Daily Punch 4-4-22 Remove Spells spell for DnD 5e

My wife gave me a solid idea, and I feel its time to throw this at my players!

Remove Spells

3rd-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: instantaneous

You attempt to remove abilities from a creature you can see within range. It must succeed on a Wisdom saving throw or the creature loses 1d3 spells, spell slots, or uses of abilities that refresh after a long rest or per day abilities. The abilities or spells that are lost are the creatures choice and may be of any spell level. If they creature only has at will or level zero spells, it is unaffected.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of lost spells or abilities increases by 1d3 for each slot level above 3th.

Daily Punch 3-31-22 Additional Umph alchemist Feat for Pathfinder 2nd Ed.

Plan B is twice as much explosive as plan A!

Additional Umph Feat 6 One action

Additive 2 Alchemist

Trigger You use Quick Alchemy to craft an alchemical bomb


You quickly add additional impact to an alchemical bomb just before you throw it. You can spend 1 additional batch of infused reagents, and the damage, splash, and effect are multiplied by 1 and 1/2, rounded down. This does not affect conditions imposed by effects.

thoughts?

Daily Punch 3-29-22 To the Limit Positive Quality for Shadowrun 6e

Got to play some shadowrun this weekend, and idea came to mind.

To the Limit (1 to 3)
You know how to push your toys to their very limits.
Cost: 12 Karma per level
Game Effect: You can increase your dice pool for matrix actions by +1 dice for each rank of this quality, but you take one additional box of damage when you take matrix damage. You can turn this quality on and off with a minor action.

Thoughts?

Daily Punch 3-22-22 Epic Performance for Pathfinder 2nd Ed.

Had it for DnD, so now its time for Pathfinder!

Epic Performance Spell 1

Illusion
Traditions arcane, divine
Deity Shelyn
Cast somatic, verbal
Range touch; Targets 1 willing creature
Duration 10 minutes


Through a combination of sight, sound, and magic, you strike up an epic performance around your self and any band you play with. This provides a +2 status bonus to any Performance checks you have to make for the duration of the spell.


Heightened (3rd) The status bonus is +4 and the duration increases by 10 minutes.
Heightened (5th) The status bonus is +6 and the duration increases to 1 hour.
Heightened (7th) The status bonus is +8 and the duration increases to five hours.

Heightened (9th) The status bonus is +10 and the duration increases to 1 day.

Thoughts?

Daily Punch 3-16-22 BioReCharger cybernetic item for Starfinder

If you can take power out, why not put it back?

BioReCharger

By spending charges of a battery, you directly infuse energy into your heart. This provides temporary hit points and a bonus to Fortitude saves for an hour while the power is running through your system. You must spend a a full battery charge.

ModelLevelPriceHit PointsFortitude Save Bonus
Mk 164,0005+1
Mk 2913,50010+2
Mk 31338,50015+3

 BioReCharger, Mk 1

Item Level 6; Price 4,000; System Heart


BioReCharger, Mk 2

Item Level 9; Price 13,500; System Heart

 BioReCharger, Mk 3

Item Level 13; Price 50,000; System Heart

Thoughts?

Daily Punch 3-15-22 Focused Barrage Barbarian and Fighter feat for Pathfinder 2nd Ed.

Swing once hit two enemies… how about swing twice and hit once?


Focused Barrage 2 actions Feat 4

Barbarian Fighter Flourish


You continuously swing at an enemy until you hit its unprotected areas. Make two melee Strikes at your current multiple attack penalty and compare the best attack roll result to the ACs of the target. Roll damage only once and apply it to the creature if you hit. Focused Barrage counts as two attacks for your multiple attack penalty.

Thoughts?

Daily Punch 3-10-22 Heads Up Display item for Starfinder

I really wanted google glasses….

Heads Up Display

Level 3; Price 2,000 for 100 cm2; Bulk L

Description

Capacity 20; Usage: 10/Minute

These thin, translucent film can be placed on any surface, cut to shape, and linked to a local communication device. The communication device now transmit its information to the device but allows you to see through the film and observe your surroundings as normal. This device also comes with software that lets you customize the output that the heads up display receives. This customization lasts for until it is changed, and requires 10 minutes of time.

Daily Punch 3-9-22 Mental Punch cantrip for Pathfinder 2nd Ed.

getting deep into Earthbound. Let’s make some PK blast!

Mental Punch Cantrip 1

Evocation Mental
Traditions arcane, divine, occult
Cast verbal, somatic
Range 60 feet; Targets 1 creature
Saving Throw Will


You blast a target directly in its mind! The target takes 1d4 mental damage with a Will saving throw.

Critical Success and Success The target is unaffected.
Failure The target takes full damage
Critical Failure The target takes double damage.


Heightened (+1) Increase the damage by 1d4.

Daily Punch 3-8-22 Breadcrumbs ritual for Pathfinder 2nd Ed

Oh Earthbound Origins, the one item you taught me to always use in a dungeon is bread… https://earthbound.fandom.com/wiki/Bread#:~:text=EarthBound%20Beginnings,-Cost&text=It%20can%20also%20be%20found,where%20the%20trail%20was%20started.

Breadcrumbs Ritual 3

Rare Conjuration
Cast 1 hour; Secondary Casters up to 5
Primary Check Arcana, Nature, or Occultism (trained); Secondary Checks Arcana, Nature, or Occultism (any check will assist)
Range 10 ft.; Target 1 doorway


You and your allies all start a magical trail at a door way. Depending on the degree of success, the ritual creates a bond with the target and all who attempted to cast the spell regardless of success that can be used to teleport the casters back to this location as if they had just started to walk through the doorway.

Critical Success You create a bond with the door that lasts for eight hours.
Success As critical success, but the bond only lasts for two hours.
Failure You fail to create a bond with the door, and magical backlash leaves you stupefied 1 for 24 hours.
Critical Failure As failure, but in addition, You are randomly teleported 500 feet into a direction that would not harm you such as into solid rock or 500 feet into the air, but may put in in harm such as on flat, solid ground but in a monsters den.