Daily Punch 5-26-23 Gift of Eternal Life spell for Call of Cthulhu 7th Ed
how about getting what you ask for…
Gift of Eternal Life
Cost: 16 magic points; 1D6 Sanity points
Casting time: a week
This ritual is a foul magick that imbues the caster with eternal life at a cost. Few who complete this ritual enjoy the results but none can doubt the effect. Upon completion the caster is wracked with pain as they swell internally. As the swell, their skin splits and bones break. After the bloody mess is completed, the caster is changed into a intelligent ghoul using the normal statistics of a ghoul while keeping there power statistics and any skills they possess. This is the gift that does keep giving.
Alternative names: Ritual of Rebirth, The Continuing Gift, The Endless Hunger, The Gift of the Ground
Daily Punch 5-25-23 Improved Barricade feat for Starfinder
Build back better!
Improved Barricade (Combat)
Build even better.
Prerequisites: Barricade, Engineering 5 rank.
Benefit: When you build your barricade, it now grants normal cover. If the area normally provided cover, it now has improved cover.
Thoughts?
Daily Punch 5-24-23 Trigger Spell spell for Pathfinder 2nd Ed
I want to be covered in so many spells that when I get hurt its a NUKE!
Trigger Spell Spell 1
Enchantment
Traditions arcane, divine
Cast somatic, verbal
Range touch; Targets one willing target
Duration 1 hour or until used
You channel magical energy from a second spell into this spell. This means you will cast this spell and a second spell using two spell slots at once. the second spell can be cast at any level, and that will determine the effects of the second spell. If one spell has a longer casting time, then the total spell casting length is the longer one. When you cast this spell, choose a condition for the second chosen spell to be cast such as damage to the target or hitting with a melee weapon. When the chosen spell goes off, any attacks or saves are made using your attack or save value. You can also choose if the spell affects the target this is cast onto.
Heightened (level 3) The duration increases to 1 day.
Heightened (level 5) The duration increases to 1 week.
Heightened (level 7) The duration increases to 1 month.
Heightened (level 8) The duration increases to 1 year.
Thoughts?
Daily Punch 5-23-23 Spell Storing Jewelry magic item for Starfinder
Let’s store a spell in a friendship bracelet!
Spell Storing Jewelry
This normal looking jewelry looks like any other basic store piece but it’s also built continuing a custom magic matrix that holds a single spell. As a swift action, you can cast the spell using any attacks, feats, and saves of the caster. The jewelry does not come with a spell in it but any spell may be cast into the jewelry. Once the spell is cast the jewelry degrades and falls apart
Spell Storing Jewelry, Mk 1
Level 1; Price 50; Bulk L
This may store up to a level 2 spell
Spell Storing Jewelry, Mk 2
Level 5; Price 425; Bulk L
This may store up to a level 4 spell
Spell Storing Jewelry, Mk 3
Level 9; Price 1,950; Bulk L
This may store up to a level 6 spell
Thoughts?
Daily Punch 5-22-23 Trigger Spell for Starfinder
I want to cast a spell and have it go off later!
| Trigger Spell Classes Mystic 1-6 School Divination Casting Time 1 standard action or varies Range touch Targets one living creature or item creature is holding Duration varies Saving Throw Will half (harmless); Spell Resistance yes (harmless) Description With the authority of all magic behind you, you proclaim to be cast in the future specifying a trigger. Choose a spell that is cast as this spell is cast and a trigger for the spell. If the other spell is longer than one action, the casting time of this spell changes to that spell’s plus one action. The other spell is cast or must be cast at the time of casting trigger spell. That other cast spell will be case whenever the trigger occurs. If that spell would occur and prevent an event from occurring like a mystic cure preventing a target from reaching zero hit points, that the creature never hit zero hit points. If cast on a weapon and that weapon strikes a target then any spell with a target of creature touched would count as touched. If a spell requires an attack roll or a save and the trigger was not striking a target, then the spell would use your current ranged attack roll or save DC values. You can only have one trigger spell active on you or your carried gear at a time. The duration of the spell depends on the level you it as. 1st: 1 hour 2nd: 1 day 3rd: 1 week 4th: 1 month 5th: 1 year 6th: until triggered |
Thoughts?
Ring Side Report- RPG Review of Dungeon Crawl Classics Dying Earth #1: The Laughing Idol of Lar-Shann
Product– Dungeon Crawl Classics Dying Earth #1: The Laughing Idol of Lar-Shann
System- DCC RPG
Producer– Goodman Games
Price– $7 here https://www.drivethrurpg.com/product/393055/Dungeon-Crawl-Classics-Dying-Earth-1-The-Laughing-Idol-of-LarShan?affiliate_id=658618
TL; DR-Solid adventure with a bit of crazy ending. 97%

Basics– Who wants a drink? Drawn to a small town where a particularly special liquor is made, you find a massive idol barking orders. Can you find the liquor before the idol counts down to… something?
Mechanics or Crunch– Ah first level Goodman Game scenarios! These guys know their mechanics, so everything is solidly done with the right amount of random and fun monsters to fight. My players and I all had a blast killing monsters, searching, and finding the secrets of the idol. 5/5
Theme or Fluff– Overall this is fun, but I feel the ending gets a bit off. There are a ton of fun in this adventure and has some crazy turns that are just perfect for the Dying Earth. There is one problem with the adventure. I won’t spoil anything, but I feel like one enemy would not attack the players at the end. That said, if you run it how you want, it won’t be a problem!. 4.5/5
Execution– PDF? Yep. Hyperlinked? Yep. Solid Art? Yep. Good layout? Yep! This is what I expect from a Goodman Games adventure. Solid work Goodman games! 5/5
Summary– Ah crazy Dying Earth fun. This with all the other adventures makes me want to read more Vance. I love the crunch and the design, but I have a few issues with the ending. That said, you write your own story as the Judge, so fix it on the fly! This is a solid adventure that I loved, and I think you will too! 97%
Ring Side Report-Board Game Review of Call To Adventure: The Stormlight Archive
Daily Punch 5-19-23 Cryo ammunition for Starfinder
if we can be hot, why not cold?
Thoughts?
Daily Punch 5-18-23 Alchemy Storing Weapon Rune for Pathfinder 2nd Ed
Let’s hide some stuff!
Alchemy Storing (Weapon Rune) Item 13
Transmutation Magical
Price 3000 gp
Usage etched onto a melee weapon
When etched, this rune creates an extradimensional space that links to the weapon that wields it. The space can hold up to 1 Bulk but can contain any alchemical item. Stowing or retrieving an item in the space requires an Interact action, except when using the rune’s activation.
Activate reaction, command; Trigger You hit a foe with the rune etched weapon. Effect You choose to have the alchemical item to spray onto you or your foe. If you choose you, you are subject to the alchemical items effect and it does not affect any other targets. If you choose to affect the enemy, the alchemical item affects the target as if it was hit by the object including any critical effects if weapon attack was a critical as well. Any splash effects do not effect you and instead become a cone of equal length to the space radius instead with all effects and saves as before.
Thoughts?







