Daily Punch 4-29-2 Mass Hysteria occult spell for Pathfinder 2nd Ed

THEN THEY ALL WENT CRAZY!

Mass Hysteria one-action Spell 9

Manipulate
Traditions occult
Range 100 feet; Area 20-foot burst
Defense Will


With a whim, you play with everyone mind causing them to experience an astounding amount of mental disturbances. Each creature in the area must attempt a Will save
Critical Success The creature is unaffected.
Success The target becomes confused, deafened, frightened 1, sickened 1, and slowed 1.
Failure The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1. If the target already has any of these conditions and the condition has a value increase that condition.
Critical Failure  The target becomes blinded, clumsy 2, confused, deafened, enfeebled 2, frightened 2, off-guard, sickened 2, slowed 2, and stupefied 2. If the target already has any of these conditions and the condition has a value increase that condition.

Thoughts?

Daily Punch 4-26-24 Divine Return divine spell for Pathfinder 2nd Ed

HELP GOD!

Divine Return one-action Spell 9

Manipulate
Traditions divine
Range 50 feet; Target 1 willing ally


You ask your god to rewind the flow of time for just a moment. Choose a ally. that ally does not need to be alive, but must we wiling. You rewind to the start of that ally’s last turn revering all spells and abilities they cost, but only for them. Any effects that caused for others like spent spells or abilities are still expended. Thais also reversed damage on that ally, even fatal effects. The ally rejoins the initiative at the start of their next turn with these having occurred. If they are on a different plane of existence or dead, they are instantly returned and they continue their turn and life as normal.


Thoughts?

Daily Punch 4-25-24 Elemental Assault spell for Shadowrun 6th Ed

Ok, once more for another system.

Elemental Assault
(Indirect Combat
RANGE TYPE DURATION DV Damage
LOS P I 6 P, special
Elemental Maelstrom
(Indirect Combat, AREA)
RANGE TYPE DURATION DV Damage
LOS (A) P S 7 P, Special
You throw a ball of pure elemental chaos at an enemy. This ball is a bit of everything doing Fire, electricity, cold, and acid damage, so any resistance must match all these or the total goes through. Like other elemental spells, this one causes conditions, but only causes chilled one, corrosive one, burning one, and zapped. regardless of the total damage taken.
Elemental Maelstrom has the same effect except it affects all targets in an area.

Thoughts?

Daily Punch 4-24-24 Elemental Maelstrom arcane spell for Pathfinder 2nd Ed

IT’S THE BIG ONE!

Elemental Maelstrom one-action Spell 9

Manipulate Cold Acid Fire Electricity
Traditions arcane
Range 60 feet; Area 30 foot burst
Defense basic Fortitude


With a snap, you cause a storm of pure elemental energy to descend on an area. All targets are subjected 12d6 damage.. The damage type is either cold, acid, fire, or electricity with it being whatever type the targets are individually have a weakness to and/or not resistant to or has the smallest resistance to.


Thoughts?

Daily Punch 4-23-24 Undying skeleton power for DCC RPG

You cant die!

Undying
Type: actionRange: selfDuration: instantaneousSave: none
GeneralCan’t keep a good man down!
Manifestationroll 1d4: (1) You litterally just stand right back up. (2)Your body falls appart and your bones just roll back into position standing (3)You fall to dust and reform the same way (4) You don’t even feel the attack!
1failure and you can not have your body rolled!
2-11failure
12-13You die but return with 1d4 HP
14-17You die but return with 2d4 HP
18-19You die but return with 2d6 HP
20-23You die but return with 2d8 HP
24-27You die but return with 3d8 HP
28-29You die but return with 3d10 HP
30-31You die but return with 3d12 HP
32+You die but return with 3d12 HP and gain 1 point of luck!

Thoughts?

Daily Punch 4-19-24 Mind of Matter occult spell for Pathfinder 2nd Ed

If you don’t think, you are fine.

Mind over Matter one-action Spell 8

Manipulate
Traditions occult
Range 30 feet; Target 1 willing creature
Duration 1 minute


You help a creature block all pain for a moment at the expense of its mind. The creature gains resistance 10 to all damage except mental damage where it is gains .weakness 20 mental damage. If the creature has any other resistances or weaknesses these are lost for the duration of the spell.


Thoughts?

Daily Punch 4-18-24 Micky scientist plan for Everyday Heroes

Did you slip me a micky?

Micky
As an action, you enact this plan and inject a target within 30 feet with a dark. The target must make a Constitution saving throw against your plan DC. If it fails it takes a -1 to all checks for 10 minutes..
Level 3: The target gains a -2 penalty to all checks for the duration.
Level 5: The target gains a -3 penalty to all checks for the duration.
Level 7: The target gains a -4 penalty to all checks for the duration.
Level 9: The target gains a -5 penalty to all checks for the duration.

Thoughts?

Daily Punch 4-17-24 Gastric Explosion arcane spell for Pathfinder 2nd Ed

Might be something you ate….

Gastric Explosion one-action Spell 8

Manipulate Acid
Traditions arcane
Range 100 feet; Target 20-foot burst
Defense basic Fortitude


Your manipulate the biology of a target causing its digestive system to backfire and digest the creature from the inside out. Living targets with a digestive system take 10d6 acid damage based on their Fortitude save. If a target falls to zero hit points from this damage, they explode dealing 6d6 acid splash damage to all creatures within 10 feet. Targets that do not digest or are not alive are unaffected by this spell.


Thoughts?

Daily Punch 4-15-24 Castigate divine spell for Pathfinder 2nd ed

My god doesn’t like you!

Castigate one-action Spell 8

Manipulate
Traditions divine
Range 50 feet; Target 1 enemy
Defense Will; Duration 1 round to 1 minute


You ask your god for a direct punishment on those enemies of your faith inflicting a multitude of plagues upon them all at once. One enemy in range must attempt a Fortitude save
Critical Success The creature is unaffected.
Success The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1 for 1 round. If the target already has any of these conditions and the condition has a value increase that condition.
Failure The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1. If the target already has any of these conditions and the condition has a value increase that condition. The target must make a DC 11 flat check to end each condition individually.
Critical Failure  The target becomes blinded, clumsy 1, confused, deafened, enfeebled 2, frightened 2, off-guard, sickened 2, slowed 2, and stupefied 2. If the target already has any of these conditions and the condition has a value increase that condition. The target must make a DC 11 flat check to reduce or end each condition individually.

.


Thoughts?