Daily Punch 3-11-24 Delayed Grace divine spell for Pathfinder 2nd Ed

Send them in ready!

Delayed Grace one-action Spell 5

Manipulate 
Traditions divine
Range touch; Target 1 willing creature
Duration up to 1 minute or until discharged


You lay your hands upon the target and prepare them for harm. Until the spell is discharged or end, the first time the target takes damage, the immediately heal 5d8 hit points. This may prevent the target from dying. When this target is healed, the spell discharges and ends.


Thoughts?

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

Six seconds in heaven!

Divine Moment one-action Spell 4

Concentrate
Traditions divine
Range 30 feet; Targets 1 willing creature
Duration 1 round


You ask and your god provides a rapid escape for a target. The target is teleported to the realm of your god for exactly 1 round, returning at the start of your next turn. They are unharmed and return to the exact spot they left or the nearest unoccupied square. they lose their turn, but can not be harmed by any effects that occur within that turn including any persistent effects or damage. They do roll the normal check to see if a persistent effect ends and any other conditions reduce as normal except the target is unharmed by them.


Thoughts?

Daily Punch 2-12-24 Remove Animus spell for Pathfinder 2nd Ed

Can’t turn them, so let’s make them just stop being alive!

Remove Animus two-actions Spell 5

Concentrate Incapacitation Manipulate
Traditions arcane, divine, occult
Range 30 feet; Target 1 undead creature
Defense Will


You rip the moving force from an undead and cause it to fall into pieces on the floor. The target must attempt a Will save. You can spend an extra action while Casting
this Spell and add a cost to the spell to give the creature a –2
circumstance penalty to its save. The cost must be a specially
gathered object that is anathema to the creature such as a phylactery to a lich or dirt from the grave of a vampire.
Critical Success The target resists being banished and you are
stunned 1.

Thoughts?

Daily Punch 1-31-24 Halt Condition divine spell for Pathfinder 2nd Edition

Let’s make a second level one action spell!

Halt Condition one-action Spell 2

Manipulate Healing
Traditions Divine
Range 30 feet; Targets 1 willing creature
Duration  1 minute


You ask the gods to hold back the afflictions of those under your care. Choose one condition (blinded, confused, dazzled, clumsy, deafened, doomed, drained, enfeebled, fascinated, fatigued, paralyzed, persistent damage, sickened, stunned, or stupefied) affecting a creature. That creature is not affected by that condition for one turn. Once per round on subsequent turns, you can Sustain the spell to continue to prevent the condition form affecting the target. The condition must be due to a malady imposed via magic or creature effect such as a magic spell or venom not a physical condition like being in a dark place or long-term unrest causing fatigue. The condition must run its natural course to end, but any persistent effects from a creature that end upon the creature’s death or fail to Sustain the spell end automatically.

Thoughts?

Daily Punch 1-15-24 Minor Anointment divine spell for Pathfinder 2nd Edition

I want some one action spells for each rank and tradition! let’s do this!

Minor Anointment 1 Action Spell 1

Manipulate Mental
Traditions divine
Range 5 feet Target 1 creature
Duration 1 round


You quickly call down the glory of your god to sooth and assist a friend. Your target gains a +1 status bonus to AC until the end of your next turn and restore 1d4 hit points in the target.
Heightened(+1) The amount of healing increases by 1d4.

Thoughts?

Daily Punch 1-5-23 Divine Force divine cantrip for Pathfinder 2nd Ed

I paid for all those actions, I want to use them!

Divine Force  Cantrip 1

Attack Cantrip Concentrate manipulate Sanctified Spirit or Void
Traditions divine
Cast [one-action] somatic
Range 30 feet; Targets 1 creature
Defense AC


You quickly slap toward an enemy and your deity continues the push. Choose spirit or void. You can’t cast this spell if you don’t have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes damage of the chosen type equal to 2. On a critical hit, the spell also pushes the enemy five feet away from you. The spell gains the trait of the alignment you chose.


Heightened (+1) The damage increases by 1.

Thoughts?

Daily Punch 9-18-23 Life Infusion spell for Pathfinder 2nd Ed

My wife had an idea, and I’m building off it.

Life Infusion Spell 1

Necromancy
Traditions divine, occult
Cast [two-actions] somatic, verbal
Range touch; Targets 1 creature
Duration sustained up to 10 minutes


You channel additional life into a target. Each round at the start of their turn, they gain 1 temporary hit point. They can gain temporary hit points equal to your level. If you do not sustain the spell or you are disrupted, the spell ends and all temporary hit points are immediately gone.


Heightened (+1) The temporary Hit Points per round increase by 1 and the maximum temporary hit points increases by your level or you can choose to target one additional target. As you cast this at even higher levels, you can choose a combination of targets and increased temporary hit points.

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 3-21-23 Delay Heal divine spell for Pathfinder 2nd Ed

How about a punch to heal!

Delay Heal Spell 1

Healing Necromancy Positive
Traditions divine
Bloodlines angelic
Cast  1 action
Range touch; Targets 1 willing living creature

Duration 1 minute


You channel positive energy to prepare a target for the damage it will take. At the completion of the casting, the target is surrounded by a halo of light. If the target takes damage before the duration of the spell is done, the target instantly heals 1d4 hit points and the halo is discharged. If the target is reduced to zero hit points, the target heals damage and does not gain the dying or wounded conditions, nor does it fall down.


Heightened (+1) The amount of healing or damage increases by 1d4.

Thoughts?