Daily Punch 4-11-17 Spell Simpleton negative quality for Shadowrun 5e

We have a spell savants, let’s have the opposite..

 

Spell Simpleton

Bonus: 5 karma

REQUIREMENT: You must be mage or aspected mage

Not everybody get’s to be a doctor.  And other people can’t figure out the self-check out lane.  You’re kind of in the latter with magic.  When you want to learn a new spell, you must spend 8 karma to do so.

 

Thoughts?

Daily Punch 4-10-17 Spell Prodigy Positive quality for Shadowrun 5e

You learn spells by spending 5 karma.  Let’s play with that!

 

Spell Prodigy

Cost: 5 karma

You’re a quick study.  Either from a book or from a spirit, you learn quick, not wasting time dallying between runs.  When you want to learn a new spell, you only spend 3 karma to do so.

 

Thoughts?

Daily Punch 4-5-17 Condemn spell for Pathfinder

I like disadvantage.  Let’s make this happen in Pathfinder

Healing Burst

DESCRIPTION

School necromancy [emotion, fear, mind-affecting]; Level cleric/oracle 1, inquisitor 1, paladin 1, shaman 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range Touch
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

Touching the target with your holy symbol, you ask your god to curse the subject before you.  The target must roll two dice on the first attack roll (weapon or spell) it does each round while under the curse.  At the end of each of the creature’s turns while affected by this spell, it may attempt a new saving throw to end the effect.  This save is a free action.   If this save is successful, the effect ends. If not, the curse continues on the creature continues laughing for the entire duration.

Daily Punch 4-4-17 Healing Burst spell for Pathfinder

How about a healing blast around a healer?

Healing Burst

DESCRIPTION

School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, shaman 1, witch 1; Domain healing 1

CASTING

Casting Time 1 standard action
Components V, S, DF

EFFECT

Range 10 ft.
Area The caster and all allies within a 10-ft. burst, centered on the caster
Duration Instantaneous
Saving Throw none; Spell Resistance yes (harmless)

Holding you holy symbol high, you shoot forth a blast of refreshing light from yourself.  All targets including the caster in range heal 1d4 hit points.  For every two caster levels beyond 1st, the spell heals an additional 1d4 hits points a maximum of 5d4.

 

Thoughts?

Daily Punch 4-3-17 Peter and Paul Positive Quality for Shadowrun 5e

Who else rolls paychecks to stay off the Streets?  Let’s do that for Shadowrun.
Peter and Paul

Cost: 10 karma

Sometimes you have to rob Peter to pay Paul.  When you’re on the streets, this might be literal, but sometimes it’s from your future self.   When you switch from hot/cold Sim to AR  or the otherway, or you switch from Astral to physical or from physical to Astral, you may do so as a simple action.  If you do so decrease you initiative by 10.

Daily Punch 3-31-17 Whip Master Feat for DnD 5e

Ok, one more whip idea I promise!
Whip Master

Not many people put the hours into practice that are needed to master the whip.  You have and it’s pays off.

  • When you hit a creature with a whip, you can use a bonus action to attempt a trip.   The creature must attemp a Strength saving throw (DC eqaual to 8 + your Dexterity modifier + your proficiency) or fall prone.
  • Each turn you can take an extra reaction action that can only be used to make a whip attack against an enemy that attempts to leave an engegement with you.  If you hit a target with this reaction attack, you can trigger the above trip attempt without the needing a bonus action.

Thoughts?

Daily Punch 3-30-17 Conjure Fire Whip spell for DnD 5e

Conjure Fire Whip

1st-level conjuration

Casting Time: bonus action
Range: Self
Components: S
Duration: 1 hour

You clap you hands, and when you pull them apart, you generate a whip of fire.  The whip functions as a normal whip, but it does an additional 1 fire damage on a hit.  While wealding the whip, increase your AC by 1.  This bonus stacks with other spells and effects.  If you ever drop the whip, the whip turns to ash, falls aprt, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the whip is not a +1 flame tongue whip.  When you cast the spell using a spell slot of 5th level or higher, any target hit with the whip must make a Dexterity saving throw or fall prone.

Thoughts?

Daily Punch 3-29-17 fire whip spell for Pathfinder 

Rewatched Doctor Strange.  Let’s make the whip Happen!
Fire Whip

School conjuration (creation) [cold]; Level bloodrager 1, sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range 0 ft.
Effect one flamming whip
Duration 1 minute/level
Saving Throw none; Spell Resistance no


DESCRIPTION

You create a masterwork whip out of fire that will not burn you. The whip deals 1 point of fire damage in addition to normal whip damage. If the whip leaves your hand for more than 1 round, it turns to ash and the spell ends.  This whip does not provoke attacks of opportunity.  In addition, as a swift action, you can choose to use this whip two handed or one handed. When used two handed, you gain a +2 deflection bonus to AC but can not cast spells with somatic components.  At 6th level, the whip functions as a +1 flamming whip and can damage enemies regardless of armor.  At 11th level, you are treated as having the improved trip and greater trip feats when wielding the weapon.

Daily Punch 3-29-17 Divine Light spell for Pathfinder

My favorite spell for DnD 5e is sacred flame.  It’s time something like that happens in Pathfinder.

 

Divine Light
School
evocation; Level cleric/oracle 1, druid 1, shaman 1; Domain fire 1

CASTING

Casting Time 1 standard action

Components V, S, DF

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes

DESCRIPTION

You channel the anger of your god into a violent explosion on a target in range.  The target  of the spell takes 1d6 points of fire damage plus 1d6 more fire damage for every two levels beyond 1st (to a maximum of 5d6 at 9th level).

 

 

Thoughts?