Daily Punch 3-15-17 Force Ball spell for Pathfinder

 

How about a cantrip for Pathfinder?

 

Force Ball

School evocation [force]; Level magus 0, sorcerer/wizard 0

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION

You throw an unerring ball of force at a target in range. The target takes 1d2 points of force damage.

The ball strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Objects are not damaged by the spell.  However, spells like shield block the effects of the spell.

Daily Punch 2-21-17 Grim Feast Spell for Pathfinder

Grim Feast

School necromancy; Level  sorcerer/wizard 3,Oracle 3, Cleric 3, Oricel 3 Witch 3

CASTING
Casting Time 1 standard action
Components V, S, M (a piece of a ghoul’s heart)

EFFECT
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Fort half; Spell Resistance yes
DESCRIPTION
By channeling your inner hate for all things living through a ghoul’s hart, you create a ball of unlife that you throw at a point in range.  All creatures in the area take 1d6 points of necrotic damage per caster level (maximum 10d6).  This spell must be centered on a creature in range.

As a bonus, half of the life you drain come back to you as you feed as a ghoul does.  You regain hit points equal to half of the total damage you did with the spell to each creature.  You may not regain hit points above you maximum.

 

Thoughts?

Daily Punch 2-7-17 Force Push spell for Pathfinder

How about some defensive spells for Pathfinder?

 

Force Push

Schoolevocation [force]; Levelalchemist 1, bloodrager 1, magus 1, sorcerer/wizard 1, witch 1

CASTING

Casting Time 1 immediate action
Components S

EFFECT

Range 10 feet
Target One creature in range
Duration instantanous

Saving ThrowFortitudenegates; see text; Spell Resistance yes

Thoughts?

Daily Punch 2-6-17 Magi Rush feat for Pathfinder

Why do mages have to sit in the back and cast spells.  Why not let them join the party in the melee?

 

Magi Rush

You might be the magical master, but you like to mix it up as well.

Benefit(s): When you perform a charge, at the end of the attack, you can cast a spell with a range of touch.  All normal modifiers and attack of opportunity apply for this attack.  You can attempt to cast the spell defensively as part of the charge.

Daily Punch 1-11-17 Spell Disruption spell for Pathfinder

One more along the same theme.

 

Spell Disruption

School abjuration; Level alchemist 5,  cleric/oracle 5, druid 5, inquisitor 5,  shaman 5, sorcerer/wizard 5, summoner/unchained summoner 5; Domain  protection 5

CASTING

Casting Time immediate action
Components V, S, DF

EFFECT

Range 25 ft +5 ft/level
Target creature in range
Duration end of current turn
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Through you own sheer power, you sculpt your spell around your environment.  When you cast this spell, you choose one target per five caster levels within range.  For next spell you cast this round that includes the target, that target is excluded from the spell and is not effected in any way until the end of its next turn.

Daily Punch 1-10-17 Spell Dissipation spell for Pathfinder

Spell Dissipation

School abjuration; Level alchemist 3, bloodrager 3, cleric/oracle 3, druid 3, inquisitor 3, ranger 2, shaman 3, sorcerer/wizard 3, summoner/unchained summoner 3; Domain  protection 3

CASTING

Casting Time immediate action
Components V, S, DF

EFFECT

Range 25 ft +5 ft/level
Target creature in range
Duration end of current turn
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

Through you own will, you reduce the effectiveness of your own spell.  When you cast this spell, you choose one target per four caster levels within range.  For next spell you cast this round that includes the target, that target is considered to have succeeded its saving throw against the spell.

Daily Punch 10-19-16 Black Powder Witch archetype for Pathfinder

How about we continue the idea of a Witch Gun in one more game..

 

Black Powder Witch

Some witches toil over cauldrons, but you work clockwork with ease.  You keep the more esoteric parts of the witch lifestyle, but you’ve added more modern flare with the acceptance of clockwork, gears, and powder.  You’re spells make you dangerous, but  Alkenstar makes you deadly.

Patron: A Black Powder Witch cannot choose a patron whose interests or theme opposes that of technology.

Spells

A Black Powder Witch replaces some of her patron spells with the following: 2nd—prismatic sphere, 4th—wood shape, 6th—stone shape, 8th—minor creation, 10th—fabricate, 12th—major creation, 14th—mage’s magnificent mansion, 16th—statue, 18th—wooden phalanx.

Witch Gun (Sp)

A Black Powder Witch loses the ability to cast cantrips.  The witch gains Exotic Weapon Proficiency (firearms) and Gunsmithing as bonus feats.  A Black Powder Witch  also gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition.

