Daily Punch 10-23-26 Distract cantrip for Pathfinder 2nd Ed

What is happening now?


Distract [two-actions] Cantrip 1

Canhtrip Concentrate Mental
Traditions arcane, , occult
Range 60 feet; Targets 1 creature
Defense Will; Duration 1 round


You overwhelm a foe’s senses. The jolt causes distracted 1, with a basic Will save. If the target critically fails the save, it is also distracted 2.


Heightened (+1) The target takes 1d4 mental damage in addition to distracted 1 or 2d4 with a critical failure.

Daily Punch 1-7-25 Pain Storm arcane and occult spell for Pathfinder 2nd Ed

To the pain!

Pain Storm [two-actions] Spell 1

Concentrate Manipulate
Traditions arcane, occult
Deities Zon-Kuthon
Mystery blight
Range 50 feet; Area 20-foot burst
Defense basic Fortitude


You conjure pure pain into an area. Creatures that fail their save gain Painful 1 (DC 15 flat check to end).

Daily Punch 4-29-2 Mass Hysteria occult spell for Pathfinder 2nd Ed

THEN THEY ALL WENT CRAZY!

Mass Hysteria one-action Spell 9

Manipulate
Traditions occult
Range 100 feet; Area 20-foot burst
Defense Will


With a whim, you play with everyone mind causing them to experience an astounding amount of mental disturbances. Each creature in the area must attempt a Will save
Critical Success The creature is unaffected.
Success The target becomes confused, deafened, frightened 1, sickened 1, and slowed 1.
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.
Critical Failure  The target becomes blinded, clumsy 2, 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.

Thoughts?

Daily Punch 4-19-24 Mind of Matter occult spell for Pathfinder 2nd Ed

If you don’t think, you are fine.

Mind over Matter one-action Spell 8

Manipulate
Traditions occult
Range 30 feet; Target 1 willing creature
Duration 1 minute


You help a creature block all pain for a moment at the expense of its mind. The creature gains resistance 10 to all damage except mental damage where it is gains .weakness 20 mental damage. If the creature has any other resistances or weaknesses these are lost for the duration of the spell.


Thoughts?

Daily Punch 4-10-24 Psychic Cracks occult spell for Pathfinder 2nd

The light of god!

Psychic Cracks one-action Spell 7

Manipulate 
Traditions Occult
Range 100 feet; Area 30-foot burst
Defense Will; Duration up to 1 minute


You press HARD on the minds of all targets in an area potentially laying the ground work for their mind to shatter. All targets in the area take 4d6 mental damage and must attempt a Will save.
Critical Success The creature is unaffected.
Success The target takes half damage.
Failure The target takes full damage and gains weakness 5 to mental damage for 1 minute.
Critical Failure  The target takes double damage and gains weakness 10 to mental damage for 1 minute.

Thoughts?

Daily Punch 3-28-24 Mind Crush occult spell for Pathfinder 2nd Ed

Hit them in the head!

Mind Crush one-action Spell 6

Manipulate Mental
Traditions Occult
Range 60 feet; Target 1 creature
Defense Fortitude; Duration instantaneous or permanent


You crush your enemies mind possibly permanently reducing its ability to act. The effects are determined by its Will save.
Critical Success The creature is unaffected.
Success The target takes 4d6 mental damage.
Failure The target takes 8d6 mental damage
Critical Failure The target takes 8d6 mental damage and is permanently slowed 1. The effects of this curse can be
removed only through effects that target curses. The target can be subject to this spell again, but can not increase its slowed condition due to critically failure again.

.


Thoughts?

Daily Punch 3-15-24 Psychosomatic Illness occult spell for Pathfinder 2nd Ed

Send them in ready!

Psychosomatic Illness one-action Spell 5

Manipulate Mental
Traditions Occult
Range 60 feet; Target 1 creature
Defense Will; Duration 1 or more rounds


You force the target to think it is sick with the mind causing the body to fail. The effects are determined by its Will save.
Critical Success The creature is unaffected.
Success For 1 round, choose either slowed 1, clumsy 1, or enfeebled 1.
Failure The target gains slowed 1, clumsy 1, and enfeebled 1 and can attempt to save for all these continues in one save at the end of each of its turns.
Critical Failure As for success, but the duration is automatically 1 minute.


Thoughts?

Daily Punch 3-4-24 Anterograde Amnesia occult spell for Pathfinder 2nd Ed

If all the bad things happen quickly, no one needs to remember anything!

Anterograde Amnesia one-action Spell 4

Concentrate Mental Subtle
Traditions occult
Range 30 feet ; Target 3 creature
Defense basic Will


You cause the target to forget the the last six seconds.. You or another creature can explain to the targets what happened in the previous six seconds with a successful deception check.


Thoughts?

Daily Punch 2-21-24 Mental Scan spell for Pathfinder 2nd ed

Who’s out to get me….

Mental Scan one-action Spell 3

Concentrate Mental
Traditions occult
Range 30 foot radius around you; 
Defense Will Save; Duration 1 round or sustained up to 1 minute


You scan all creatures around you. Each target that bares you ill will must make a will save. You see if a target is friendly, helpful, indifferent, unfriendly, or hostile. In addition, you see if the target is under the effect of a mental spell influencing their actions.

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?