Ok, this needs to happen.
Here is a fighter style for the 5e DnD fighter.
Crowssbowman
When you use a one or two handed crossbow, you remove the loading property from the weapon.
Thoughts?
Ok, this needs to happen.
Here is a fighter style for the 5e DnD fighter.
When you use a one or two handed crossbow, you remove the loading property from the weapon.
Thoughts?
Ok ok, one more version of this spell!
SPELL 5
Illusion Casting 10 minutes (Material, Somatic, Verbal)
Range 10 feet; Targets all targets in range
Duration 10 minutes
You cast a spell that appears to be talking corpse in all forms except you control what the corpse says. Casting this spell prevents any future casting of talking corpse with this corpse. Any attempt to determine a false spell can be detected with a successful Religion, Occult, or Arcana check and a successful perception check. For each target, the effects of lying corpse are based on the target’s Will saving throw.
Success The target does not believe you cast the spell correctly and does not believe the corpse’s responses.
Critical Success The target knows you cast lying corpse and disbelieves the result of the spell.
Failure The target believe anything the corpse says as per the spell talking corpse.
Critical Failure Per failure, but the target’s is immediately subjected to the failed result of the suggestion spell.
School Illusion (language-dependent)
Casting Time 10 minutes
Range 10 ft.
Targets all creatures that can hear you in range
Duration 1 minute/level
Saving Throw Will negates, see text; Spell Resistance yes
You cast a spell that appears to be speak with dead in all forms except you control what the corpse says. Casting this spell prevents any future casting of speak with dead with this corpse. Any living person hearing the spell may attempt a Will saves or use Spell Resistance to disbelieve the spell. Any attempt to determine the false nature of the spell can be detected with a successful mysticism check and a successful perception check. The DC to determine this effect for all checks is equal to 10 + 1/2 your level level + your Wisdom modifier. Any check that fails reads the spell as speak with dead.
Thoughts?
Now for Pathfinder!
Death Ventriloquism
School illusion [language-dependent]; Level cleric/oracle 4, inquisitor 4, medium 3, psychic 4, shaman 4, spiritualist 4, witch 3; Domain trickery 3, evil 3
CASTING
Casting Time 10 minutes
Components V, S, DF
EFFECT
Range 10 ft.
Target one dead creature
Duration 1 min./level
Saving Throw Will negates; see text; Spell Resistance no
DESCRIPTION
You cast a spell that appears to be speak with dead in all forms except you control what the corpse says. Casting this spell prevents any future casting of speak with dead with this corpse. Any living person hearing the spell may attempt a Will saves or use Spell Resistance to disbelieve the spell. Any attemt to determine a false spell can be detected with a successful knowledge(arcana) or knowledge(religion) check and a successful spellcraft check. The DC to determine this effect for all checks is equal to 10 + 1/2 your cleric level + your Wisdom modifier. Any check that fails reads the spell as speak with dead.
Thoughts?
We’re back and here is a DnD spell.
Thoughts?
Ok, here is the Starfinder version of the same spell
School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature
Duration instantaneous
Saving Throw Will half ; Spell Resistance yes
With a touch, you steal the life from a creature in range and and invigorate a different target, restoring a number of Hit Points equal to the damage dealt. If the second target regains all of its Hit Points as a result of this spell, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.
Lord giveth, lord taketh damages the first target with a number of Hit Points of necrotic damage depending on the spell’s level.
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
Casting this spell doesn’t provoke attacks of opportunity.
Thoughts?
How about a few spells for Pathfinder?
Lord Giveth, lord Taketh, light School necromancy; Level antipaladin 1, cleric/oracle 1, inquisitor 1, shaman 1, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target two creature touched
Duration instantaneous
Saving Throw Will half; Spell Resistance yes
DESCRIPTION
When laying your hand upon a creature, you channel negative energy that deals 1d4 points of damage + 1 point per caster level (maximum +5) to the first creature and heal an equal amount to a second creature.
Lord Giveth, lord Taketh, moderate
School necromancy; Level antipaladin 3, cleric/oracle 2, inquisitor 2, shaman 2, witch 2
DESCRIPTION
This spell functions like lord giveth, lord taketh light, except that you deal 2d4 points of damage + 1 point per caster level (maximum +10) and heal an equal amount.
Lord Giveth, lord Taketh, serious
School necromancy; Level antipaladin 4, cleric/oracle 3, inquisitor 3, shaman 3, witch 4
DESCRIPTION
This spell functions like lord giveth, lord taketh light, except that you deal 3d4 points of damage + 1 point per caster level (maximum +15) and heal an equal amount.
Lord Giveth, lord Taketh, critical
School necromancy; Level cleric/oracle 4, inquisitor 4, shaman 4, witch 5;
DESCRIPTION
This spell functions like lord giveth, lord taketh light, except that you deal 4d4 points of damage + 1 point per caster level (maximum +20) and heal an equal amount.
And we’re back! Let’s get started again with a spell for DnD 5e
Lord Giveth, Lord Taketh
1st level Evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: instantaneous
You call upon the powers of your god granting you the ability to wield both the powers of life and death. Choose a target in range. If that target fails a Wisdom saving throw, it is dealt 1d4 necrotic damage. Choose a second target in range. If the first target failed its Wisdom saving throw, the second target is healed the same amount of damage.
How about a feat?
Sometimes it pays to take your time and ready your shots. You gain the following benefits:
Thoughts?