Daily Punch 9-5-25 Admonishment divine spell for Pathfinder 2nd Ed

GOD DAMN YOU!

Admonishment [two-actions]Spell 1

Manipulate Mental
Traditions divine
Cast [two-actions] somatic, verbal
Range 60 feet; Targets 1 creature
Defense Will


Your God breaks those whom you damn. When you cast this spell, you choose a target in range to make a Will saving throw with the effect determined below

Critical Success The target is unaffected.
Success The creature becomes sickened 1.
Failure The creature becomes sicked 1 and is blinded, defined, and restrained while sicked.
Critical Failure The creature becomes sicked 2 and is blinded, defined, and restrained while sicked..


Heightened (+1) You can choose one additional target.

Daily Punch 8-6-25 Divine Savior cantrip for Pathfiner 2nd Ed

DON’T DIE!


Divine Saviour Reaction cantrip 1

Healing Manipulate Vitality
Traditions divine
Bloodline angelic
Catalysts Healer’s Gel
Range 
30 feetTarget 1 dying ally
Trigger An ally is reduced to 0 hp


Stay in the fight! When an ally is reduced to 0hp, you can instantly heal the target 2d4 hp. The target does not have any abilities that would end if the target falls to zero hp, and itis not counted to have been reduced to zero hp. The target is then immune to this spell for 1 day. 

Thoughts?

Daily Punch 5-15-25 Forced Vitality divine cantrip for Pathfinder 2nd Ed


Forced Vitality One action Cantrip 1

Cantrip Concentrate Manipulate Vitality
Traditions divine
Mystery life
Range touch; Targets 1 creature
Defense basic Fortitude


You push life into something. Touch one target. If the target is living and succeeds, it takes 1d4 void damage. If it fails, it takes 1d4 vitality damage. If the target is undead, success results in 1d4 vitality damage. If it fails, it takes 1d4 void damage. Critical successes and critical failures double the received damage. The target must attempt a save and can not voluntarily fail this check.


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

Daily Punch 9-26-24 Gift Affliction divine spell for Pathfinder 2nd Ed and Starfinder 2nd Ed.

You take this!

Gift Affliction 2 action Spell 2

CONCENTRATE MANIPULATE
Traditions  divine
Range 30; Targets 1 creature with a condition and one willing ally with a condition
Defense Fortitude


You gift the pain one friend to another creature. On a failed save, the target gains one condition that the willing ally has. The duration of the condition and effects are not altered. This may result in creatures that can not normally being affected by a condition being affected by a condition.
Heightened(+1) You transfer one additional condition to the target

Thoughts?

Daily Punch 9-24-24 Share Affliction divine spell for Pathfinder 2nd or Starfinder 2nd

Share the load

Share Affliction 1 action Cantrip 1

CONCENTRATE MANIPULATE
Traditions  divine
Range 30; Targets 1 creature with a condition and one willing ally


You help a friend share the pain of another. Transfer the condition currently affecting one creature to the willing ally. the duration of the condition and effects are not altered. This may result in creatures that can not normally being affected by a condition being affected by a condition.

Thoughts?

Daily Punch 8-13-24 Steal Vitality divine spell for Starfinder 2nd Ed

I can givith, AND TAKEITH!

Steal Vitality 2 action Spell 1

CONCENTRATE MANIPULATE VOID VITALITY
Traditions  divine
Range touch; Targets 1 creature
Defense basic forititude


You steal the raw life force of a target to fuel you and your friends. Touch a target in range. That target makes a basic will saving throw. The target takes 1d6 void damage and your vitality network regains hit points equal to 1/2, round down, the damage dealt.
Heightened(1+) The damage increases by 1d6.

Thoughts?

Daily Punch 4-26-24 Divine Return divine spell for Pathfinder 2nd Ed

HELP GOD!

Divine Return one-action Spell 9

Manipulate
Traditions divine
Range 50 feet; Target 1 willing ally


You ask your god to rewind the flow of time for just a moment. Choose a ally. that ally does not need to be alive, but must we wiling. You rewind to the start of that ally’s last turn revering all spells and abilities they cost, but only for them. Any effects that caused for others like spent spells or abilities are still expended. Thais also reversed damage on that ally, even fatal effects. The ally rejoins the initiative at the start of their next turn with these having occurred. If they are on a different plane of existence or dead, they are instantly returned and they continue their turn and life as normal.


Thoughts?

Daily Punch 4-15-24 Castigate divine spell for Pathfinder 2nd ed

My god doesn’t like you!

Castigate one-action Spell 8

Manipulate
Traditions divine
Range 50 feet; Target 1 enemy
Defense Will; Duration 1 round to 1 minute


You ask your god for a direct punishment on those enemies of your faith inflicting a multitude of plagues upon them all at once. One enemy in range must attempt a Fortitude save
Critical Success The creature is unaffected.
Success The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1 for 1 round. If the target already has any of these conditions and the condition has a value increase that condition.
Failure The target becomes blinded, clumsy 1, confused, deafened, enfeebled 1, frightened 1, off-guard, sickened 1, slowed 1, and stupefied 1. If the target already has any of these conditions and the condition has a value increase that condition. The target must make a DC 11 flat check to end each condition individually.
Critical Failure  The target becomes blinded, clumsy 1, confused, deafened, enfeebled 2, frightened 2, off-guard, sickened 2, slowed 2, and stupefied 2. If the target already has any of these conditions and the condition has a value increase that condition. The target must make a DC 11 flat check to reduce or end each condition individually.

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Thoughts?

Daily Punch 4-3-24 Divine Flash divine spell for Pathfinder 2nd Ed

The light of god!

Divine Flash one-action Spell 7

Manipulate Light
Traditions divine
Range 30-foot emanation
Defense Fortitude; Duration instantaneous or 1 round


Your god blesses you with a burst of light from its heaven. All enemies in the area dealt 8d6 fire damage and must attempt a Fortitude save
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage and invisible, hidden, or concealed targets glow for one round out to 30 feet with a bright light and lose that status while it glows.
Critical Failure  The target takes double damage and invisible, hidden, or concealed targets glow for two round out to 30 feet with a bright light and lose that status while it glows..

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Thoughts?