Let’s build on the ideas from Monday but in Starfinder!
Blinding Breach T1
School evocation
Casting Time 1 standard action
Range touch
Targets 1 creature equipped with a force field
Duration 24 hours
Saving Throw none; Spell Resistance no
You overcharge a shield allowing for a explosion of light when it fails. From now on when the shield is reduced to 0 hit points it emits a flash of light. All creatures, except the barer, out to 20 feet must succeed at a Constitution saving throw or become blind for 1 round.
More witcher inspired spells! I like the quen sign. Can I make this in DnD?
Aegis
1st-level abjuration
Casting Time: 1 bonus action Range: Self Components: V, S Duration: concentration, up to 1 minute
A translucent shimmering shield of force envelops you. This shield has 10 hit points, and will take damage first from melee or weapon attacks. When exhausted, it emits a flash of light causing blindness for one round on the attacker if the attacker is with in 10 feet and fails a Constitution saving throw.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hit points of the aegis increase by 5 for each slot level above 1st.
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
You speak words of power and twin two willing souls together. Chose a number of willing creature in range as determined below. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible. This spell has no effect on stamina points.
1st: 2 willing creatures
2nd: 3 willing creatures
3rd: 4 willing creatures
4th: 5 willing creatures
5th: 5 willing creatures
6th: 7 willing creatures
Casting this spell doesn’t provoke attacks of opportunity.
How about we move the previous item to Starfinder? Let’s melt some people!
Name
level
Price
—
damage
Usage
Genetic Destabilizer, Mk 1
4
2100
—
1d4
1/day
Genetic Destabilizer, Mk 2
8
9300
—
2d4
1/day
Genetic Destabilizer, Mk 3
12
35000
—
3d4
1/day
Genetic Destabilizer, Mk 4
16
165000
—
5d4
1/day
Genetic Destabilizer, Mk 5
20
815000
—
6d4
1/day
This item is a simple black box with a touch screen on the front. You can select a creature species on the menu, and the box will emit a subspace wave out to 30 feet. Creature of the species begin to destabilize at a molecular level. Each round when a creature of that species enters or starts its turn in the area around the box, it must make a Fortitude saving throw or take sonic damage depending on the level of the item. The DC of the save is equal to 12 + half the item’s level. Each time after the first save, increase the DC by 1.
Another witcher inspired potion! I like the potion that damages undead that just hang out near you. Wonder if Pathfinder needs that?
Corpsebane Item 1+
Alchemical Elixir Consumable Usage held in 1 hand; Bulk L Activate
This flask filled with the essence of undead distilled and purified with prayer. When consumed, you emit a faint light out to 30 feet. Any undead in the area must make a Fortitude saving throw or they are damaged by holy energy at the start of their turn or when they enter the area. They must repeat this at the start of any turn in the area or when they enter the area.
Corpsebane (Lesser)Item 1
Price 3 gp Bulk L Saving Throw DC 17 Fortitude. It deals 1d3 positive damage.
Corpsebane (Moderate)Item 3
Price 10 gp Bulk L Saving Throw DC 19 Fortitude. It deals 1d6 positive damage.
Corpsebane (Greater)Item 11
Price 250 gp Bulk L Saving Throw DC 28 Fortitude. It deals 3d3 positive damage.
Corpsebane (Major)Item 17
Price 2,500 gp Bulk L You Saving Throw DC 37 Fortitude. It deals 2d6 positive damage.
TL; DR-Two tastes that don’t quite go together. 78%
Basics-How do we stop a hoard who feels no pain! Zombies or unfeeling monsters have surrounded the town, and you are called to aid the defence. But mid-meeting you are whisked away to do the bidding of a wizard. Can you save the town and stop being a mister fixit on call?
Mechanics or Crunch-This adventure is short! The major bad guy is the wizard who keeps summoning you. You can fight the zombies, but the book makes it seem like you will die. As a DM I would kill you as well. The tower with the wizard isn’t bad, but he also is pretty much the only thing in it. It’s a short dungeon with balanced fights, but just not enough of them. It’s a little too old school as you have to find the fights and the goods here as opposed to them being out in the open for you to pillage and kill. I didn’t hate it, but it will require you to punch up the adventure to keep your group involved. 4/5
Theme or Fluff-There are not one, but two things for the PCs to face. But, they are tied together. BUT, only you, the GM, really get that. The wizard only brings you in when he needs help. You have to find and explore the place in seven rounds before he sends you back. The zombies are ok, but why are they here? I know why because I read the book, but it feels like two different adventures put together. I didn’t hate this, but even after reveals, my players felt like there were really two adventures here. Both of the singles are good, but together it’s three Michelen star steak mixed with gold ribbon winning chocolate. Maybe these two things shouldn’t go together. 3/5
Execution– PDF? YEP! Hyperlinked? no…That’s honestly my biggest gripe here. The execution isn’t bad. I would like clean maps I can show my players without having things marked on the map that they find. Text read fast and I could play quickly. It is one of the standard well put together DCC modules I know and love. 4.75/5
Summary-I don’t hate this one, but this might not be the first adventure I show to new players. I was able to turn this to keeping my players on the purple planet. It works well that way, but the basic story gets lost in most of the GM fluff. Not bad, but unless the players work to make friends with their captor, they won’t get it. The dungeon needs more pieces and stuff to play with in the form of fights or toys. The presentation is good, but I still want hyperlinks! Overall, it’s an ok adventure that is maybe a bit too stuffed with disparate things. 78%
This helmet is made from bashed together metal plates from the scraps of other helmets of those who were the last to survive a battle. While wearing this helm, you gain a +1 bonus to AC and increase your maximum hit points by one hit point per level. In addition, while wearing this helmet, you will always be the last one to survive the battle. If you would be killed, you teleport to the last safe bed you slept in and are at one hit point waking up the next morning . If the last safe place you slept is not safe, the magic of the helm will continue to find the previous place until it finds a place where you are safe to wake up.
For the next hour, when you enter a fight, immediately after you kill an enemy or critically strike an enemy with melee attack, you my make a melee attack as a free action.
There are powers to resist damage. How about to resist conditions?
(Condition) Resistance You been through a lot of pain in your life, and you’ve learned how to shrug off things that don’t just hurt, but cripple. • Cost: 12 Karma • Game Effect: When choosing this quality, select a status (p. 51). When under the effect of that status, gain a point of Edge before making a test for any test affected by that status and on tests to end that status.
How about more love for conditions in Shadowrun 6e?
Firebug Fire keeps us warm. Burning people keep you warmer. • Cost: 14 Karma • Game Effect: When when you inflict the burning status on a creature, increase the severity of the burning condition by 1.