Ok, one more rest based thing for resting now for Starfinder!
Sudden Rest M2
Thoughts?
Ok, one more rest based thing for resting now for Starfinder!
Thoughts?
If you have bless in Starfinder, you need …..
School enchantment (compulsion)
Casting Time 1 standard action
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
You chanel pure doubt into your enemies. Each affected creature taks a -2 moral penalty to attack rolls and saving throws against fear effects.
Bane dispels and counters bless.
Thoughts?
I love clerics in DnD and standard procedure is bless first round. WHY BLESS IN STARFINDER! So, I’m making it!
School enchantment (compulsion)
Casting Time 1 standard action
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes(harmless)
This spells fills your allies with courage. Each ally gains a +2 moral bonus to attack rolls and saving throws against fear effects.
Bless dispels and counters bane.
Thoughts?
School necromancy
Range medium (100 ft. + 10 ft./level)
Targets up to one creature/level, no two of which can be more than 30 ft. apart
This spell functions as induce affliction, except it can affect more creatures. All of the affected creatures are subject to the same disease.
Why can you cure a disease, but not inflect one?
School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature
Duration permanent
Saving Throw Fortitude negates; Spell Resistance yes
You pour raw necrotic energy into a target forging disease particles in the creature. If the target fails its saving throw, it is affected by a mental of physical disease you choose with a save DC equal to your current spell save DC or lower. The disease progresses as normal and can be removed as normal.
If you target a creature who is already afflicted by a disease, the creature must instead immediately succeed on a Fortitude saving throw or worsen one step on the condition track of the disease. This saving throw does not count for their successes needed to end the condition nor does it count for their daily saving throw against the condition.
Thoughts?
Another spell that needs to happen.
School necromancy
Casting Time 1 standard action
Range touch
Targets one creature
Duration instantanious
Saving Throw Will partial, Spell Resistance yes
You touch a creature and inflict horrible wounds as you rend its flesh causing damage to your target depending on the spell’s level.
1st: 1d8 + your Wisdom modifier
2nd: 3d8 + your Wisdom modifier
3rd: 5d8 + your Wisdom modifier
4th: 7d8 + your Wisdom modifier
5th: 9d8 + your Wisdom modifier
6th: 11d8 + yourWisdom modifier
If the target succeeds at its saving throw, it only takes half damage.
Casting this spell doesn’t provoke attacks of opportunity.
Thoughts?
Ok, here is the Starfinder version of the same spell
School necromancy
Casting Time 1 standard action
Range touch
Targets one living creature
Duration instantaneous
Saving Throw Will half ; Spell Resistance yes
With a touch, you steal the life from a creature in range and and invigorate a different target, restoring a number of Hit Points equal to the damage dealt. If the second target regains all of its Hit Points as a result of this spell, you can apply the remaining healing to yourself, as long as you are a living creature. On the other hand, if this isn’t enough to restore all the target’s Hit Points, you can transfer any number of your own Hit Points to the target, healing the target that amount. You can’t transfer more Hit Points than you have or more Hit Points than the target is missing.
Lord giveth, lord taketh damages the first target with a number of Hit Points of necrotic damage depending on the spell’s level.
1st: 1d4 + your Wisdom modifier
2nd: 3d4 + your Wisdom modifier
3rd: 5d4 + your Wisdom modifier
4th: 7d4 + your Wisdom modifier
5th: 9d4 + your Wisdom modifier
6th: 11d4 + your Wisdom modifier
Casting this spell doesn’t provoke attacks of opportunity.
Thoughts?
Ok, let’s finish up my catch up of last weeks ideas with one last idea. How about healing word for Starfinder? It’s a quick change from Mystic Cure, but I’ve come to see how freeing up extra actions in DnD 5e, really makes a cleric shine!
School conjuration (healing)
Casting Time 1 swift action
Range 30 feet
Targets one living creature
Duration instantaneous
Saving Throw Will half (harmless); Spell Resistance yes (harmless)
With a word, you heal and invigorate your target, restoring a number of Hit Points. If the target regains all of its Hit Points as a result of this healing, you can apply the remaining healing to yourself, as long as you are a living creature.
Healing World restores a number of Hit Points to your target depending on the spell’s level.
1st: 1d4 + your Wisdom modifier
2nd: 3d4 + your Wisdom modifier
3rd: 5d4 + your Wisdom modifier
4th: 12d4 + your Wisdom modifier
5th: 16d4 + your Wisdom modifier
6th: 20d4 + your Wisdom modifier
Thoughts?
Let’s keep the hits rolling with more love for the Solarian in Starfinder-now mixed with Mystic!
Your connection to the stars allows you to funnel the powers of the gods through the strength of the stars. Both gods and stars bless you providing either the protection you need or the force you wield
Associated Skills: Sense Motive and Mysticism
Spells: 1st—supercharge Weapon, 2nd—shield other, 3rd—Resistant Armor, Lesser, 4th—Restoration, 5th—Break Enchantment, 6th—True Seeing
You gain the Solarian Solar Weapon or Solar Armorer class ability of a Solarian of 3/4 , rounded down, your Mystic level.
You gain the ability of enter a Solar Mode from the Solarian list. Your Mystic level counts fully for your Solarian level for your Solar Mode.
You gain Weapon Specialization as a bonus feat for each weapon type for which this class grants you proficiency. If you selected Solar weapon as your Solar Manifestation, it gains the benefit of Weapon Specialization as if it were an advanced melee weapon.
Choose a Solarian Stellar Revelation of up to 6rd level, you gain this ability. Every three levels, you may select another Stellar Revelation of up to three levels below your Mystic level.
You gain the notice of the Stars and Gods at this point. You can manifest both a Solar Weapon and Solar Armor at the same time, but your Solarian level is 1/2 your Mystic level if you choose to do so.
You can spend 1 Resolve Point as a move action to touch and heal an ally 3 times your Mystic level in hit points. This does not use your healing touch ability for the day, but you may only do this once per turn.
At 18th level, you can spend a resolve point to enter the form of the Star God. Your body becomes a being of pure light that glow brightly out to 60 feet, you use your full Mystic level to determine your Solarian level for all effects, and you manifest both the Solar Armor and Solar Weapon. This form last a number of round equal to your attainment points in your solar mode. Each round you lose one attainment point, and when you reach zero points, the form of the Star God ends.
Thoughts?
Here’s a quick one that came up when I was nearly locked out of my house today.
School conjuration
Casting Time 1 standard action
Range touch
Targets one creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes
You call forth acid to seep from your hands or upper appendages. If you successfully touch a target, the target takes 3d10 acid damage. If you touch an object, the object takes that much damage
2nd: When you cast mind thrust as a 2nd-level spell, it deals 5d10 acid damage to the target.
3rd: When you cast mind thrust as a 3rd-level spell, it deals 8d10 acid damage to the target.
4th: When you cast mind thrust as a 4th-level spell, it deals 12d10 acid damage to the target.
5th: When you cast mind thrust as a 5th-level spell, it deals 18d10 acid damage to the target.
6th: When you cast mind thrust as a 6th-level spell, it deals 22d10 acid damage to the target.
Casting this spell doesn’t provoke attacks of opportunity.