Daily Punch 4-25-19 Surge cleric spell for Dungeon Crawl Classics RPG

I want a cleric to get some offence.  Let’s build one!

Surge
Level: 1
Range: 15′ Duration: Instantaneous Casting time: 1 action Save: Reflex vs. spell check DC
General The cleric rains down divine lightning from their fingertips.
Manifestation
roll 1d4: (1)the caster’s hands shoot purple lightning at the target. (2)lightning shoots down from the sky at the target. (3) electricity crackles all over the target. (4)the caster stomps the target and lighting surges up from the ground at the target.
1-11 failure
12-13
A single blast of electricity strikes one target within range for 1d2 points of damage.
14-17
Spell produces a blast of fire that electrocutes a single target within range for 1d5 points of damage.
18-19
Spell produces a blast of fire that electrocutes a single target within range for 1d5+CL points of damage.
20-23
Spell produces a surge of electricity that burns up to three targets within range for 1d5+CL points of damage. All targets must be within 10’ of one another.
24-27
Spell produces a surge of electricity that burns up to three targets within range for 1d10+CL points of damage. All targets must be within 10’ of one another.
28-29
Caster creates a single blast of lighting 10’ wide and 30’ long that does damage equal to 3d5+CL to all caught in the blast. He can pick individual targets to be safe from the blast.
30-31
Caster creates two blasts of lighting 10’ wide and 30’ long that does damage equal to 3d5+CL to all caught in the blast. Each can be directed within a 180° arc of his position. He can pick individual targets to be safe from the blast.
32+
Caster can blast pure lighting in a 360° arc outward from his body. He can pick individual targets to be safe from the blast. All creatures within the radius are immolated, taking damage equal to 4d5+CL damage.

Daily Punch 4-24-19 Geas spell for Dungeon Crawl Classics RPG

Last night, I subjected a player that didn’t exist!  Welp, time to make it happen!

Geas
Level: 3
Range: 10′ Duration: Instantaneous Casting time: 1 action or special (see below) Save: Will vs. spell check DC
General A cleric calls upon the force of his god to send a individual or a creature on a quest.  This spell only works on intelligent creatures.  That creature must attempt to work toward completing the quest or face dire repercussions for their failure.

Clerics often cast this spell as part of another spell to force a character to do an act as part of another spell or action.  In this case the target must voluntarily fail the will save.

Manifestation roll 1d4: (1) an avatar of the god comes and scribes a mark into the targets forehead cutting the skin deeply.  (2)The room fills with light or darkness and whispers fill the room with the dead the target must do.  (3)a parchment with the task appears with written instructions in gold letters.  the parchment cannot be destroyed by mundane means. (4)the gods own words echo from the mouth of the cleric in a language no one except the target can comprehend.
1-15 Failure.
16-20 The target is given a quest they must complete by the cleric.  Every day the target does not work toward the quest, the target takes a -1 penalty to all rolls.
21-25 The target is given a quest they must complete by the cleric and the cleric is updated daily on the targets progress.  Every day the target does not work toward the quest, the target takes a -2 penalty to all rolls.  The cleric can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.
26-30 The target is given a quest they must complete by the cleric and the cleric is updated hourly on the targets progress.  Every day the target does not work toward the quest, the target takes a -5 penalty to all rolls.  The cleric can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.  In addition, the caster of the spell may at any time wrack the target with pain as if casting magic missile upon the target at any spell result up to the clerics spell casting result of geas spell.  The target of the spell may not be healed except by clerics of the same god that cast the original geas and those clerics know of the spell as soon as they begin any healing magic as well as knowing they gain disapproval for any actions they take to aid a character not advancing on their geas.
31-35 The target is given a quest they must complete by the cleric and the god of the cleric is updated contently on the targets progress.  Every day the target does not work toward the quest, the target takes a -5 penalty to all rolls.  The god can always located the target as if casting the locate object spell and the cleric may always contact the target as if via the esp spell cast with the same result s the geas spell.  In addition, the god may at any time wrack the target with pain as if casting magic missile upon the target at any spell result it chooses.  The target of the spell may not be healed except by god directly.  The cleric gains all the benefits of casting the spell at  spell result of 30 as well.
36+ The target is given a quest they must complete by the cleric and the god of the cleric is updated contently on the targets progress.  Every day the target does not work toward the quest, the target takes a -10 penalty to all rolls.  The god can instantly kill the target at will, no save, at any point to summon the creature before it.  The god also gains the benefit of casting the spell at spell check 35.  The cleric gains all the benefits of casting the spell at  spell result of 30 as well.

 

Thoughts?

Daily Punch 3-4-15 Mystic Arcanist Class for Dungeon Crawl Classics RPG

You know what I haven’t done for a long time?  Made a class for DCC RPG!  Let’s mix the wizard and the cleric and see what falls out?

Mystic Arcanist

Hit Points: A mystic arcanist gains 1d6 hit points per level.

Armor and Weapon training: A mystic arcanist is proficient with all armors and weapons a cleric is proficient with.

Alignment: Mystic arcanists are called from all alignments as the gods grant power to all who serve them as they serve them.  Depending how they see themselves, they may choose to name themselves based on the names for wizards or clerics of their same level.

Cleric and Wizard Powers:  A mystic arcanist gains all the powers of a cleric, but does not gain the turn ability using personality for all cleric spell  and lay on hands checks.  A mystic arcanis gains the magic abilities of a wizard using intelligence to cast all the wizard spells.  A mystic arcanis may never have a patron that is not a greater devil, greater fiend, or  a god as those are the creatures that grant the mystic arcanist his/her spell casting ability.

Disapproval and Corruption: When a mystic arcanis gains disapproval or corruption from a cleric or wizard spell, the mystis arcanis also gains the other effect.  If a wizard spell causes corruption, he or she also gains disapproval.  When a mystic arcanist gains disapproval, the mystic arcanis chooses an equal leveled known wizards spell and gains the corruption effect of that spell.  If unable to choose a spell of the same level, the next highest level spell is chosen instead.

 

Luck: A mystic arcanist’s luck score is added to all spell casting checks for both divine and arcane magic.

 

Level Attack Crit Die/ Table Action Die Wizard Spells Known Max Wizard Spell

Level

Known

Cleric Spells Known Level 1 Cleric Spells Known Level 2 Cleric Spells Known Level 3 Cleric Spells Known Level 4 Cleric Spells Known Level 5 Ref Fort Will
1 0 1d7/II 1d20 2 1 2 0 0 1
2 1 1d7/II 1d20 2 1 3 1 1 1
3 1 1d8/II 1d20 3 2 3 2 1 1 2
4 2 1d10/II 1d20 3 2 3 2 2 2 2
5 2 1d10/II 1d20 4 3 3 3 1 2 2 3
6 3 1d12/II 1d20+1d14 4 3 3 3 1 2 2 4
7 3 1d12/II 1d20+1d16 5 4 4 3 2 1 3 2 4
8 4 1d14/II 1d20+1d16 6 4 4 3 2 1 3 3 5
9 4 1d14/II 1d20+1d20 7 5 4 3 3 2 1 3 3 5
10 5 1d16/II 1d20+1d20 8 5 4 4 3 2 1 4 4 6

 

Thoughts?