Daily Punch 11-20-19 Fist of Flame spell for Pathfinder 2nd Ed

How about some love for the up close wizards?  How about some love for the Monk Wizard?

 

FIST OF FLAME

FIST OF FLAME SPELL 1

Transmutation

Traditions arcane, divine, primal

Cast [two-actions] somatic, verbal

Range touchTargets 1 willing allyDuration 1 minute


The target’s hand and feet become wreathed in flame. You cause all the target’s melee unarmed attacks to deal an extra 2d4 fire damage on a hit.  The target’s hands and feet shine like a torch out to 30 feet.  These melee attacks will set flammable, unattended items on fire.

Heightened (+2) The fire damage increases by 1d4.

 

 

Thoughts?

Daily Punch 11-19-20 Arms of the Goddess spell for Pathfinder 2nd ed

Here is one last version of this spell.

Arms of the Goddess

Arms of the Goddess SPELL 1

Abjuration

Traditions divine, primal, occult

Cast [two-actions] somatic, verbal; Duration 1 hour


Translucent arms of force appear behind you. These arms can carry weapons or shields and can be used to cast spells. You can reduce the number of actions one spell can be cast by by one somatic action each turn. You can reduce your multi attack penalty by 1 for one attack each round.


Heightened (4th) you reduce your multi attack penalty by one for each attack you make in a round.

Heightened (6th) all somatic actions can be performed by the hands to a minimum of one action for a spell.

Thoughts?

Daily Punch 10-16-19 Magic Dabbler Feat for Pathfinder 2nd Ed SECOND TRY!

I got some feedback on my Magic Dabbler feat,and I have a new idea for a series of feat.  How about we play with skill feats?  What are peoples thoughts about allowing a person to get a second class feel via skill feats?

 

Magic Dabbler FEAT 1

Skill

Choose one class that you are not a member of and casts magic spells.  You training in a skill of that class related to its magic tradition.

You gain one cantrip from that class.  You can cast that as often as you want.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. You gain training in the class DC and spell attack rolls of that class using the same ability score as normal.

Magic 1st Level Dabbler FEAT 2

Skill Variable

Prerequisite(s) Magic Dabbler

You learn one 1st level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 2nd Level Dabbler FEAT 4

Skill Variable

Prerequisite(s) Magic 1st Level Dabbler

You learn one 2nd level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 3rd Level Dabbler FEAT 6

Skill Variable

Prerequisite(s) Magic 2nd Level Dabbler

You learn one 3nd level spell of the class you chose for magic dabbler and an additional cantrip.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.

 

Magic 4th Level Dabbler FEAT 8

Skill Variable

Prerequisite(s) Magic 3rd Level Dabbler

You learn one 4th level spell and a second 1st level spell of the class you chose for magic dabbler.  You can cast one 4th level spell and two 1st level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 5th Level Dabbler FEAT 10

Skill Variable

Prerequisite(s) Magic 4th Level Dabbler

You learn one 5th level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. Your proficiency class DC and spell attack rolls of that class increase to expert.

 

Magic 6th Level Dabbler FEAT 12

Skill Variable

Prerequisite(s) Magic 5th Level Dabbler

You learn one 6th level spell and a second 2nd level spell of the class you chose for magic dabbler.  You can cast one 6th level spell and two 2nd level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 7th Level Dabbler FEAT 14

Skill Variable

Prerequisite(s) Magic 6th Level Dabbler

You learn one 7th level spell and a second 3rd level spell of the class you chose for magic dabbler.  You can cast one 7th level spell and two 3rd level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Magic 8th Level Dabbler FEAT 16

Skill Variable

Prerequisite(s) Magic 7th Level Dabbler

You learn one 8th level spell of the class you chose for magic dabbler.  You can cast that spell once per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again. Your proficiency class DC and spell attack rolls of that class increase to master.

 

Magic 9th Level Dabbler FEAT 18

Skill Variable

Prerequisite(s) Magic 8th Level Dabbler

You learn one 9th level spell and a second 4th level spell of the class you chose for magic dabbler.  You can cast one 9th level spell and two 4th level spells per day.  If the class allowed you to prepare spells and change as needed, you can change your spell as the class does normal, but only cast that one spell until you prepare spells again.  For spell levels where you can cast multiple spells from, you can prepare the same spell twice.

 

Thoughts?

Daily Punch 10-11-19 Magic Dabbler feat for Pathfinder 2nd ed

How about we let everybody play in the magic pool….

Magic Dabbler

FEAT 1

General variable

Prerequisite(s) trained in Arcana, Nature, Occultism, or Religion

You’ve learned a few trick and now augment your skills with some extra powers. You choose one magic casting class and gain training in the class DC of that class using the same ability score as normal. This feat gains the type of the class you choose either arcane, occult, primal, or divine. You gain two cantrips of that class can can cast those spells as normal.

Thoughts?

Daily Punch 10-10-19 Ball Lightning Arcane and Primal spell for Pathfinder 2nd Ed

Final system for ball lighting.  Now for PF 2nd Ed!

 

Ball Lightning

Ball of Lightning SPELL 4

Evocation Electricity

Traditions arcane, primal

Cast [three-actions] material, somatic, verbal

Range 120 feetDuration 1 minute


You summon a ball of crackling electricity that fires white hot bolts of electricity at your enemies.  You create  a 5-foot in diameter ball of electricity that once each round as an action fires a jolt of electricity at an enemy up to 60 feet away.  Make a spell attack. If you hit, you deal 4d6 electricity damage and then make two more spell attacks at two separate targets within 60 feet of the second target.  If you hit, you deal 4d6 electricity damage.  For two more actions, you may make a second attack following rules of the first.  Also, as an action, you may move the ball of lighting up to 60 feet.

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

 

Thoughts?

Daily Punch 9-25-19 Medical Savant Alchemist feat for Pathfinder 2nd Ed.

I like being able to heal without magic. Let’s help those alchemists who specialize in medicine!

Medical Savant Feat 1

Alchemist

Prerequisite(s) trained in medicine

You mastered rapid fire medicine. You can attempt a treat wounds action as two actions instead of 10 minute. The target cannot be treated again as normal. If you roll a critical failure on this check, you get a failure instead.

Thoughts?