Daily Punch 9-7-22 Hostility M1 W1 spell for Starfinder

 Hostility

Classes Mystic 1, Witchwarper 1
School enchantment (mind-affecting)
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets one humanoid creature
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

Description

You fill a target with rage and cloud it judgment. Upon failing its save, the target immediately becomes hostile to all creatures around it regardless of what it felt the moment before as all past issues come to the surface. The target will attack any target it can see for the duration of the spell. After the first target is attacked, each round after the first it is entitled a new Will saving throw to end the effect.

Thoughts?

Daily Punch 8-22-22 Divine Burst mystic spell for Starfinder

Ok, had to do the ground work so now we can get to the one I was hoping for!

Divine Burst

Classes Mystic 1
School transmutation
Casting Time 1 swift action or 1 reaction
Range touch
Targets one creature
Duration instantaneous

Description

Your god imparts fraction of itself into your target helping it with its next task. You can cast this as a swift action on your turn or as a reaction to you or an ally making a skill check. The target gains a +5 divine bonus to the triggering skill check.

Thoughts?

Daily Punch 7-26-22 Protective Pebble spell for Starfinder

Let’s keep a good idea running!

 Protective Pebble
Classes Mystic 1-6, Witchwarper 1-6
School evocation
Casting Time 1 standard action
Range personal
Duration 10 minutes
Saving Throw none; 
Description
You create balls of force that fly around you head. When an enemy comes within 10 feet of you a ball automatically flies at the target, making a ranged attack against its EAC and dealing 1d6 force damage. If the target is struck, it must make a Fortitude save. On a failure the target is knocked back 10 feet. Each projectile has the knockdown critical hit effect.

1st: When you cast protective pebble, you summon 3 force pebbles.

2nd: When you cast protective pebble, you summon 5 force pebbles.

3rd: When you cast protective pebble, you summon 7 force pebbles.

4th: When you cast protective pebble, you summon 9 force pebbles.

5th: When you cast protective pebble, you summon 11 force pebbles.

6th: When you cast protective pebble, you summon 13 force pebbles.


Thoughts?

Daily Punch 5-31-22 Spirit Strike M0 spell for Starfinder

One last time for our Starfinder Mystics!

Spirit Strike

Classes Mystic 0
School evocation (force)
Casting Time 1 standard action
Range touch
Targets one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes

Description

Your faith bring force a solid representation of your connections will to assault your enemies in the form of a melee weapon, requiring a melee attack against the target’s EAC. If your attack hits, the spirit weapon deals 1d8 damage to your target.

Casting this spell doesn’t provoke attacks of opportunity.

Daily Punch 6-10-21 Speed Learning M1 T1 magic for Starfinder

Time for some Starfinder in the same area as I’ve been playing. Let’s do some learning!

SPEED LEARNING M1 T1

School divination

Casting Time 1 standard action

Range touch

Target one creature

Duration 1 round/level (D)

Saving Throw none; Spell Resistance no

This spell allows you to teach another something you know quickly. For the duration of the spell, the target gains ranks in a skill with which you are trained equal to your to your ranks and that skill is considered a class skill for the target.

Thoughts?

Daily Punch 4-26-21 Sphere of Depression M4 Spell for Starfinder

Ok, time for one more version of this spell.

SPHERE OF DEPRESSION M4

School enchantment

Casting Time 1 standard action

Range close (25 ft. + 5 ft./level)

Duration 1 round/level (D)

Saving Throw Will; Spell Resistance yes

You summon forth a five foot sphere of blue light to a point in range. The sphere radiates an area of faint blue light to to 20 feet that drains the will to live of any creature in it.. All creatures that enter the area of the blue light must make a Will saving throw.  A creature that succeeds at the saving throw is only fatigued, unless it is already fatigued, in which case it instead becomes exhausted despite the saving throw. Creatures that fail the save are instead are exhausted. If a creature leave the area of blue light, the conditions from the sphere ends. As a swift action, each turn you can move the sphere up to 30 feet.

Thoughts?

Daily Punch 3-1-21 Weakness M1-6 spell for Starfinder

How about some extra damage?

WEAKNESS M1–6

School necromancy (Curse)

Casting Time 1 standard action

Range close (25 ft. + 5 ft./2 levels)

Targets one living creature

Duration 1 round/level

Saving Throw Fortitude negates; Spell Resistance yes

With a vile gesture and a dark word, you cause a target to lose the ability to repair those small bumps and scrapes. It begins to take extra damage as all the small cushions in its body begin to fail The target takes additional damage from any attack while under the effect of this spell. The additional damage is of the same type as the original damage.

1st: 1d4 additional damage

2nd: 3d4 additional damage

3rd: 5d4 additional damage

4th: 7d4 additional damage

5th: 9d4 additional damage

6th: 11d4 additional damage

Thoughts?

Daily Punch 7-10-20 Conduit of Fate M1-6 mystic spell for Starfinder

Conduit of Fate M1–6

School enchantment

Casting Time 1 standard action

Range 30 feet

Targets two or more living creature

Duration 10 minutes/level

Saving Throw Will half (harmless); Spell Resistance yes (harmless)

You speak words of power and twin two willing souls together. Chose a number of willing creature in range as determined below. Those souls now share a total hit point pool. Damage to one deals damage to the whole hit point total. When the total hit point total is reduced to zero, both begin to die. When you heal one of the pair, increase the total hit point total by that much. When the spell ends, divide the remaining hit point total as equally as possible. This spell has no effect on stamina points.

1st: 2 willing creatures

2nd: 3 willing creatures

3rd: 4 willing creatures

4th: 5 willing creatures

5th: 5 willing creatures

6th: 7 willing creatures

Casting this spell doesn’t provoke attacks of opportunity.