive when it counts.

Prerequisites: Life Science 1 rank, Medicine 1 rank

Benefit: You can use the Medicine skill in conjunction with a medical kit or similar as an action. When you do, make a Medicine check DC 13 and the target must spend a resolve point. If you succeed, you heal the target 1d8 hit points. The resolve point is spent regardless. You may choose to increase the DC by 3 to increase the amount healed by 1d8. You may choose to increase the DC multiple times.

Thoughts?

Daily Punch 2-22-21 Expert Medic feat for Pathfinder 2nd ed.

Had a game with rogue, ranger, and barbarian. Hp was flying every which way. It was fun but two to three hour rests for medicine killed the pacing. Let’s work on that.

Expert Medic 
Feat 1

General Healing Manipulate Skill
Prerequisites trained in Medicine
Requirements You’re holding or wearing healer’s tools.

You are a master at fixing wounds. When you treat disease increase the amount treated based on the DC you attempted in addition to the amount gained at higher DCs.

DC 15 5 additional HP

DC 20 10 additional HP

DC 30 20 additional HP

DC 40 30 additional HP

DC 50 40 additional HP

Thoughts?

Daily Punch 2-20-21 Elite feat for DnD 5e

Made this for Starfinder, but I think it fits in Eberron as well.

Elite

You are just that good. You can spend a hero point to make two checks instead of one as an action when you use a skill with which you are proficient. If you succeed at one check and fail at the other, you are considered to have succeeded. If you succeed both times, you can count it as two successes or one success with a value equal to three higher than the best check.

Thoughts?

Daily Punch 2-18-21 Elite feat for Starfinder

Sometimes you are just that damn good. Running an adventure where the players are doing checks in phases and I think that some of them would like this one.

Elite

You are just that damn good.

Prerequisites: Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession 5 ranks.

Benefit: Choose one skill. You can spend a resolve point to make two checks instead of one as an action when you use that skill. If you succeed at one check and fail at the other, you are considered to have succeeded. If you succeed both times, you can count it as two successes or one success with a value equal to five higher than the best check.

Special: You can take Elite multiple times. Each time you do, it applies to a different skill that meets the prerequisite number of ranks.

Thoughts?

Daily Punch 2-17-21 Osteocraft spell for Pathfinder 2e

Did one, so let’s do another!

Osteocraft Spell 3

Necromancy
Traditions arcane, divine, primal
Cast

Two Actions

somatic, verbal
Range touch; Targets 1 living creature
Saving Throw Fortitude; Duration varies

You manipulate the small pieces of the creature that regulate it bones either making more or destroying the bones in a creature. When the creature is touched, the caster decides on a limb to grow a new bone in or a bond to destroy. The living creature must attempt a Fortitude save.
Critical Success The living creature is unaffected.
Success The living creature is unaffected or the level of clumsy is reduced by 1.
Failure The creature becomes clumsy 1 or increases its value of clumsy by 1 and must make a save at the start of it’s next turn.
Critical Failure The living creature becomes clumsy 2 or increases is value of clumsy by 2 and must make a save at the start of it’s next turn.

If a creature would become clumsy 4, the the spell is complete and the bone in the limb is destroyed or new bone grown. The creature completely loses use of that limb until the bone is destroyed or grown back. If an arm is lost, spell with somatic components can not be cast and weapons needing the arm can not be used. If the leg is lost, the creatures walking speed becomes zero if it has two legs or its loses a proportion of its speed if it has more than two legs.

Heightened (+1) The number of targets increases by 1.

Thoughts?

Daily Punch 2-16-21 Osteocraft spell for DnD 5e

Been reading some course work in anatomy. How about we dissolve or make some bones!

Osteocraft

4th-level necromancy

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

You touch a creature on a limb. If the creature fails a Constitution save, the body limb begins to either harden as extra bones begin to grow or bones begin to degrade. The creatures takes a -1 penalty to all actions, checks, and saves. At the start of the creatures turns, it must make another save. If it succeeds, the penalty is reduced by 1. If it fails, the penalty increases by 1. If the penalty would ever be equal to the creatures proficiency bonus, the bone growth or destruction is complete and the limb becomes useless.

remove curse, regenerate, heal, restoration, dispel good and evil, or wish spell ends this effect.

At Higher Levels: If you cast this spell using a spell slot of 5th level or higher, increase the number of targets by 1 for each spell level above 4.

Thoughts?

Daily Punch 2-15-21 Constant Casting feat for Pathfinder 2nd Ed

Player wants to keep some spell running. I like Repeate a spell, but I think it needs some beefing up.

Constant Casting Feat 1

Exploration General Move Concentrate
You’ve mastered the art of magic on the move. When you use the exploration activity repeat a spell, you move at full speed and are not fatigued by casting the spell every turn. You must rest for 10 minutes of out of every hour. You can instead sustain a spell up to its full duration as you move at full speed instead.

Thoughts?