Daily Punch 2-28-24 Cold Snap arcane spell for Pathfinder 2nd Ed

Just a quick cold front that blew in

Cold Snap one-action Spell 4

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


You cause an area to enter a deep freeze, chilling the blood of those in it dealing 6d4 cold damage.


Thoughts?

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

Six seconds in heaven!

Divine Moment one-action Spell 4

Concentrate
Traditions divine
Range 30 feet; Targets 1 willing creature
Duration 1 round


You ask and your god provides a rapid escape for a target. The target is teleported to the realm of your god for exactly 1 round, returning at the start of your next turn. They are unharmed and return to the exact spot they left or the nearest unoccupied square. they lose their turn, but can not be harmed by any effects that occur within that turn including any persistent effects or damage. They do roll the normal check to see if a persistent effect ends and any other conditions reduce as normal except the target is unharmed by them.


Thoughts?

Daily Punch 2-21-24 Mental Scan spell for Pathfinder 2nd ed

Who’s out to get me….

Mental Scan one-action Spell 3

Concentrate Mental
Traditions occult
Range 30 foot radius around you; 
Defense Will Save; Duration 1 round or sustained up to 1 minute


You scan all creatures around you. Each target that bares you ill will must make a will save. You see if a target is friendly, helpful, indifferent, unfriendly, or hostile. In addition, you see if the target is under the effect of a mental spell influencing their actions.

Thoughts?

Daily Punch 2-14-24 Skeleton Speed skeleton power for DCC RPG

Move with the speed of the damed!

Skeleton Speed
Type: actionRange: selfDuration: 1 hourSave: none
GeneralNo muscles and fat means more speed!
Manifestationroll 1d4: (1) You litterally vibrate with speed (2)You move so fast none can see you move (3)As you move you seam to just glide around everyone (4) You see everyone else move in slow motion
1failure and you cant not use for the rest of the day.
2-11failure
12-13You gain an additional d14 action die. You can not use this power for another day
14-17You gain an additional d16 action die. You can not use this power for another day
18-19You gain an additional d20 action die. You can not use this power while under the effect of this power
20-23You gain an additional d24 action die. You can not use this power while under the effect of this power
24-27You gain an additional d20 and d14 action dice. You can not use this power while under the effect of this power
28-29You gain an additional d20 and d16 action dice. You can not use this power while under the effect of this power
30-31You gain an additional d20 and d20 action dice. You can not use this power while under the effect of this power
32+You gain an additional d24 and d24 action dice. You can not use this power while under the effect of this power

Thoughts?