As a spell-like ability as a standard action, a Black Powder Witch can cast a hex when she fires a firearm.  The target makes all saves against the hex as normal, but the witch must strike the target and do damage for the hex to take effect.  If the attack misses or fails to do damage, then the target does not have to make a save against the hex.  The ability modified hex and cantrips.

Construct empathy(Ex)

A Black Powder Witch must select a minor construct familiar when selecting her familiar.  This ability modifies Witch Familiar.

Minor Clockwork Familiar CR 1/5

N Tiny construct (clockwork)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +5

DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2size)
hp 5 (1d10)
Fort +0, Ref +2, Will +1
DR 1/adamantine; Immune construct traits;
Weaknesses vulnerable to electricity

OFFENSE

Speed 30 ft., fly 50 ft. (perfect)
Melee bite +3 (1d3 electricity)

STATISTICS

Str 10, Dex 14, Con 10, Int 11, Wis 13, Cha 3
Base Atk +1; CMB +1; CMD 14
Skills Fly +5, Perception +4, Stealth +5
Languages Common

SA Familiar

Familiar

The master of a minor clockwork familiar gains DR 1/adamantine.

 

Loss of Nature(Ex)

A Black Powder Witch loses knowledge(nature) as a class skill but gains knowledge (engineering).

 

 

Thoughts?

 

Daily Punch 10-1-16 Summon Ooze spell for Pathfinder

Here is one that took a bit to get going.  Let’s summon Ooze in Pathfinder!

 

Summon Ooze I

School conjuration (summoning) [see text]; Level antipaladin 1, bard 1, cleric/oracle 1,sorcerer/wizard 1, summoner/unchained summoner 1, witch 1

CASTING

Casting Time 1 round
Components V, S, F/DF (a tiny bag and a small candle)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Effect one summoned creature
Duration 1 round/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

This spell summons an ooze. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st Level list onTable: Summon Ooze. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.

A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

Summon Ooze II

School conjuration (summoning); Level antipaladin 2, bard 2, cleric/oracle 2,sorcerer/wizard 2, summoner/unchained summoner 2, witch 2;

This spell functions like summon ooze I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

Summon Ooze III

School conjuration (summoning); Level antipaladin 3, bard 3, cleric/oracle 3,sorcerer/wizard 3, witch 3

This spell functions like summon ooze I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

Summon Ooze IV

School conjuration (summoning); Level antipaladin 4, bard 4, cleric/oracle 4,sorcerer/wizard 4, summoner/unchained summoner 3, witch 4;

This spell functions like summon ooze I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze V

School conjuration (summoning); Level bard 5, cleric/oracle 5, sorcerer/wizard 5,summonerunchained summoner 4, witch 5;

This spell functions like summon ooze I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze VI

School conjuration (summoning); Level bard 6, cleric/oracle 6, sorcerer/wizard 6,unchained summoner 5, witch 6

This spell functions like summon ooze I, except that you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze VII

School conjuration (summoning); Level cleric/oracle 7, sorcerer/wizard 7,summoner 5, unchained summoner 6, witch 7

This spell functions like summon ooze I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze VIII

School conjuration (summoning); Level cleric/oracle 8, sorcerer/wizard 8,summoner 6, witch 8

This spell functions like summon ooze I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Ooze IX

School conjuration (summoning); Level cleric/oracle 9, sorcerer/wizard 9, witch 9

This spell functions like summon ooze I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

 

Summon Ooze 1 Summon Ooze 2 Summon Ooze 3 Summon Ooze 4 Summon Ooze 5 Summon Ooze 6 Summon Ooze 7 Summon Ooze 8 Summon Ooze 9
Phlegmatic Ooze Swarm Giant Amoeba Diger freezing flow Doopeldrek Cerebic Cyst Colour out of space Copacitor Ooze Bog Scum
Sanguine Ooze Swarm Boilborn Gelatinous Orb Gelatinous Cube ectoplasm Mustard Jelly Living Mirage Carniviorous Crystal Ooze Carnivorous Blob
Amber Ooze Tar Jelly Hungry Flesh Globster Brain Ooze Coven Ooze Putrid Ooze Mezlan
Whip Jelly Stun Jelly Ochre Jelly Ebon Ooze Deathtrap Ooze Vespergaunt Gunpowder Ooze
Slim Mold mudbog Living Stone Magma Ooze Entropic Ooze
Garden Ooze Emeral Ooze Hungry Fog Vampiric Ooze Behemoth Pudding
Gray Ooze Emotion Ooze Verdurous Ooze Stone Pudding
Hag Eye ooze Glacial Ooze Black Pudding Tyrant Jelly
Mercury Ooze Metallic ooze Brown Pudding
Slithering Tracker Undead Ooze Dun Pudding
Blood Pudding Shard Slag
White Pudding trapper
Roiling Oil
Sea Scourge
Tear of Buring Flame