Daily Punch 5-15-17 Improved PSI-SHIELD edge for Savage Rifts

Well I’ve been doing the deep dive into Savage worlds, so now it’s time to start in where I think things can get better!


Requirements: Veteran, PSI-Shield
The Cyber-Knight’s PSI-Shield no longer counts as a second PSI-Blade active, so Cyber-Knight no longer has a penalty to AP for having both a PSI-Blade and PSI-Shield active.

Daily Punch 5-10-17 Shattering Revelations spells for Call of Cthulhu 7th ed.

How about some quick ways to gain power.  Nothing bad ever happened from that!  Here’s another spell for Call of Cthulhu, 7th ed.


Shattering Revelation

Cost: 10 magic points; 2D10 Sanity points
Casting time: 1 hour
This spell opens the gate in your mind wide to the cosmos.  You begin to see all in front of you.  That which you ask for, and that which man was not to know.  For every 2 whole points of sanity lost in this spell, you increase your Cthulhu Mythos skill by 1.  May the gods have mercy on your soul.

Alternative names:  The Dark Tutor, Peering Through the Keyhole, The Madman’s Path

Daily Punch 5-9-17 Ululation to the High Priest spell for Call of Cthulhu 7ed

Finally got to play some more Cthulhu, so let’s build on what went down!

Ululation to The High Priest

Cost: 10 magic points; 1D6 Sanity points.
Casting time: 30 minutes
As you finish screaming the words of this spell, you open a small gate to the high priest of the dark gods himself where he offers you the gift  of his own knowledge. Spending 10 magic points give you a bonus die on one Cthulhu mythos roll.
Alternative names: Dark Blessing of Cthulhu,  The Expensive Tutor, The Harsh Mastery

Daily Punch 5-8-17 Melting Hands spell for Shadowrun 5e 

We distance acid spells, why not a melee one!

Type: P Duration: I  Damage: P 

 Range: T  Damage: p Drain: F – 6

This spell channels powerful acid onto your hands, but doesn’t burn yourself.  However, it does deal acid damage to anything you touch mimiking the effects of mimiming the effects of acid wave and toxic stream.

Daily Punch 4-25-17 Skills of the Master spell for Pathfinder 

If a spell can help you stand tall, how about one to knock em’ down!

Skills of the Master

School transmutation; Level bard 1, cleric 1, bloodrager 1, Oracle 1, sorcerer/wizard 1


Casting Time swift action
Components V, S


Range touch
Targets creature touched
Duration 1 round/level
Saving Throw Fortitude negates(harmless); Spell Resistance yes


As you touch the target, you infuse it with the accumulated knowledge of the ancient masters imbuing it with abilities far beyond its own.  The target gains a +2 competency bonus to trip attempts and +2 bonus on grapple attempts and checks to pin or maintain the grapple.


Daily Punch 4-24-17 Stance of Iron spell for Pathfinder 

How about a spell to help you stay on your feet?
Stance of Iron

School transmutation; Level bard 1, cleric 1, bloodrager 1, Oracle 1, sorcerer/wizard 1


Casting Time 1 standard action
Components V, S


Range touch
Targets creature touched
Duration 1 hour/level
Saving Throw Fortitude negatex(harmless); Spell Resistance yes


With a single touch, you imbue a creature with the ability to stand tall like an iron wall.  The target of this spell increases the CMB of the target by +4 vs any effect that would knock a target prone, and the target gets a +4 competency bonus on skill checks and saving throws to avoid any effect that would knock the target prone.


Daily Punch 4-20-17 Arm Bar/Gun to the Head positive quality for Shadowrun 5e

Love clinching, but hate not being able to shoot some easily?  Lets fix that…
Arm Bar/ Gun to the Head

 (–5 KARMA)

Some people like to shoot from a mile away.  You’ve always been a fan of just putting a gun to the head and pulling the trigger.  But people are get uppiey and struggle.  You’ve mastered the art of grabbing someone and hurting them up close.  When you are in a clinch, you do not take a penalty on using a firearm as long it is not a longarm firearm.