Daily Punch 3-2-23 Fel Learning spell for Call of Cthulhu

I had an idea when I was making yesterdays post…

Fel Learning

Cost: variable magic points
Casting time: 1 hour
By opening your inner eye, the caster, a willing participant, or unwilling bound victims can learn about the sights best unseen. The caster spends as many magic points as they wish. For every two magic points spent this way, the target of the spell gains 1 point in Cthulhu mythos. In addition to the normal sanity losses, the target loses three points of sanity for every point of Cthulhu mythos gained in this way. If the target is unwilling, the cast and the victim make opposed POW rolls to cause the spell to take effect.
Alternative names: Yog-Sothoth’s blessing. akashic record recovery, learn without eyes

Thoughts?

Daily Punch 3-1-23 Break Mind spell for Call of Cthulhu 7th Ed

Time to break someone!

Break Mind

Cost: variable magic points
Casting time: Instantaneous
The caster glares at a target it can physically see and attempts to brake the targets mind. Spend a number of magic points. The target and the caster make opposed POW rolls. If successful, the target is mind be begins to break. The target must make a SAN roll. The target losses magic spent/double magic spent sanity points and is subject to temporary and indefinite insanity effects as normal.
Alternative names: Gifts of the dark. Elder Ones Kiss, Visage of the Gods

Thoughts?

Daily Punch 2-28-23 Divine Weapon M1-6 spell for Starfinder

How about some divine guns for the Mystic?

Divine Weapon

Classes Mystic 1-6
School conjuration (Summoning)
Casting Time 1 standard action
Range touch
Duration 1 minute
Saving Throw no; Spell Resistance no

Description

You summon a weapon made of divine force. Choose good, evil, positive, or negative energy. You summon a small pistol full from your god that does damage of the chosen type upon a successful ranged attack against EAC. The spell does damage based on the level of the attack.

1st: 1d4 + your Wisdom modifier
2nd: 3d4 + your Wisdom modifier
3rd: 5d4 + your Wisdom modifier
4th: 7d4 + your Wisdom modifier
5th: 9d4 + your Wisdom modifier
6th: 11d4 + your Wisdom modifier

Thoughts?

Daily Punch 2-27-23 Divine Weapon divine spell for Pathfinder 2nd Ed

Let’s make a magic weapon for my clerics!

Divine Weapon Spell 1

Transmutation
Traditions divine
Cast somatic, verbal
Range touch; Targets 1 weapon that is unattended or wielded by you or a willing ally
Duration 1 minute


The weapon thrums with divine power. Choose an alignment your deity has (chaotic, evil, good, or lawful) and touch a weapon. You can’t cast this spell if you don’t have a deity or if your deity is true neutral. The weapon or its fired ammunition now deals damage of the selected type.

Heightened (2nd)  The target becomes a +1 striking weapon, gaining a +1 item bonus to attack rolls and increasing the number of weapon damage dice to two and deals damage of the selected type.
Heightened (4th)  The target becomes a +2 striking weapon, gaining a +2 item bonus to attack rolls and increasing the number of weapon damage dice to two and deals damage of the selected type.
Heightened (5th) The target becomes a +2 striking(greater) weapon, gaining a +2 item bonus to attack rolls and increasing the number of weapon damage dice to three and deals damage of the selected type.
Heightened (7th)  The target becomes a +3 striking(greater) weapon, gaining a +3 item bonus to attack rolls and increasing the number of weapon damage dice to three and deals damage of the selected type.
Heightened (8th) The target becomes a +3 striking(major) weapon, gaining a +3 item bonus to attack rolls and increasing the number of weapon damage dice to four.

Thoughts?

Daily Punch 2-17-23 Minimum Criticals for Pathfinder 2nd Ed

Played a game with my brothers, and my brother the crit machine just could not roll above a 1. He was mad. let’s fix this!

Minimum Criticals Feat 1

General


When you swing hard, you are at least guaranteed to get somewhere! When you roll damage for a critical hit and roll less than the maximum damage of a normal hit, increase the damage to the maximum damage of a normal hit.

Thoughts?

Daily Punch 2-14-23 Elemental Punch spell for Pathfinder

I want some elemental flexibility and I also want to punch a goblin in the head!

Elemental Punch Cantrip 1

Attack Cantrip varies Evocation
Traditionsarcane, primal
Castsomatic, verbal
Range touch; Targets 1 creature


You channel the elements into your fist and slam it into a target. Make a melee spell attack roll and choose cold, electric, fire, or acid.. The punch deals damage of the chosen type equal to 1d6 + your spellcasting ability modifier. The spell takes on the characteristic of the elemental type chosen.

Critical Success The target takes double damage.
Success The target takes normal damage.

Heightened (+1) The damage increases by 1d6.

Daily Punch 2-13-23 Energy Attack M0 T0 spell for Starfinder

sometimes even the mages need to throw down.

Energy Attack

Classes Technomancer 0, Mystic 0
School conjuration (creation)
Casting Time 1 standard action
Range melee
Targets one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes

Description

When you cast this spell, choose acid, cold, electricity, or fire; the spell gains that descriptor. You cover an appendage in energy, and you must make a melee attack against its EAC. On a hit, the ray deals 1d6 damage of the chosen energy type.

Casting this spell doesn’t provoke attacks of opportunity.

Thoughts?

Daily Punch 2-8-23 Hardened armor rune for Pathfinder 2nd Ed

Love me some damage reduction! Let’s do that!

Hardened Item 6+

Uncommon Abjuration Magical
Usage etched onto armor


This symbol simply translates into wall in draconic, but it provides resistance to some of the most crushing blows. Gain resistance 2 to all damage.

Hardened (Lesser)Item 6

Price 225 gp

Hardened (Moderate)Item 12

Price 1,800 gp
The resistance changes to resistance 4 to all damage.

Hardened (Greater)Item 18

Price 21,000 gp
The resistance changes to resistance 6 to all damage.